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Lockstedt
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Ohh I missed the charge feature entirely, it was indeed the reason. Played to the point you get the ability again after my playthrough and the game certainly mentions it, I probably thought of that as a "cooldown" and pretty much ignored what it said. You should add a bar that shows the charge so that it's clearer.
With that I beat the game too, got the probe and killed the boss that was actually challenging as it seemed to expand infinitely and you had to escape it while shooting it and reload your torpedoes simultaneously. Not too impossible though, nice challenge. The probe had problems though, a couple of times it made the game lag horribly and had to quit. Quitting to the menu wasn't enough, because for some reason after loading the game the probe's FOV was broken and I couldn't reveal new areas with it. Activating the boss had another hitch since a couple of times it happened on its own when I got to the end of the passage, but after a few tries I had to destroy the probe to make it happen. One last problem I encountered was a crash on my second playthrough when I was fixing leak after getting the SC upgrade.
Good job on a very unique and fun game though, it was indeed me who couldn't figure out the dash!
Cute game, good job with an engine that limited. Graphics are obviously very simple but nice to look at. A very lore-heavy game as most of the rooms didn't have much challenge. Most of the game was just finding buttons and pieces of lore, wished that there would have been at least some enemies. That would have required the inclusion of checkpoints as well as it's rough to be sent back to the very beginning when killed. Nothing wrong with the controls, the wall jump was so simple and easy to use that those sections weren't much of a challenge either haha.
Neat concept, pretty disorienting though. Otherwise the rotating world wasn't a problem but at some places the angle suddenly changed without any warning and it was hard to keep track of where you were because of that. About the controls, jumping is very sudden and you can't even jump up one block if you're right next to it. The grappling hook worked well. For some reason some areas were really buggy and I couldn't move around without the grappling hook at all. The end of my run happened when I was suddenly launched in the space and afaik there is no way to restart the room. I also found the crossbow but didn't know what to do with it as it didn't shoot anything. Didn't find the drill at all, sadly. Good graphics, though there are some pixels of varying size (the trees and the HUD).
The concept is very creative so I wished that I could have done more here, I just found it hard to play.
This is a very cool entry and could have been my favorite one in the jam if I was able to beat it and if it was fine-tuned a bit. Loved the atmosphere, the upgrade room system and how you have to manage the ship both at the console and by doing manual tasks inside it. Hope you will do a post-jam release, will definitely play it again then. Some problems and remarks:
-The biggest problem is that the dash ability seems to be broken. It's said that you can go through a specific kind of terrain and I'm pretty sure what it's meant to be but it just doesn't work. I was able to get to the current room upgrade from the very top of the map by dashing through the strong current and I don't think that is how it's supposed to be done. So yeah, can't beat the game because of that because getting PB requires using that too. Moreover, I think you're supposed to need the current room to get to PB but it's very easy to get through that current even without it, it should be made more difficult.
-The console can buggy, sometimes pressing pressing E does nothing when trying to use it.
-The enemies can push you through the doors that have to be opened with scandarts, resulting to a softlock.
-It should be clearer if your torpedoes are doing anything to the enemies, there's not much feedback to that. Their health also seems to be random and sometimes they will just stay on the map after dying, mostly they seem to disappear though.
-Sometimes the alarm might stay on even when there are no enemies nearby, loading the game fixes it.
-A question: what's the deal with the AN and FA rooms? They seem to be attached to enemies but they just fly off when I shoot at them or try to pick them up. After a while they respawn.
-The save system is not perfect as it doesn't close the doors if you've opened them before loading a save, nor does it respawn the AN and FA rooms if you've made them fly away. You have to exit back to the menu and come back to make those things happen. Might happen in other cases as well, for example, when picking up the rooms.
-No idea what the high pressure room does, the wave ability that comes with it doesn't seem to do anything.
This sounded like I've got a lot to complain about here but I still really enjoyed the game and wish to finish it!
Cool demo, liked the music and most of the graphics but the different sizes of the pixels in the hud and the projectiles compared to the rest of the game made them quite inconsistent. Movement works fine, the jump is pretty floaty though. Shooting could be better, it's weird how it happens when you release the shooting button and even then it's delayed. I also think that it shouldn't be done with the mouse as you can't aim with it. One more gripe, the camera is very close so the character is huge and it's hard to see what's around. Overall this looks and sounds cool but there are many things that could be improved in the future.
Good start for a game! I'm a big Die Hard fan so this one definitely hits the right spot. Loved the art too and the controls work pretty well. However there are some problems too: sometimes the attacks just straight up don't do anything to the enemies and it's not very clear where you can jump on the stairs, sometimes (I think if you jump at a lower part of them) you just fall through. It's also annoying that if you die after getting the first upgrade you have to go through that dialogue all over again. But well done on what you've done so far.
Thanks a lot! Will definitely watch the video later.
I'm positively surprised that someone is actually playing this on expert mode so kudos on that, clearly you're not a first-timer with this kind of games haha. The third boss can be quite challenging on the expert mode but otherwise it's not going to be too hard if you wish to finish the game. I didn't mention this earlier but I built all the levels in three days so yeah they're not perfect, definitely needed some recognizable landmarks and checkpoints closer to the upgrades. Glad that you remembered where to backtrack after getting the boots, I was worried that people might not realize where they have to go from there. I didn't think of adding W as a jump button but will do that in an update after the jam, space just feels like the most natural choice for me.
Cool looking game but damn is it hard. The game is very stingy with checkpoints so it's hard to proceed. Movement is a bit floaty and I don't really like how the weapon always points downwards when attacking in the air. The first item is not taught very well, the game tells nothing about it. The teaching element with the rope is done in a much better way as you can't proceed without learning to use it. I also don't know if the letters do anything important but if not, they're too much hassle to be worth collecting.
On a positive note, I liked the graphics, the sound and the level design. I especially enjoyed the sections where you had to use the first item to dodge spikes and mines or climb upwards.
Thank you very much!
Yeah, I've composed the music years ago so it was never really intended for the game lol. Only the second area's theme was meant for a water level so I think it fits in the game better than the others.
If only I could have learnt how to program a minimap here, I didn't get to do it with my last MVM game and sadly not here either, it's a milestone I have to cross should I still make MVM games this big. Good job getting that far though! Don't know if you found the lantern but that would help you get something to take down the robot with and the last area gets easier after that as well. More platforming challenges would have been good, maybe I should have created more level gimmicks instead of enemies.
Interesting game, throwing the weapon was definitely the most fun mechanic but sadly I didn't get much use of that since the room hardlocked me behind that gate. The movement and combat could use some work, it didn't feel like I was doing much to the enemies when hitting them and it was hard to make some jumps. There's also a point where you get punished unnecessarily harshly if you fall down. Good metroidvania elements and nice visuals!
Very cool entry, definitely one of the most unique in this jam. I have no complaints about the controls, some rooms just didn't reset the positions of the blocks when holding R, that can probably lead to a hardlock forcing you to restart the entire game. Enjoyed the puzzles and managed to beat the game!
I was mistaken, thought that the 9 abilities and 3 skippable abilities were a separate thing, ShadowHawkDragon mentioned destroying clouds and I thought it meant the white cloud blocks but it was the dark blocks. I got all of them in the end! I tried to find a sequence break but didn't manage to do that. I wish I was good enough to have done this with only 6 abilities though haha.
Cool game, cute and brutal at the same time lol. Movement was pretty good but the jumping felt somewhat stiff and attacking was slow, which was a nuisance expecially when you had to hit the big bunnies from behind. The art and animations were great. I wished there was more to this but good job nonetheless!
This is quite a challenging one, I did get the boots but they were very hard to use. It was very easy to die from fall damage since you are allowed to fall for a very small distance without taking it and how the boots should have been used wasn't very clear. If used too early, you could jump too high and die because of that and if used too late you might not make the required distance at all. So yeah, the controls leave a lot to be desired. The graphics remind me of some old flash games which I really enjoy lol.
Crazy game, it definitely has a unique style. The mechanics all work very well, I just wished there was more use for the dash, you get it pretty late in the game. Speaking of which, it was weird how you can miss the ability and get to a point where the game tells you to dash but you can't do it. Thanks for having a difficulty selection, it's always good to have such an option.
Definitely one of the most fun entries! I wasn't a big fan of the time system because there wasn't much point to do anything if you died and it was already late. I get that it was a part of the alarm clock puzzle though. Pretty much perfect controls and fun mechanics, though the battery didn't work perfectly because even if it ran out you only died after touching ground so you could still keep climbing or flying (that's how I got the key, I died immediately after obtaining it lol). At one point something happened and every new day started with the character being in the state where it's slowed down and consumes at lot of energy. The only way to stop that was destroying a dust ball, no idea what that was about. Nice art style and audio, not much to complain about. Cheers!
Good job for your first jam game. Nice graphics. I wish I could have gotten further but the game was quite punishing. I found a checkpoint but it's still hard to proceed, you can get instakilled by spikes very easily and the map is large with no clearly blocked off paths. I also found an item but didn't know what to do with it, the game should really tell it. The controls weren't perfect but I had no major gripes with them, destroying boxes didn't always work like it should though.
Gotta mention that the grunting while reading signs is hilarious but very out of place lol.
Yeah, there is something in Game Maker: Studio games that can make Windows find them suspicious and I have no idea what...Even I've got warnings of my own games after building them which is ridiculous.
You can add it to exclusions in Windows Security though, it has worked for me so it should work for you too. If you can't even download it, you should use a different browser, it shouldn't be up to windows if it's suspicious until its on your PC.
Wholesome game, reminds me of my old MVM game where you had to obtain legs, mouth etc. The attacking could use a little improvement, as you can attack while moving but can't begin moving while attacking and the attacks also affect your backside for some reason. Good size for the map and a good amount of things to find, the enemies are very basic but I enjoyed the different bosses! One minor gripe, I felt like the dialogue box didn't fit in with the other graphics as the character portraits, while cute and funny, were drawn with a different style and the font was also blurry. Overall well done though, kudos!
Thanks, yeah you gotta go back to the first area after getting the shoes if you want to proceed.
The acceleration is a bit slow because I wanted it to feel like you're underwater. First I also put a variable jump height in the game but it didn't work well with the boots upgrade, I could have assigned the boots to a different button though. The enemies do show it when they're about to shoot projectiles (except the wall shooters) but it can be hard to see, for example, the pufferfish just opens its mouth.
Really wished I could have implemented a map system to make the game easier to navigate as it is quite big.
Thanks again!
Tried building it on HTML5 but it didn't work, I think I'd have to recheck everything I have done as HTML5 is stricter about the syntax of the code and even then I'm not sure how many problems there exactly are in the current state of it. I can get HTML5 working on another freshly started project but not here. As for Mac, I don't own any iOS devices so it's quite impossible to do that either. But yeah I couldn't upload any more builds here on itch.io during the jam even if I wanted. I'm afraid you'd have to get hold of a Windows device to play this.
That was a fun experience, there were very creative upgrades and the audio was great. The graphics were good too, but as said they're unfortunately quite uneven as some backgrounds were blurry and some pixels bigger than others. That's my biggest problem with this but I definitely enjoyed my time, your team did good job.
This was definitely something different. I like the gloomy style but I've just never been a big fan of the "2D sprites in a 3D world"-genre since it looks weird when everything is facing your screen especially if there are big objects like trees. It works with the enemies though, makes them look more intimidating even though they were rather easy to deal with. The character should be in the middle of the screen imo. Not many metroidvania elements, except getting the gun, that boss was the best part.
Great entry! Very unique mechanics and fun bosses. Maybe it was a bit weird that you could absorb the projectiles healing yourself without any limits but the final boss was quite challenging even with that. On my final try I got it down after destroying the four weak points just once though. Even though health usually wasn't a problem, I would have added that the save points would always heal you, even if you visit an already activated one again. I had fun here overall, the mechanics took some time to get used to but I think I mastered them in the end.
Really liked the art, especially in the cutscenes. There just needs to be animations for enemies dying and doors opening, etc. Movement was fine, didn't find big problems in it. The biggest issues I encountered:
-The wind arrow respawned after I died but I still had it on me, probably the same with other items too.
-The game froze several times, I think they were the first times I save the game, took damage or shot an arrow. Those times it only froze for like ten seconds but at one point I minimized the game window, came back after a while and the game was frozen for good.
But yeah, even if the game didn't get frozen, I didn't find any way to continue after getting the wind arrow. There surely was a lot after that I would have liked to see!
Great vibe and gunplay! The platforming mechanics were tight and enjoyable too, though sometimes when trying to run a right side wall it didn't work. The second time trial was butt-clenchingly difficult (without the wall running) but I was able to do it after dozens of tries lol. Some areas were too dark but overall the visuals were brilliant. Got some Deus Ex vibes from this one.
I didn't, didn't think that the game would allow me to ignore items needed for a boss I could still access. Tried playing this again but it didn't exactly go well as I couldn't even pass the nose boss, no idea how I did it on the first try earlier as now it was incredibly hard. The attacks are way too fast and you can't know where they're coming from in advance so it seems very rng-based if you win it or not.
Don't know if you could do that boss later more easily though because it doesn't give you anything that seems mandatory at that point.