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Heg28

131
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16
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A member registered Mar 02, 2021 · View creator page →

Creator of

Recent community posts

Nice, really enjoyed watching you play! Thank you for sticking with it even after dying twice to the same room :)

Thank you for playing our game! It is really cool to see it in a video and your commentary is very much appreciated!

Thanks for the nice comments - I think your game is really well done, too. Especially considering that you did it all on your own!

Thank you so much :) Looks like you guys did pretty well, too!

This is really fun and well done! I especially like that all moves are predictable and can be planned out. The fact that you can see the enemy action points for the next round helps a lot.

Thank you for trying out the game! I'm really glad to hear that you enjoyed it :)

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Interesting concept, I like the idea! Similar to the poster before me, I got stuck in level 3 and gave up after a number of re-tries, because of the harsh permadeath punishment. I understand that you added permadeath for the jam requirement, but I too think that it would be better without. Especially because this is a stealth game that rewards patience! A killing animation would really help to make people understand that the mage was successfully killed.

My favourite thing was that the wizards seem to move to the beat! I think the concept has a lot of potential for a stealth game, well done!

I've wandered around in the forest and spotted the big tree. However I couldn't figure out how to get through the gate. It is a bit unclear when an interaction on an object does something, and what is required to activate it. For example if a key is needed for the gate, it would be good to give a hint that a key is required!

I like the PS1 look you were going for and I really like the monster models! They look very eerie, well done!

I am a big fan of the aesthetics, I think the CRT filter shader works really well in this context! Sadly I couldn't figure out the second step: I am assuming you have to order the pictures in the box to get the code, but I didn't get the connection between them. Either way, I really like the idea and the style!

Got the monster down to a few dollars, but wasn't able to finish him off. He got too lucky ;)

I got overwhelmed by dice and couldn't move anymore. It is unclear to me what I have to do to win. The main character is pretty cute!

Interesting use of the dice mechanic! I liked the progression system. The main feedback I have would be that the player needs hit feedback (when getting hit) and the power up screen should be faster!

Interesting concept! I would suggest adding more hit feedback (you hitting enemies as well as you getting hit), and maybe let players hold down the button to fire, so you don't have to spam the mouse button! Overall good job!

Really liked the atmosphere, the monster looked creepy. My guy started shooting at the monster - can you actually kill it?

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This was quite fun, the character feels good to control! As a suggestion, I'd make the knifes bigger so that they are easier to see, sometimes they are hard to see against the background. Additionally wolves would sometimes drop in from above while I was already in mid-air, which made it impossible to dodge. The abilities were also very handy and the mid-air float felt nice!

Thank you for your nice comment! I am really happy that we found the time to implement the shop!

Nice, this is really fun to play and the art is cute! I really like the idea with the transformations and the upgrade system is motivating. Good job!

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Nice job, I especially liked the character drawings and the intro! I played up to the second level of hell, but couldn't make it through there. I think for the jumping gameplay it would already really help if you would be able to control the jump hight: Keeping spacebar pressed = higher jumps, short press = shorter jumps. That the music changed on higher levels was a nice touch!

I'm a big fan of the art style! It often wasn't very clear to me what the abilities are doing, so I think an ingame explanation would have been nice. I really liked that the dice mechanic launches the entire character, it was a fun way to get away from a horde enemies!

Thank you so much! Happy to hear that you had a great time :)

Very relaxing game, the music and the art style was very fitting! I didn't realize at first that the ingredients were added to the pot, because I didn't notice the text turning green, but I got the hang of it quickly. Good job! :)

Haha, thank you :)

Thank you! I added a downloadable Windows build, hope that helps :)

Thank you very much for the comment :) I am actually planning to do just that, but I need a bit more time :)

Thank you :)

Thank you very much for the feedback :)

Thanks a lot. The feedback was very positive and we had fun making it, so we are planning to add more content to it! :)

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Glad you liked it :) Yeah, that is correct. The state of each rewindable object is saved with a timestamp. When the rewind happens, the appropriate state is set for the current time. That also means that it doesn't have to rewind back all the way to 0, it could instead stop somewhere in the middle and all the logic is able to continue from there.

On the first prototype for this, we actually had the rewind as a skill for the player. You were able to rewind by just a little bit as well. The ability was cool, but designing puzzles around it in a bullet hell scenario was tricky. Hitting the objects to activate the different time effects worked way better for us.

That is also my main takeaway from this jam :-P

Thanks, glad you enjoyed it :) I would be down for adding shooting to the game, but only if we manage to pull off interesting situations in combination with the time manipulation abilities.
Haha, obviously we tried to stay with the theme even on the submission time :-P ... I wish it were like that, but for some reason it wouldn't let me submit the game for the jam at first, so that was very stressful :D

Pretty interesting take on the theme. The game feels very polished. Especially releasing the barrage feels very good. I also really like the colors you used! I think I died on level 12. The gameplay will probably get repetetive fairly quickly, but for a game jam project this is pretty good!

Thank you! I also think that it is a good base to expand upon.  A couple of other people also didn't realize immediately that they had to kill the turrets. That is something we need to improve on. It is one of those things that feel obvious when you develop it, but actually isn't. I am glad you still enjoyed it that much though :)

I had some trouble understanding that I had to open the menu to upgrade at first, but once I got that it was pretty fun! I really like the upgrade system. The monochrome style looks pretty cool, and the audio is fitting. Feels very polished. Good job!

Thanks :)

Made it to the boss and had fun! It was hard to tell whether I got hit or not without looking at the UI. So hit feedback on the player would be nice. I liked that you didn't have to kill every enemy to advance to the next phase. That gave me the option to kill a couple and evade the rest!

Thank you, glad you enjoyed it :) Was the checkpoint system very confusing to you? We thought that while it is not explicitly explained, it should have been fairly obvious once you "die" once. Especially because it is a rewind setting you back. Is the problem that you would have liked to know beforehand that you wouldn't have to restart the whole game after a death?

Yeah definitely, if we expand on this, it would need new ways to use the existing mechanics. But I think it offers a good base to expand on!

Thank you :)

Glad you liked it so much :)

Nice, beat it first try! I really like the visuals, music and how easy it is to pick up and play. Good job :)

Made it past level 5, which looks like to be the last. I found the upgrading system to be really motivating! Once you get more bullets and faster attacks, it becomes real fun. Maybe those upgrades should be available a bit faster, because at the beginning it is quite challenging and not as fun. The combat is pretty good. If you want to improve how it feels, you could add some juice: Enemies exploding when they die, camera shake when you hit an enemy, stuff like that!

Nevertheless, I enjoyed it. Good job!

Thanks a lot :)