Skip to main content

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

LambdaPhi

12
Posts
A member registered Aug 05, 2024 · View creator page →

Creator of

Recent community posts

The basic idea of a size based platformer is interessting, but it depends on what levels you build with them
So the two levels we got were just not enough, atleast for me, to see how this could be expanded or what the direction this game wants to go in
On the other hand, this is a game jam, so it's unreasonable for me to expect any more levels
And I liked that in the last part of the second level you can get around the last obstacle being either big or small
Overall, in it's current form, the game is to basic and unfinished, but the premise is good enough to built a full game atop of it

Thanks for the enormous praise (>w<)
the simple art was not only due to the time constraint, but my inability to draw lol
but I'm glad you think that it kinda fits.
About the controls, yeah ... I should have let other playtest it a bit sooner
Nice you got the fractal ref, fun fact irl Sierpiński studied astronomy and philosophy besides math, so thats what the dialog is inspired by;
At the start a lot more combat was planned and the snakes where a first test enemy cause I don't have to draw anything for them,
Theri home point is moved after charging at you, then they'd attack or idle; 
All in all I should have either playtested and developed the combat more or scrapped it entirely, oh well
Also no idea what's up with the monitor bug, it also doesn't happen on my Windows machine so it'll be a hell of a debug, I can't wait
I'm really thrilled you liked this game this much; it was like the first game I actually, sorta completed, so i'm happy it wasn't for naught

It was hard to tell when an enemy was in range so I went to close an suddenly I notice I already lost half of my health;
Might be my unobservantness but a hurt sound or flash of red would have helped to notice being damaged.
Overall I couldn't quite figure out, how to play this game :(
Another thing I, if I die and start the game anew, all inputs stopped doing anything

Closing out, I really liked the style of enemie placement, built that you get ambushed if you think the enemies in the clearing are the only ones, but that also exacurbates the previous issue of not noticing if I'm being attack from behind.
So if that is changed in some way and movment made more quick and reactable to sudden attacks (orientation amored core ig) I think I'd like it a lot

Someone just let me remember this meme:

I liked how hard it is to control character, so it felt like an accomplishment to finally reach the finish.
So if you made falling more common (through stamina or somthing) and punished falling more hardly (like falling nearly all the way down) it would make for a great foddian/rage game
My only real complaint is the lack of sounds, it feels kinda off to play this in complet silence idk
If you add a bit of pulish, visual storytelling (like squid escape from aquarium) and more mechanics it could be a good full game :)

Stylistically, this game is cool;
Especially the background, tentacles and organ.
My biggest current gripe with the game is, it's hard to drag the shipes aroung,
If my mouse moves to fast, I just drop them and can't recollect them again;
Anyways congrats on getting it out at all, in your devlog it sounded like a close call
Keep Jamin' :)

I think in it's current form, this game feels still to "raw", by the nature of being short and some Art and CollisionBox Weirdness.
Also please put your control schema on your store page or in the comments or smth.
I like the overall principle of a puzzel based on different abilities with different sizes, spezifically the water level was nice;
Conclusion: Solid Work for your first Game :)

First of all, the music: banger, much vibe;
Second, the time-limit is actually tighter than expected which is nice;
It would've been nice, if there was a short tutorial or something alike, my first time around I didn't know that you can double jump and how to throw grenades; Also it would have been interesting if the way back somehow changed your interactions, like you can't shot anymore, so you need to tactically clean out the enemies first while balancing your time for the way back, but thats just a suggestion
Overall, even if a bit undercooked, still fun and expandable

I understand what you mean,
I myself needed around 4 days to get used to the controls (lol);
Just sad you missed out on some lore conclusions that were built up to,
but thanks for the positive review

Btw, the collsions in the last room are so jank cause I made them literally in the last 7 min of the Jam

Yippeee :)

Sry, missed an asset credit:
SlashDashGamesStudio - Parallax Cave Background Assets