Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

DH

52
Posts
6
Followers
2
Following
A member registered Oct 10, 2021 · View creator page →

Creator of

Recent community posts

Absolutely insane what you guys did for a GameJam… Not sure what I can say here, I’m speechless… Great job, everyone!

I recommend trying Blockbench. It has a unique (voxel) style, which fits well for retro/PS2 style games, but either way, it’s really easy to get into.

For animation, most game engines should support skeleton animations with existing models.

Thanks for giving our game a try :D

The resizing works a lot better with the mouse wheel, we will probably make a custom cursor that indicates that better instead of the native OS “resize” cursor.

I see you struggled a bit with the resizing in the clip, it’s a lot easier to scale the cubes using the scroll wheel instead of dragging horizontally :P I guess it wouldn’t hurt to improve that aspect for people without scroll wheels.

The tiles are linked based on color, and this is also further indicated by the particles that come out from the player, but as we’ve gathered from the feedback so far, the particles/colors are not too obvious. The colors are also a bit different in the web version, hopefully that’s an easy fix :P

For the assets, we were originally split between “factory-robot” setting (the lasers are from one of those stages) and a more “fantasy-wizard” setting, so we decided to go with a combination :D

Thanks for giving our game a try and glad you enjoyed it :)

That certainly was a game and a half… good job, guys! :D

First suggestion that came to my mind after getting a feel for the controls was for a speedrun timer, but ya’ll certainly know what you’re doing :D

Only real tiny nitpick I can give is to maybe shorten the respawn time.

I love the game and the “factory” theme behind it :D

The only issue is that the conveyors are really hard to tell apart, as others have mentioned.

Shadow Wizard Money Gang 🧙‍♂️

Nice puzzles, I like the rune mechanic and props for the cool torch effect :D

The movement was a bit wonky at times:

  • Landing on the ground after jumping would sometimes make the player stuck (wiggling around or jumping usually fixed it)
  • When the player’s “shrink” spell runs out and he’s enlarged to the original size, the player would sometimes get a part of him stuck underground (this actually killed me once, even tho I was in an open space)
  • The windows render on top of the platforms (see uploaded image)

image.png

(2 edits)

Nice game & puzzles :) I love the CRT filter :D

There’s an issue where, if the speedrun timer is on, you can’t interact with objects on the bottom part of the screen.

It would also be nice if the reset button was somewhere on the screen instead of having to pause first, or if you could instead reset with R.

(1 edit)

The 2 ideas I gave (highlighting spawnpoint area, or spawning in a radius around the player but not in front of him) are a “tweak” to the current game idea, keeping the gameplay the same. Switching to waves instead of levels changes the core gameplay loop. It’s not a bad idea, but keep in mind that the gameplay might change a bit.

Also, I’d say that the “growing into a different level” works well for the jam, but for an actual polished post-jam game, it would be cool if growing/shrinking the player did more, so that it’s a more “active” part of gameplay rather than just a “stage transition”. Maybe once you reach a level, you can grow to that size whenever you want (and scale down as much as you want); to make it a more active part of the game, maybe you can have specific powerups only on specific levels, or maybe an “invincible” enemy that has a tiny hitbox for which you need to size-down, etc.

As for the items, here’s some more ideas (either standalone or in combination with each-other):

  • Glow effect on the items
  • Pulsating (growing and shrinking) effect
  • Sound effect when an enemy drops an item (this one might become a bit annoying? but I can also see it as something that makes the players go “heyy, an item just dropped somewhere?? let’s gooo”)
  • Magnet-ability that allows you to pick up items over larger distances (this one doesn’t really help much with items that are off-screen tho…)
  • Minimap that has the player in the center and showcases both enemies and items

I really enjoyed the puzzles and the vibe of the game :)

I ran into a bug on stage 1 that I’m not sure how to reproduce. I was messing around with the controls and swapped the 2 characters while they were on the opposite colors (red char on green portal, green char on red portal), one of them exploded and the stage restarted 🤔 I tried to reproduce it a few more times, but the only time I was able to get one of the players to explode was after switching to it while it was squished from the scalable blocks (which I expect is intended behavior).

Addicting gameplay, I see potential :)

Main issue I have is that the enemies sometimes spawned in front of me. Either highlight the area where enemies spawn or prevent the enemies from spawning at all if the player is nearby.

Some other nitpicks, the sliding gets a bit annoying in later stages, and it would be nice if there was a better indicator that a powerup has dropped somewhere.

Another thing we noticed were the birds :) we also wanted to make them collectable but focused on other things and scrapped the idea at the end.

There’s 2 birds in our game, 1 is on the 2nd stage, the 2nd is the one we used for the game icon (with the background edited to be the space-block texture) and is hidden in one of the maps :D

(1 edit)

I love how our game idea was almost identical, but the 2 final games are still pretty unique. The puzzles were fun and the crystals also added a nice mechanic.

Some nitpicks:

  • Hovering over buttons, doors, etc. gives you the same “scale” cursor as when hovering over scalable items -> change the icon there
  • It wasn’t really intuitive for me which object would be scaled up and which one would be scaled down when scrolling. The different colors are nice, but not intuitive enough -> maybe add some GUI icons on the screen, or some indicators on top of the cube

The only real issue (bug?) I noticed was that the jumping was a bit off, eg. not jumping properly or unable to jump right after landing. It doesn’t impact the gameplay much, but it would be nice if you could look into that :)

(1 edit)

Very nice art, music, SFX, etc.

The resizing mechanic is cool and the puzzles are really fitting.

Other than that, no bugs or improvements come to mind. Very solid & polished game.

Yeah, we noticed that a lot of people don’t realize that

Spoilers for Stage 7 the lasers are pushable.

We had a stage that gave better intuition for that mechanic, but thought it was too simple. In fact, it would’ve been a perfect fit right before this stage.

I love the art and vibe, but unfortunately I couldn’t figure out the gameplay :/

I feel like the game mechanics could be explained better, and you could also add more visual indicators.

Maybe also consider zooming the camera out a bit.

Very fun and unique game. Can’t think of any improvements, the game is very polished :)

(3 edits)

I love the music, I love the art, I ESPECIALLY love the animations and particles that remind me of Metal Slug, I love the shooting SFX (the first gun’s SFX stood out to me).

I do ended up getting lost a lot, so adding something like a minimap would be a nice addition.

There’s also a bug where when I was spam-shooting the 3rd gun (the crate-destroying multi-gun), the player would be unable to jump even after firing the gun. I could continue jumping as soon as I moved around a little bit.

It would also be nice if the destroyed tiles persist when going back to that segment of the map instead of resetting.

Another suggestion would be holding down the button to auto-shoot instead of spam-clicking it.

(1 edit)

Agree with the points. Would be amazing if you could get a tooltip or something when hovering the components, or being able to zoom in.

Edit: ok yeah, there are tooltips, but “Level 4 + Level 4” doesn’t really tell me much.

This is how I solved level 7 btw:
(2 edits)

Insane game, criminally underrated (I found this on the bottom sorted by number of ratings).

image.png

I’ve actually been working on something similar in my spare time :) Very amazed with what you made.

For changes, I agree with what the others have said about making the components more obvious as to what they do.

(1 edit)

Very glad you enjoyed the game :)

I think the idea is that when something new is introduced, the player can mess around as much as they want since there’s no penalty to dying (no max lives, no lost score, etc.). Though, it would probably be nice if we added some “guide arrows” to each new game mechanic (similar to how the first stage is)

Thank you, the death sound was recorded from one of the team members 😂 The physics can be a bit wonky at times, yes, but we didn’t notice anything too critical with them during testing.

(1 edit)

Thank you :)

The shaders look a lot better on the desktop version. We were having some issues with them (and the music) on the web build. The most notable difference is the laser: Web: image.png Desktop: FKztm3.png

(4 edits)

Glad you enjoyed it :)

Here's a spoiler for Stage 7

Nice! This gives me a bit of nostalgia of some old arcade games I used to play (can't think of any names, the only thing that comes to mind is Burger Time, but thats not really similar in gameplay).

Music and art are very fitting with the vibe.

The controls are a bit weird/unintuitive, but you do get a feel for them over time. Maybe some better keybinds could work, unless you're purposefully going for more "trickier" controls as a gameplay element. Also, I noticed that it took some ~10 seconds after I reached the goal (6kg?) before the game transitioned to the menu screen.

Keep me updated! I saw that you're using KNI. I have worked with MonoGame in the past, maybe I can help out :)

Oh wow, this could be nice as a standalone tool or a Godot plugin.

Game has a lot of love and passion poured into it. I love the art of background character so much.

Ah, wow. The visual indicators (yellow/white highlights) are a bit weird, but that aside, the game is really amazing!

Interesting mechanic. Some things you can improve is the ragdoll points (white circles) sometimes becoming unresponsive, and maybe keeping their positions after you die as the scientist.

Nice gameplay, reminds me of some old NES game.

Not sure if I'm unable to figure out how to play the game or if it's really buggy. The gray tiles randomly get highlighted with white, I'm unable to make more yellow selections, and sometimes the "moving yellow to white" doesn't even work.

Haha, this is pretty similar to our game idea :D

Love the fractal idea. Some improvements that come to mind:

- Being able to zoom in on your pieces in later stages

- Speeding enemies up for later stages, or an option for x6 or more speed. Even with x3 speed, the waves still feel slow.

- As the previous comment mentioned, the last few waves are a bit laggy (I only noticed this on x3 speed)

- The game feels a bit too easy, maybe lowering the $ drops could help?

Very interesting concept.

An issue I found is, "Upgrade ship" pretty much clears all your "segments" without giving you money back for them.

(1 edit)

Yes to both. Space for boost, and for the rest of the conttols check the game page:

https://lorddeathunter.itch.io/eye-see-mountain

(The link should also be available somewhere on top of this current page as well)

Nice fleshed out game. Reminds me a bit of old 80s arcade game. The SFX are also spot on 👌

The octopus being able to damage you caught me off guard...

(1 edit)

Loving the art and smoothness of the animations/effects. The art reminds me a bit of GonzoSSM 🤔

(2 edits)

Slick, smooth gameplay, loving the general "smoothness" of the sponge movement, tho it's a bit hard to control.

(Also, please lower the volume a bit next time :P  edit: it was pretty hype, tho)

Interesting concept, cute characters. I feel like it gets better with more players :) It would also be a nice idea to have larger maps depending on the player count.
Also, there's a bug where if you spam-jump towards the invisible wall, you can drop outside of the map.