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LiveOVErdrive

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A member registered Oct 31, 2020 · View creator page →

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Thanks! I'm glad you like it so far. Let's keep it to this comment section  for now since your account is new. Can never be too careful, ya know.

It was not on purpose. Unfortunately the final boss has a few bugs I need to iron out. 

Thanks for playing! I'm glad you liked it. 

Late to reply but thank you for the review and the video. It was super cool to watch someone play my game. 


Also clearly I should have put the two windows files into one zip archive and uploaded that.

Thank you! And thanks for playing. I'm glad you enjoyed it.

Thank you! If it's any consolation I haven't been able to beat it yet either. 

Well done and thank you! I.... Actually haven't been able to beat it yet.

Thank you! We had a lot of fun making it. 

Will ratings be released immediately after voting ends or will there be a waiting period? 

Thanks again for streaming it.  That was super helpful.

Thanks so much for playing and thanks especially for recording it. That is really helpful 

This was fun! The chill jazz soundtrack, the sound effects, and the synthesized speech really gave it a fun character that actually had me smiling while I was playing. It was honestly too hard for me to beat, but felt fair, with a good difficulty curve.

Well done!

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Wow that was great. Very polished. Fantastic art, music, sound, and writing. It was very cute, and also had a sense of looming menace throughout. I loved that. Mira's SO seems like bad news.

I hope you finish it. I want to see what happens next.

Oh, one tiny bug I noticed is that when the text is scrolling, the words don't wrap right away (they wait until the line ends), which makes reading the text as it scrolls just a little uncomfortable.

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Oh man a mini map would be awesome! 

I went back and forth about the text to be honest. I wanted it pixelated so it didn't stick out, but at the scaling I did it ended up a little too blurry. I think I really just needed to pick a pixelated font and do no scaling on it. 

Thanks so much for playing and providing feedback! I'm glad you enjoyed it. 

Wow than you so much! I'm really glad you liked it. 

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Thank you so much for the feedback! Skipping the boss intro the second time is a really great idea. I'll also have to look into the attack-while-he's-talking thing, as well as a whole host of other bugs in that fight. 

Thanks again for the review and especially the feedback. I'll be sure to review yours next. 

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This is awesome. The sound and music is great. The graphics are very charming. The music and graphics together are very retro. The villager SFX are funny (I love the "oh crap"). It's also hard as hell, but feels fair.

My only real complaint is that I don't think the mouse-aim works very well for a melee attack. I think it would be easier to just attack in the direction you are moving. But it was usable.

I don't know if you did this already, but it would be very cool if killing villagers restored health or something, to give you a way to struggle to stay alive in the daytime.

Overall, really fantastic game. Your theme interpretation actually reminds me a lot of my own game, funnily enough.

This is a really fun game! And challenging as all hell. The second level took me forever.

I love the limited fuel mechanic. It really makes you take care to maneuver in JUST the right way. The only complaint I have is that the camera zooms too far out sometimes to see which direction the ship is facing. Some kind of icon (like the one that shows you what direction your destination is in) might help that.

The music and sfx were really fun/funny. It reminded me a bit of the kind of screwball humor games from the late 90s. The fun factor there really kept me engaged and pumped up. Really great, though after failing the same map over and over I did start to get sick of them. 

Great game overall. Love it!

Thank you so much! 

Yeah I am really liking Godot. I'm new to game dev (tho not new to programming) and Godot has been really intuitive to learn. 

This is great. Definitely the most polished game I have played in the jam so far. The controls are satisfyingly responsive, and the animations are SO juicy. I LOVE juice.

Really well  done. I have no complaints. If you want one suggestion, I'd say add a score multiplier based on accuracy at the end to discourage spamming (though...spam doesn't help a lot in the later levels).

Man, I like that boss animation. He's got a variety of moves with good telegraphing, too. Great design.

I want more juice in the graphics tho. It would be nice to have a few frames of animation (particle effects or a white flash or anything) to show the boss and the player taking damage. I think the player's move set could use a little tweaking too, but honestly the problem could easily be that I'm just...not very good at video games :).

Really cool game. I hope you keep working on it after the jam because I think with a little tweaking it could be just epic! That boss is so well done.

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Man, I had a lot of fun playing this. The art is cute, music is playful and fun, the gameplay is challenging.

I was confused at first about the player projectiles turning maroon and continuing to bounce after hitting an enemy, but it seems like that's probably to keep the player from just spamming balls at the enemies. I tried that in one of my attempts and ended up getting killed by the rebounding balls. Brilliant. I do wish they'd stayed teal colored though.

Overall, I love it. I like the small, square window, and the adorable sprites. Its just a neat little game. A fun way to kill a few minutes. Well done!

Something about the music and the 3d assets made me nostalgic for the cool-edgy-1999-era-video-game type thing. Perfect Dark and whatnot.

It was tough to hit the enemies because sometimes the projectile would shoot in different directions than straight ahead. Not sure if that was on purpose or not.

There was definitely both "shooting" and "the moon" so I'd say you nailed the theme :)

If there had been more time it would have been fun to add some secrets to the maze. A programmer room or something.

Holy geez this is awesome! Did you notice that the bricks show you the right path? Maze would have been a lot easier if it didn't loop I think. 

This is really cool. Definitely calls back to Super Metroid, but you added the light features which take it to a different level. The controls were nice, though I hated the flashlight weapon for being so slow. However I suspect if I was better at this game I would have found a new weapon at some point.

Finding the double jump was super satisfying, especially after finding the ledge I couldn't reach without it. Great little mini narrative right there.

The ONLY complaint I have about the graphics is I wish there was a getting-damaged and dying animation for the enemies, just to add some juice and make your weapons feel more effective.

Overall, amazing. Definitely one of the best if not the best I have played so far.

Theme interpretation was fabulous, also. I never even CONSIDERED werewolves. Brilliant.

I really like the idea, and the mood was fantastic. In the opening few moments watching the moon rise with the ominous music and wolf noises I felt terror I haven't felt since playing Chex Quest as a 7 year old and hearing the aliens in the distance

It was really hard to see the wolves and humans though, and really hard to tell them apart. I wish they had been more obvious, and maybe running to attack the player instead of running into the distance. I just kept killing humans. Very sad. Man I loved the Wilhelm Scream though.

Anyway, very cool game. Just a little hard to play.

Ahhh, I see what you mean. Yeah, I updated the text a little after to try to make the theme adherence more obvious. It was too late to update the game sadly.

Oh and I definitely didn't notice the voiceover differing from the text by that much, so thanks for pointing that out!

Wow, thanks for the extensive review. The arrows and final boss I was aware of, but I'll have to look into the colosseum issue. 

If you're curious, I spawn the arrows outside the skeleton's hit box, so if they're up against a door the arrow will spawn on the other side. I meant to fix this by having the skeletons only enter their "attack" state when they have line of sight to the player but I ran out of time.

 As to the boss... something is wrong with his state machine but I'm not quite sure what yet. 

Thanks again! I really appreciate the feedback. 

I am very bad at this game, but it is well done. Great music, really set the tone of the bleak, last-ditch effort to save humanity. Spot on with the theme interpretation. Graphics were clean and polished. I loved the zoom effect, and the trajectory line was perfect for navigation.

I couldn't figure out how to scavenge correctly. I got right on the top of a derelict and it still said there was nothing in range. I couldn't find any habitable planets either, sadly. I ran out of fuel and presumably everybody died. This is so sad.

Honestly this whole experience of playing this reminded me of being a 9 year old again and playing and trying to figure out one of the many more technical games my uncle installed on our computer (Space Empires II, in particular, or this one weird Star Trek game my brother bought once that was very VERY simulation-y). There was always the feeling of there being more to discover if only I knew exactly what I was supposed to be doing. So it is sort of a nostalgia trip for me.

Overall a very cool game. I wish I was better at it. Might have to come back and try it again later.

Major props to you for that. That's awesome. 

Maybe I actually crashed into it. I think I ended up like spinning around uncontrollably after or something. Not sure why I forgot about that when commenting earlier. 

This made me nostalgic for the younger days of the internet. The whole layout of the game and the page it renders on and everything. I love it. Especially the high score popup.

Also if you wrote it in straight JS or even HTML I am super impressed.

That was cool. I really like the gravity flip mechanic. I think if you leaned into that even further it would be super fun.

The one thing I found frustrating was the sluggishness of the astronaut - which makes sense if he's on the moon, but i think it would be more fun to control if he had a little more agility and gravity was a little stronger.

Great sound effects and great character animation. The walk cycle was super cool for the player character.

Great game overall!

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Its a great start. I loved that the level was a return to 1-1 in the original super mario. If you keep developing this it would be cool to see it start to diverge from the original levels and subvert the old playstyle somewhat.

Nice work!

I was initially super confused and about to quit and write it off, but THEN I figured out that the stations give you clues. It became a pretty fun hunt for the right planet, then.  The main problem I ran into though was that once I FOUND the right planet, I had no idea how to actually select it for settling. So I waited on top of it until the time ran out and...lost. Very sad. So, fun clue hunt. Wish it were a little more polished with the controls and such, but I liked it enough to try again after my first failure so hey.

Also the music was AMAZING.

This was silly and clever. I never realized just how bad I was with a mouse.