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lamqaddem

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A member registered Feb 05, 2023 Β· View creator page β†’

Creator of

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Thank you so much for your kind words! They truly mean a lot to me and motivate me to keep pushing forward.

I’m very grateful for your support. The fact you're willing to play my games and share your feedback is already more than enough and something I deeply appreciate. Leaving such kind words of encouragement on top of that is just incredible. Truly, thank you SO MUCH!! πŸ₯ΊπŸ™πŸ™

I hope my future projects can live up to your expectations. πŸ˜ŠπŸ‘

Hello. It's so nice to hear from you again! πŸ‘‹πŸ˜

Thank you so much for once again checking out my game! and finishing it as well!

Apologies for the dash thing and the readability of certain jumps. :/

Admittedly, since this was a jam game, I didn't have much time to playtest the levels and iron out any readability issues with certain gaps or whatnot.  Also in retrospect, the dash could have had a tutorial or some on-screen text to let players know. I settled for writing a line on the controls screen, but I guess that isn't enough to communicate it properly.

In any case, lessons for next time! Thank you for your feedback! πŸ™πŸ™

I hope I can continue making good games for you to enjoy. Hopefully with better difficulty curves to eliminate any frustration and make them more accessible and easier to get into. 

Once again, thank you so much for playing the game! And for all your kind words! It means a lot, and I truly appreciate it. Thank you!! πŸ˜ŠπŸ™

Thank youu πŸ™πŸ™ Glad you liked it!

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Regarding the fullscreen thing, I apologize. I'll look into it and apply a fix asap. Thanks for letting me know! πŸ™


For level 24, I was hesitant to include a checkpoint at first. Because, as you mentioned, it does render the enemy irrelevant.

I considered making the checkpoint save the enemy's position when you activate it, thus not breaking the original design. But I thought that could prove frustrating if a player reaches it somewhat late and then gets stuck with an overly punishing enemy placement. Causing more unintended pressure for the second section.

Ultimately, I decided to reset the enemy for extra breathing room just in case. It's better than the alternative.

I think even if it breaks the level's original intent, it's okay. Since it would help alleviate some potential frustration for players. So It's alright πŸ˜„


Your suggestion for a "challenge mode" is something I might attempt at some point.

Although, I feel to justify an entire different mode, there would need to be a substantial change in difficulty overall across the whole game.

For now, the fire section and only 2 checkpoints don't change the overall difficulty that much. And so, are not enough to make the mode worth it imo.

I'm not opposed to the idea though!

I would just need a TON more feedback from even more players to decide. It would depend on how many more sections players find to be "troublesome". If there are enough, then I'd revert the changes and segment them into a separate challenge mode. 

Thank you so much for the words of encouragement. I really appreciate it! πŸ₯ΉπŸ™

I definitely plan on making more games in the future! Hopefully they can live up to your expectations. 😁


(P.S. I updated the game to fix the issues you mentioned. You can check out the devlog for a short summary if you don't feel like replaying the game again haha.)

If you have any additional feedback, please feel free to share it. I will try my best to address and fix as much as I can in future updates.

First off, Thank you SOO MUCH for your comment. πŸ™πŸ™πŸ™

This is such helpful feedback. I haven't gotten the chance to test the game. It was just me testing it on my own, so some of these issues you mentioned I would have never been able to uncover. So thank you!!!


Regarding what you discussed:

- The funniest part is, I originally had hours accounted for in the timer, then I removed them because I thought it wouldn't be necessary πŸ˜… 

I, however, did not forsee the timer resetting as a result of that. My bad. I'll make sure to fix it. 

- The spring boards thing is something I was aware of, but decided to leave it in as it presented some "tech" to the gameplay. I figured it would be something cool for speedrunning. A minor boost if you approach it the right way. I designed around it so that you can clear all the spring jumps without needing that "boost", but players in-the-know would approach them differently and thus benefit from it to gain time.

I'm honestly torn on whether or not to keep or remove it. I hope it didn't cause any issues? If yes, then I guess it's best to remove them just to be safe ://

- For the vertical and horizontal flames in level 30. I'll adjust the layout of that section to be more readable and easier to anticipate. Thank you for your feedback!

- The final level is indeed intended to be difficult. However, the last section with the arrow platforms was not intended to cause cheap deaths. I made it that way with the assumption the player wouldn't stop on each platform, but make a run for it from one to the next and thus not be in danger of being crushed. But in retrospect, I see how that could catch someone off-guard without prior knowledge. I apologize for the frustration! I will adjust the layout to fix this. πŸ™πŸ™

- I'll be adding fullscreen for sure. Noted! πŸ˜πŸ‘πŸΌ


Aside from that. Thank you so much for playing!

I'm so glad to hear you enjoyed and liked the game enough to finish it, as well as to take the time to comment all this! I'm also very happy to hear you liked the music. I appreciate the kind words! Truly. Thank you! πŸ™πŸ™

One final time, thank you SOOO SOO MUCH for playing and for this comment. And I apologize for any frustration those unintended issues may have caused you. I will make sure to fix and address all of em in a future update.πŸ™πŸ™πŸ™

I see. I'm sorry that happened :(( 

It's definitely not supposed to crash. I tested it very thoroughly on my PC to make sure it runs smoothly (or at least I thought I did).

If there is any information you can give me about how and where the crashes happened, I'll look into it and see if I can fix it. 

Otherwise, I apologize again for the crashes. And thank you for checking out the game. πŸ™ 

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Thank you so much for playing! I'm glad to hear you liked the game πŸ€—

Also, I apologize if any parts caused you some unintended frustration πŸ™ 

Are there any specific levels that gave you a lot of trouble with obstacles/small gaps? 

I'm definitely considering adding a checkpoint and/or save system. But I'm also still open to improving the level layout in case any specific parts are too frustrating or cause a lot of trouble. So please let me know! ^_^ 

Thanks for your feedback! πŸ˜πŸ‘πŸΌ

Thank you so much for playing! πŸ˜πŸ‘πŸΌ

Regarding the save system: Given how short the game is, I figured it didn't need one and could get away with not having it without many issues popping up. 

But thanks for the suggestion. I'm definitely considering adding one in a patch. (Might take me some time to implement it however haha πŸ˜…).

Thanks again for playing. And for your kind words πŸ€—

Oh, i'm so sorry that happened :((

I'll try to look into why it reset and fix it.
(although maybe you pressed "R" by mistake? I included an option to reset the game by pressing "R" for speedrun purposes. So maybe it's that?)

In any case, thank you so much for checking it out and for your kind words. i'm glad you liked the game. πŸ˜πŸ‘πŸΌ

Hello!! I made a small platformer game using parts of this tileset. Please feel free to check it out if you're interested.

This tileset was super nice to work with. It's simple and very clean. Thank you so much for making it! πŸ€—βœ¨οΈ