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Hazarth

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A member registered Dec 09, 2020 · View creator page →

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Simple but fun. The bug where a correct ingredient is counted as an error is kinda annoying. I find that it helps making the potions really slowly... maybe some sort of hitbox issue where the game thinks I'm holding something else or something? not sure...

But in general the strategy is to make a column of 4-5 potions before you start the day, and you make them slow enough so you don't trigger the meter too much. If you do you can always just wait a bit for it to go down to a safe level and try again then.


I'm curious about the new version that the dev mentioned in the comments though :D

The art is pretty simple but it works well enough here. The game itself is a lot of fun though, gameplay is pretty tight :D dough I'm not sure if I should be able to stick to walls if I jump against them and keep holding the jump button. Also it's a little bit annoying that the gun is so far away from my body, that I can't hit enemies that are too close to me. The music sets a great mood and really ties everything together! Just starting the game and hearing the music I immediately knew it's gonna be fast and fun :)

I do wonder, did you make that music yourself or is that 3rd party? I' giving you 4/5 for the sound design cause it's really good and the guns feel good too, but it'd be 5/5 if you actually made that soundtrack as well :D

Your file says it's for windows, linux and mac, but it's just a windows executable. I was able to get it running under wine though on linux.


Anyway, quite a nice game, very nice aesthetic, nice little chip tune and overall it works and feels quite good and polished! The only thing I'd mention is that the difficulty curve is quite steep and the game becomes very challenging before I'm able to collect enough coins to get much better weapons. I'm probably just bad at the game but still, there's a lot of enemies very fast and when they start shooting at me it's just overwhelming quickly :D Overall though, great game, great feel, great polish, great sound and great use of the asset ^^ nice

Nice use of the asset pack! But I'm struggling to figure out the controls. I can walk/jump and look around and the little guys seem to be fighting each other using some sort of random roll system or something? but I'm not sure if there's something I can even interact with. Clicking with the mouse does nothing and no other key seems to do anything. What am I missing? :D

Thanks! I had fun making it ^^

This is awesome, really great user experience and slick design. 11/10

Quite nice! As others mentioned, I also see it as a flappy-bird-like (is this a genre now? xD) However it's quite unique in it's own right and I think this would actually work quite well as a hyper-casual game for mobile.

The music is nice! Gives it quite a silly vibe, but in a good way. The graphics are definitely good enough, even though the lava is a bit out-of-place. Something vectorized like 2 - 3 layers of waves moving up and down, left and right could've maybe worked better? Not sure though!

The controls weren't super clear to start with. A little description or 2 frames of tutorial could've helped a lot I think. But once I got the gist of it, it's simple and fun

Overall, quite polished, simple idea.

fun game. Pretty simple to pick up, I like the choice of ambiance instead of music. Good use of the limitation too and the basic shape graphics are a nice classic touch, I'm pretty sure complicated graphics would look cheap with this sort of game, but this really works well.

One small gripe is that I wasn't sure what caused me to lose lifes? Maybe I'm just a bit slow today and I know the description said "don't let them get away" but I didn't know that would cause me to lose a life. I intuitively though that since I'm eating the flies that me losing lives is somehow related to getting hungry and not eating enough, but that wasn't the case :D I figured it out on my 3rd attempt, but still, maybe if there was some sort of effect, like the fly going red for a second or something when hitting the edge, that would work as a good hint?

Thanks for taking time to play the game and make such a constructive comment! All good points :) The Reload button was supposed to be used for some other guns that would have more than one round ready but we never got around to adding those :c It's a vestigial now.

Weird thing about the mage in the air, I'll have to check that at some point xD

Really unique! Not exactly my type of game, but I enjoyed it and it feels really tight with good music and graphics. Feels polished ^_^

Only thing I really noticed is that there's a typo in the description on the game page xD

"but they're own weapons probably could" -> "but their own weapons probably could"

Pretty good looking game with nice music to go with it. Shotgun feels good, movement is a bit slow, I don't understand the point of the purple ghost drops? is it essentially score? :D Why does the counter show the picked up amount twice e.g. 1/1 .. 2/2.. 3/3... ?

Overall I liked it, chill concept, I could see a whole game built in this aesthetic ^^ good job

Thanks for playing! :)

Yeah they can, but they have a lot of health and are easier to take down with the double barreled shotgun that you can find in one of the tombs. Multiple people already recommended to add some visible indication of damage to the enemies, so I think your experience falls into the same category ^_^

Thanks for the comment ^_^

Yeah, the way to fix the gun clipping is by creating a second camera that only sees the gun and rendering it on top of the screen as an overlay. I can give you additional details if you want, but you can find this exact solution on YouTube. It feels hacky, but it's technically the correct solution as you would do a similar thing if you were working with low level logic of OpenGL or DirectX anyway: rendering into a separate texture and overlaying. :)

And yeah, you're probably right, I wanted to avoid adding health bars for enemies so it doesn't feel too game-y and clutter the view. But I definitely need to add something to indicate the damage. Currently I'm thinking of at least adding a little indicator of how much damage was done, so it's clear that the enemies are indeed getting damaged :)

once again, thanks a lot for trying it out!

Oh no, really?! :c 

If you could find the time to lunch is through terminal and get whatever error it prints out it would be of great help, but don't feel obliged to do so :D Just curious

Well it was a gamble to go with the Beta edition, but there's so many changes in Godot 4 that I wanted to use this jam to get a head start on the new GDScript ^^

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Pretty nice puzzle game I'd say. I love the visuals and the mechanics are fun and relatively intuitive, though at first I wasn't sure how to kill the demons without any bullets.

as an improvement I'd appreciate a checkpoint system (maybe there is one in later levels, but I couldn't win level 1 and gave up after the lava drop... that was cheap man...)

Also is there supposed to be sound? I don't hear any sound or music on Firefox/Linux :c

Other than that, I really liked this. Kinda super meat-boy-like, I can imagine playing this from time to time if it was finished :)


PS: The gore/gibs explosion was a nice effect!

Pretty good but really damn hard! My max score is 7 and even that took some time. The main issue is that the enemies spawn often in a convoy formation, which makes it difficult to attack, once the enemies crowd your bullet drop you're pretty much done :D But I liked it, it's graphically simple but it looks nice overall, the controls are good if a bit slow, the music is simple but ok to fill the void and the sound effects are good. Over all it feels good to play, just lacks a better defined difficulty curve ^^

got 9800, very fun, great style. There's pretty fun tricks you can do with the movement and shotgun. For example shooting up while holding the down button gets you to the bottom of the screen fast enough to catch up with any ghosts while also being able to play high and safe for most of the game. Alternatively holding counter direction to shooting allows me to reduce the recoil! Not sure if this was intended, but I think this gives the game an interesting skill-based ceiling which is my type of game ^^ The one obvious criticism is the lack of enemy variety.

You need to pack a "UnityPlayer.dll" with your game for people to be able to play it apparently. It doesn't work for me because of this error:

Library UnityPlayer.dll (which is needed by L"Z:\\home\\hazarth\\Downloads\\mini jam 117.exe") not found


A quick google reveals that you should pack the exe, the UnityPlayer.dll and possibly also the "data" folder if you have one.

hope this helps :)

This is quite fun. Though the boss arena is kinda hard to navigate about. and it's possible for the boss to get you into a stun lock :c But the shotgun feels good, I like the art and the shotgun jump is a nice improvement over just pointing the shotgun down :D

I'm not sure how I feel about the reload being bound to the left mouse button. It was kinda awkward to click the mouse to shoot and then hold to reload but only when empty. I didn't dislike it, just felt kinda off :)

First of all, the game looks really polished and the music is pretty awesome! Simple but really nice tune. The shotgun feels good and the graphics are really nice. It took me a while to figure out the best strategy to use the grapple, but I got it eventually! It was fun face blasting the bats while flying around on a shotgun xD good implementation of the limit.

Criticism:

1. the movement was a bit too slide-y, When walking on platforms I felt like I had very little control and fell off often

2. The grapple only sticks to platforms, not to the walls. This is good but it wasn't communicated in the main menu, so I was baffled for a bit why the grapple doesn't always work

Thanks man! That's an excellent idea. We wanted to focus on the gun feeling good (even with our very limited experience) but I totally forgot about giving the enemies some kind of kickback or red flash or similar polish. :D Thanks for trying out our game :)

The controls feel a bit "floaty". When jumping the player rises a bit too slow and when starting to walk from a halt the acceleration takes too long to start moving, it feels like I'm constantly pushing against some invisible force to move my character.

also as others pointed out, the range of the attacks is too short which makes it much more rewarding to avoid enemies entirely.

I'm also not a big fan of the pixel precision jumps one has to make at some points, brings me back to castlevania times ^^;

Other than that, really well made and I'm sure you guys will get better with every jam you enter! The graphics are really nice and the tunes are quite catchy :)