Thanks for Playing! Awesome to hear you liked the Artwork! We'll definitely add more content and make updates to improve gameplay!
MaunGler
Creator of
Recent community posts
Thanks for the feedback. I'm glad you liked the artwork (animations and environment art ate up a good chunk of development time so there's definately more stuff we left out. Any future updates we make will include more locations, animation bug fixes and an improvement on gameplay! Hoping we get to all of them plus expansions on the story.
The playthrough is really fun... I liked the lineal progression in the story. A "resume game" or "save game "option" would have been cool, but the story is jam-packed with enough details that I really enjoyed so I wouldn't mind a repeat play some other time. The artwork is consistent and matches the tone very well. The controls and gameplay are solid and the ambient audio, music + SFX elevate everything about the entire game!
The game has very strong and inspired visual and thematic choices that I think are well put together. The contrasting split screen is pretty cool, and the animations are solid! I still had a little trouble navigating the mine field, (but I guess that plays in perfectly with the theme) so I didn't progress that far into the game.
The Music is also very beautiful! Was wondering if you could share details to where I could have a listen to more of the artist's work and this track in particular. Overall, I think this is solid! Good Work!
Cool concept for the game! I did have a hard time with the controls and every time I got the character on steep terrain the boulder would fall behind me. So, I'd have to hit q, but the movements were still labored even without pushing the boulder, so it took a while to get back to where I'd reached.
The pacing for gameplay could use some work... I could see this working really well if the character moved in a rhymical manner or if you had premade push and climb animations ... The timing for each Lighting strike would be predictable sort of like a percussion, but you still wouldn't know where it hits. The bird could fly a little slower so you could have more time to react, and you can even add a health bar on it.
The art style really works for this, and it's still a very inspired take on the theme of power... I think there's a lot you have so far that could make for a pretty good game!
A tip for color pallets is to generally start out with either a warm or cool palette (Or both, you can use warm and cool colors to reflect light and shade.) Not really a rule but it'll just make things faster when you want to get some basic shading done. You could also start out in gray scale, if the key thing you want to get across is a lot of contrast but always shift hues (use complementary colors like yellow and purple)... You want the art to look vibrant so also avoid desaturated colors.
But those are just some rules, always use some form of reference for environments to get an idea of which colors you are going to use and always experiment to find what works for you.
There's tons more that goes into this stuff if you want to look up color theory, but for pixel art I'll also recommend you check out Pixel Architect and Pixel Overload on YouTube for more comprehensive tutorials.
For a first attempt at pixel art, you did a pretty good job. The character matched the rest of the background's resolution and what you have is a pretty effective and complete look, you could add details in the blue areas to indicate what materials it's made up of or just leave it as is and be just fine with how the playable region looks. The navigation mechanic is fun, and I like the way the little robot braces for impact every time he's falling down... Kinda reminds me of BMO from Adventure Time
This game's got a lot going on for it! Tons of characters and content... The music is cool and everything about the look of the game feels consistent ... had a bit of a hard time controlling the player and after my first kill the game kind of broke and froze for a bit. The animations were solid though, the blue motion trail on saber attack is very satisfying to look at!
This is quite a nice and cozy game, the music fits well for the most part. the sound gets a bit much when speeding through the text bubbles. I like the pixel art style; it's got enough resolution to it that I can make out distinctive features of the characters. I couldn't get into the mystery of the game but will be sure to circle back and give it another go.
Really fun game! There's some progression to the difficulty which I quite like, the animations are solid and the music fits really well. It all comes together effectively feeling complete and retro. I did find some difficulty when it came to jumping through but overall, it's very replayable . Good Work!
Took a minute to into it but I enjoyed playing this! I like the controls and everything about the movement and gameplay mechanics were plain sailing. A little bit of ambience or some audio would really elevate the immersion for it, but it's still a promising build and a very pleasant and relaxing game!
Brilliant Work! I also enjoyed the puzzles... I'll make a point to look into some of the other games you've developed... moons-embrace has a pretty cool opening.
Thanks for the feedback!! We caught most of those bugs a bit later in development and just ended up prioritizing the other major bug fixes... Like the collectables having Realtime in-game value and eventually getting to the end of each game loop, broken tiles and implementation on the collectables and as you've pointed out, the fight sequence had a bit more back and forth to it. The whole point of the game was to get enough yellow crystals for ship's hyperdrive to be at 100% so the player could access it! The Ship isn't the final design, no UI for it and there are tons of animations we'd planned on adding to the fight. Hoping to get back to updating it after the Jam, there's tons of ideas we left at the chopping block!