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luna-paradox

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A member registered Jan 16, 2017 · View creator page →

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Thanks! I'm working on a update that add the cut content along with something like a plot to put something actually interesting at the bottom and a bit of dialog, it gonna take at least until January because of the season though!

Also, thanks for the suggestions, I didn't though about any of them in fact I'll be taking them >: ). The nodes have in fact different values randomized between a min and a max value, with the bottom nodes being way more rich than the one at the top to make up for the upgrades getting more expensive, but they definitely need to look different to make it obvious than node A is better than node B. Now, the "statues" giving static was a last time effort to make the progress less sluggish, but I have better ideas for that now.

Thanks for the feedback!!

Thanks, I'm working on an update that cover the cut content and some more, I'll probably have it by the beginning of January though, you know how it is with these days lmao

Also, if you have any feedback don't hesitate to tell me, all feedback and suggestions are appreciated, I may not take it because I'm a stubborn creature but I read everything and appreciate it a lot!

Thanks for the feedback!

It's an interesting idea, my big beef with it was that the bar move way too slow for the number of deer, if you get three green ones it may be impossible to feed them because of the time. Even though the bar speed and your movement speed are upgrades I think that they should be a bit faster from the beginning and probably calibrate the timer better. I like the idea of feeding deer soup though, very whimsical and seasonal.

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I loved this one, it was fun and very engaging until the end

I solved the "game too difficult" problem by using the power of unethical warfare, if you keep all your units in the wood layer safe by using all resources to defend only that floor (filling it dozens of soldiers and later archers), then you have virtually infinite wood which means you can just spam harvesters and don't worry about them dying because its a net positive anyways. 

Also, if you lay out the units across the map very spread out, the enemies of the second and third layer are too slow to kill them effectively, a harvester can get a lot of food before dying just because the enemies take forever to reach them, so you can just spam miners and harvester and don't even care if they die since they're so goddamn cheap and they mostly pay for themselves in the form of safety for the first layer

The fact that the game have this many mechanics to exploit in such a short development time is very impressive, good work. I would love that you can select the units with the number keys so I could spam them even faster in the late game lmao

Arkanoid is a classic. I think the mouse input could work pretty well but it definitely need more calibration because right now it feels really floaty and its way too hard to be precise, I would suggest to change the max speed of the paddle and probably make the speed constant instead of having it accelerate. Also is fundamental that the mouse is constraint to the game screen

Its a cool idea, the speed of the ninja is good. It would be cool if there was a way to get to another platform faster though, right now is kind of hard to react to a snowball falling since the jump is so high and take so long. I like the art too, Good job!

Interesting idea, the wall jumping mechanic definitely need some polishing and the walls could change when you hit them

It was fun, you took really good advantage of the themes. I just wish it had a point counter or maybe a timer, it would go well with the infinite arcadey nature of the game. With some more obstacles, music/SFX and a point system it would've gone hard as a flash game back in the day

cool game, love how I ended up making full eclipse over the land by making the snowball gigantic

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I beat santa's ass, I fucking murdered him. It was very fun to play and the dialog was cool. The difficulty was just right too, I'm looking forward for:

This one is very very good, level 10 tilted me and 11 filtered me, but is very good. The only feedback I would give is to let me restart faster, for these kind of games that's fundamental otherwise the tilt meter at the top of my head start to fill way faster and then I cry. 

Also, you may be interested in a game that does this "control two characters at the same time" that I played not too long ago and is very weird and also very interesting from a gamedev perspective, is called "Hypotheses on the Symmetry between Vision and Hands", it has a demo on steam

Thanks!

Bold of you to assume I'm not one of them >: )

Minesweeper my beloved, it's a very good development of the classic mechanics, even though the food mechanic was kicking my ass on level 10, I just keep dying by food lmao. I would love to see a version with some sound effects and maybe a song, good work!

Its an interesting idea, I loved the parallax background with the circles. I would really like that the transform button was somewhere more comfortable than enter though. Good work!

I could be a LIZZID PEEPLE, you could be a LIZZID PEEPLE, anyone could be a LIZZID PEEPLE!

I had everything prepared to be able to upgrade max speed, acceleration, deceleration, static collection speed (for the resource), collection reach, max HP, defense, and static tank (for the resource), but the last day rush hit that part of the game hard. Definitely something I would approach if I polish it further, the code is mostly there already.

I just feel that I need to add something else to look out for to make the trip for more static something fun to do and not just menial work for the upgrades, I need to think about this a bit, thanks for the feedback!

Cool concept, I like that the orb color affect the whole movement of the fella. With that speed the camera should not be so close though and the controls with F and Z feel kind of awkward for me, maybe something more standard like Z and X would be cool. Good work!

I'm not good with jumpscares but I went through it anyways for the sake of the jam. 

I liked the crazy snowman faces and the atmosphere is very well realized for the short time. I almost finished it but I ran out of time with the last ornament in my hand so I left it there. Just a bit more time would have been great, or maybe less ornaments since the last ones feel kind of samey. All in all its a pretty cool game!

I like that the movement have a bit of acceleration and the levels are quite long. It would've been really really helpful to have some kind of checkpoint system, after dying with 5 gifts I really didn't felt like doing everything from the start, specially when one mistake kill you. Good work though

Interesting take on the endless runner idea, I really liked those snowflakes, it would be cool to see a more polished version with music and more obstacles, or maybe just faster like Canabalt but with the swtiching mechanic. Also impressive to only use python, good work

Very cool puzzle, I like how fast you can go and the ending is good. I followed the subtle advice and played on fullscreen with no problem

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Reloading ammo from the floor is a cool idea, its fun. Sadly for them, they can't handle my pro gamer strafing capabilities

Its a fun concept, I can see how adding some punchy sound effects, a faster gameplay in general and maybe more weapons could make it a banger. Good work!

I like the concept, I can see this growing into something more polished since the main idea that every attack limit your movement is a very interesting one

Nice small game, it's charming. It would be cool if there was enough coffee to keep pushing forever, the rate you loose temperature is faster than the coffee can heat even if you avoid the spikes.

Good old sokoban, I used to not like this genre very much but after Void Stranger my brain think in boxes and I had a blast with this game. It's very polished! The only feedback I can think of are being able to do a full reset of a level and maybe give more mechanical personality to the hot side, like the ice slide tiles in the cold ones. Good work!

It definitely have a lot of space to grow, thanks!

This was a very fun and engaging one! My favorite was [REDACTED], it was very [REDACTED]. Also, I like how the flame can get really big after a while, specially since I had a bunch of upgrades before I remembered that I had to hit the present, like, I read it in the tutorial, I just forgot because I got in the zone. As feedback, I guess there were other priorities but a health bar or feedback that the henchmen died would have helped a lot taking in consideration that the flame cover the area completely, I was never sure if they died or not. Cool game!

Cool game, I like the diving mechanic even though I was expecting to slide after reaching the floor lmao. I like how it was used in the obstacle course leading to the trinket in the top right

Fun game, I like how the spheres grow so dramatically if you spam it, also the sound effects were cool

Thanks!

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Yeah, the polish its mostly because I took hard advantage of the pitch black ocean. Most of the game its like three assets and the endless dark, the wall its a 64x64 tile repeated forever for example, it would really hard to pull this off in another environment where you can't hide most of everything!

And you're right, it say press instead of hold, I had another person have the same problem in fact, it's a really quick fix so I'll do it right after ratings are finished!

Fun game, I like how versatile the torch is and its pretty fast paces which it's cool. The sound effects were a bit too crunchy for my taste, specially the one when dying, I think they were clipping a bit? idk, but it was cool that there was a final boss and everything, cool game!

Hey, submarine game enjoyer too! It's fun and very engaging, its cool to move around which is always a good thing and the upgrade system is long enough to keep you hooked. I just didn't really understood the part with the hot and cold debris, at the end it work just as a "lot of debris is bad" system I feel. Overall is really good though, I maxed out everything and had fun.

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The moment I saw the cool low poly dude with the sunglasses and the music I was sold. Very strong presentation and fishing mechanics are a classic for a reason, I made this extremely burn fish and I think that's beautiful

Edit: Referring to the other comments, I didn't had any performance issues but I do have a very decent PC. I was using Firefox if that's worth anything

This game is a vibe, the feeling of driving around the small planet with the dramatic light change is very cool, also I loved how the stars sky boxes looked like. A bit of extra feedback when hitting something destructible would go a long way, like a sound effect and a bit of shaking, and maybe a car motor sound effect. I know it's in space so there is no sound, but the rule of cool... think in the rule of cool!

It is a bit slow! I wanted to make it like atmospheric and heavy but I took it a bit too far and lacked play testing for obvious reasons so it was a bit TOO slow lmao

And yeah, I had high expectations for the ending but I could barely made it in time so that was what I could rush, progression in general was the most rushed part of the game by far. I wasn't planning a sea monster, but a sea entity with a bit of ominous dialog and a illustration, but so its life

Thanks for the feedback!

Its fun! I keep getting left and right click confused, but that more of a skill issue on my part lmao, I still made it to 2600 points

As a side note, I feel that these kind of games really benefit from being able to restart very quickly, like one click an less than three seconds quickly. It make them more addictive since the price of restarting is almost nothing