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MiguelSeabra1999

61
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A member registered Feb 10, 2021 · View creator page →

Creator of

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Hahaha, hopefully they can all take a break now that the jam is thru :P

This is like Post Void if you boiled it down to only the most crucial elements xD
If you don't know that game, I have a sense you will enjoy it after playing this

This is like r/anarchychess the game xD
Out of curiosity, how did you program the enemy AI? Sounds like a tough challenge to do it in a week!

This was fun!
If I can offer one small nitpick is that I would like all the moving objects to reset to the same position when I die.
That way I can find a quick rhythm and always stick with it instead of having to adapt to the way the level is when I spawn or wait for the right window

By far the game I have spent the most time playing xP
Amazing job at making a truly hooking game!

Very rare to see a rhythm game on these, very cool!

Love the artstyle!

Really impressive how good this game feels to play! I love the climbing mechanic, and it is very cool how many different ways you can get around in using it!
Great job!

Very nice game! Loved the visuals both 3D and 2D and the dialogue was really charming!

I really liked the lighting and colour pallet and sprites!
I wish there was just some extra ability or some move/weapons you could use up during gameplay to add some variety

Wow I really like this game's visuals and use of colour!  

The sound is very moody as well.

Unfortunately, I am getting stuck out-of-bounds after going to the staircase

I love the detail that if you go against trees/bushes, they wobble a little

Good job!

Congrats on the game!

I would like to see a version of it where the difficulty scales faster, I spent a lot of time with just one leaf to worry about at a time

Everything is so great here! Love the hand drawn animations the music and gameplay, really amazing entry!
I ended up finding your steam game because of this, and it also looks really good! Will give it a shot!

I found this to be really charming and funny!
One issue I have is that it really took me a while to find how to start the boxing quest, I think I would have like to be given a bit more direction, maybe characters could comment on it more.
But it's just so fun to run around and drag people around,
Great job!

Wow the visuals on this are amazing!

Good job!

Such great pixel art and sound!
My favourite is the sushi part, and very good tutorials as well!

I would like to be able to loop the 3 chapters getting harder each time,

Good job!

Cool game!

I would suggest having a prompt to press F by the shopping stages, took me some time to work it out :P

PS: The V2 download is not working for me as it is missing a .pck file

This concept is so funny! Love it!

Very cool theme interpretation! 

And very good job with the tutorials and amount of upgrades available!

Good Job!

I love the graphics on this <3

I am getting the bug mentioned in the page where I can't get the character to move on the start, I can sometimes grab an item, but I remain stuck, and after dropping an item I cannot pick items up again.

My recommendation is disabling collisions on all the items as a quick fix (Query No Collision) and adding a bug fixed version to the main page.

I would love to return to this and get the desired experience, and am available to help with any Unreal Engine questions you might have

I really like the visuals on this one :D

And bonus points for the cool hat!

Woah! The music is very catchy!
Very good first game!!! First of many ;)

Very fun little game!
I thought the vibes were really strong with this one,
And I was very impressed with the variety of random events! I played for a good while and cant be confident I have seen them all

What a great game, great gameplay, great sound, great visuals, good job!

Good to know, and congratulations!

What a cool idea! I love reimagining of older titles like this.

This seems like a concept that could easily be polished into a successful mobile game! Have you considered it?

There are a few suggestions I'd like to propose:

I agree with the comments about the restart feeling too long, specially when there is a bit of luck in the road layout at the start, if this took half a second, maybe the feeling of unfairness when getting a bad road would be minimized.

I would also consider roads without random elements, I think being able to retry the same road could allow you to pump the difficulty even higher.

This is a minor gripe but, I feel like the walk time between the start of the level and the duck getting to the road could be bigger, sometimes I felt like I died before even having the time to mentally process all the obstacles I would need to take into account. Another solution to this could be the duck starting still and only begin to walk after a button press.

That being said, these issues did not spoil my enjoyment and I think this has a lot of potential as a full release. 

Cheers

Fun game and mechanic, I wish it was pushed even further on how fast it could get.
I mostly enjoy the level design, but I would maybe use fewer obstacles that make you wait for a window to pass through, since missing a window can be very devastating.

Bonus points for great presentation on all fronts, including high score screens and transitions.

Having the background of the itch page frame fit in so well with the game was a very neat detail!

Thank you for such a nice comment!
I'm glad you enjoy the movement, I had a lot of fun doing it, and I know it still has room for improvement, specially with some coyote time for wall jump and normal jump, and maybe faster wall slides.
There was actually another level with that enemy that we accidentally removed and only realized after the jam ended :(
I guess it will be DLC now  xD

Thank you for your comment!
Yup it was an oversight on my end to not implement coyote time. Thanks for pointing it out, I will be sure to not renegade it in any future platformer projects.

Nice game!

The presentation and music are great, and the gameplay feel good too!

I did think that the spikes in the final level were a bit unfair, tho, since you had to figure out the correct way to fall there through trial and error.

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Same problem here :(

I'm also struggling to get past that level, but I was enjoying the level design  quite a lot up until that point

Short and sweet!
This genre is way off my comfort zone, but I'm glad I saw it through!
My favorite part is how the music shifts when important creepy details are revealed.

Hi, interesting concept here!

I like minimalist graphics, and the dynamic lighting really helps sell the look. I think maybe some Post Processing could have taken it to a next level.
The gameplay is solid, but I sometimes felt frustrated by getting shot by turrets that haven't yet appeared on the screen. 

For me, the game is at its best when dealing with multiple waves of projectiles and having to be strategic about my mouse placement.
If I could tweak one thing about the game, I would make it restart instantly on death. Personally, I get pretty frustrated by long game over screens when I'm eager to try again.
Good job!

Thank you for your comment!
It's true that a lot of unique level mechanics could have been developed further, I'd love to release more levels eventually!
Your trail suggestion is quite good as well, and I can imagine it helping with the jumping over yourself levels as well. This was something we actually briefly discussed internally, but I was quite sure how to display it elegantly. In the end, I ended up using lines only for when selecting a past clone. If I get to work on this further, something like that is sure to be at the top of the to-do list!

I did try that, but my timing sense is also quite poor xD

Even tho it's short, I'd love to see this idea fleshed into a larger game, maybe with more survival elements where you need to keep moving to avoid the boss and the battle would take course over days.
Good job!

It's a good start! I can see you are experimenting, this particular video is super helpful for platformer games and very easy to implement. Keep on jamming

Okay, it was my bad, I did not figure out that mechanic. If I tried to grab a box in the real, not recorded world, I would be unable to let go.
Huge fan of the concept and execution here, the later, timing based levels we're giving me a lot of trouble, even trying to move along to the beat of the soundtrack the door shutting hitbox felt a bit large.

Super creative concept! I loved the bullet sound effect too, and music in general.

I hope that on the sequel I finally get to play out that boss battle where I get to turn my mom into a baby.