Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Mavi-mavi

15
Posts
A member registered Oct 21, 2021 · View creator page →

Creator of

Recent community posts

Fairly intuitive dodging game and an excellent interpretation of the theme. Collision detection needs some tweaking; sometimes, the game ends even when there seems to be ample distance between the spider and the killing droplet. This is especially apparent when the game freezes at endgame, after the spider hits a droplet on its right side.

Overall, good work. I wasn't able to submit but I hope to see you again in future SHIELD Game Jams.

Excellent dodging game, although I was initially confused on whether or not I needed to use the jump button. The jump mechanic itself was lovely, though; for lack of a better term, it feels "smooth" and "organic". It's really fun especially when I hold the jump button and move the character from side-to-side.

That leads to a slight problem, however, since the "jump" button is the same as the "no" button in the "Game Over" screen. Thus, if I was holding the "jump" button when the game ends, even though I am technically asked whether or not I want to continue, from my POV as a player, it seems like I skip that part and get taken straight to the title screen. Consider using non-gameplay buttons for the "Game Over" screen.

The sprites could benefit from a larger size, though, whether by increasing the number of pixels or the scale. As it is, I can barely make out the figure of the player but, due to the small size and the fast speed, I could not discern what the falling pieces are. They look like steel orbs with colored outlines, I guess. The sky and the clouds were a nice touch, though, as well as the "idle" animation of the character.

Linear / straightforward storytelling game. The cute SFX spark joy and really engages the player. More importantly, they sound "appropriate" for whatever activity is happening (eg. pounding the mochi is accompanied by quick bass sounds). The tempo is also wonderfully thought out, "12 hours" go by so slow compared to "30 minutes" compared to "99 poundings". The quickening "pace" also builds up the player's expectations towards the endgame. Well done!

The title screen and its BGM blew my mind! Games with BGM are already very rare in SHIELD Game Jams; it's even rarer for the sounds to be polished to this extent. The transitions are also smooth and well-executed. On top of that, this was one of the earlier submissions so... good job!

The gameplay itself is so... alien and unconventional, in a refreshing kinda way. Interesting... but also challenging. I died a lot before I understood the concept. Then I rage quit after dying three more times. Took me two weeks before I revisited the game, then I *think* I got the hang of it... a little bit.

I'm curious what happens if you play the game a long time. Does the "player" trace its path all the way? Does a "game over" backtrack all the way? Does the game run out of memory? I wanna know but, I guess, first I'll have to git gud, lolz.

Nice interpretation of the theme; it's also great that the BGM sounds whimsical and goes on a perfect loop.

The objective of the game was clear but I was initially confused on "how to get there" part. I thought it was a dodging game so I stayed away from the red stuffs, then wondered why they're not falling down. Spider spent the first game confusedly pole-dancing back and forth. Yes, for 80 seconds. Spider was not the brightest of the litter.

When I finally had the right idea, I next thought it was an infinite game, where you just try to get as high a score as you can before you finally die. I revisited the game after the break and was surprised that there was an actual winning endgame! My bad >_<

The "help" option was very helpful, controls-wise; it just took me a while to figure out the red stuffs are actually handholds.

This one was fun. A, supposedly, wide open space, where crossing a boundary just warps/wraps you to the other side but also a, virtually, claustrophobic arena with two expanding sumo wrestlers.

The background (both graphic and sound) were done amazingly. It was unsettling to see the "stars" moving around a bit too much (or at all) while the BGM does evoke an alien / otherworldly feeling.

It was fun to see the planets bounce off each other until they grew too much they glitched (?) into each other and were stuck together.

The level generation could use some tweaks, though. I've started some levels where the spaceship was practically on the surface of the planet, in which case the level predictably ends rather quickly.

Hope to see you in future game jams ^_^

Excellent interpretation of the theme. It's also nice how each level includes a new/different game mechanic and introduces them using the help text on top. The level with portals was kinda fun, btw. Although I haven't been able to progress past that.

It was rather challenging though because it seems like the two sprites and the designated "middle" need to be in pixel-perfect alignment. I've had the two meet several times but they can't progress to the next level because the point where they're meeting is, I imagine, "not middle enough".

It was also quite unforgiving! I think the next logical addition to this game is to allow failing players to only redo the current level, instead of having to git gud and starting all over again.

Hope to see you in future game jams ^_^

I think this was the only submission where the player character was animated, although it might be a bit hard to notice due to the low contrast. Enforcing a delay before the trap doors "swing" open was rather sensible as it allows the players to use them as a bridge to get to the trap door on the opposite side.

Considering, however, the possibility that a player can find themselves trapped in a dead end, I think a redo mechanism would be a useful addition to the game. Also, you might be missing a sprite to represent a trap door when both sides have been opened..

Hope to see you in future game jams ^_^

Well done! I was not expecting any submission in this jam to be using so many projectiles so this was a pleasant surprise. The difficulty progression was also a nice touch.

It looks like you have prepared other sprites for the explosions, btw. It might have been nice if they had been used (ie. there's some variety in the explosions)

On game over, if there are any white aliens left on screen, there's a chance the text becomes unreadable. Also, the life indicator on the upper right seems to be clipped.

Hope to see you in future game jams ^_^

(1 edit)

Level design is reminiscent of the platforms in Contra.

The jump mechanic could use some tweaking. I feel like the jump and fall speeds are both a bit too fast.

Collision needs more work, btw; I often get "stuck" inside blocks. Also, I can get to the next map by glitching through the ceiling and walking on the "roof". On the last map, I think I glitched into an out-of-bounds area, which caused all levels to blink. Fun stuff.

Hope to see you in future game jams ^_^

Why thank you! That feeling of helplessness was exactly the desired effect, lolz. Also, it falls slower because a salad...

...is a light meal ;p

This is amazing! I haven't considered that TIC-80 might support mouse control.

Btw, do the whites slow me down? Does it slow down the reds squares? All squares? All squares and me? I picked up a couple of them one after another and got completely overwhelmed by the reds

Great game concept, loved the broken-egg-sprite, lolz. Did not finish, though, because I'm really clumsy when it comes to platformers. Stopped at the level where nearly everything was either zoom or spikes.

I liked the earlier version where the players needed to be pixel-perfect for some cotton candies. The 2P support was quite nostalgic, reminiscent of an era when 2P meant shoulder-to-shoulder with your opponent.

👁️👄👁️
🍎🍎🍏🐍