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moonshell31

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A member registered Jun 04, 2020 · View creator page →

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Solid! The level design is pretty good, though the physics is a little glitchy. I found I would have the right solution in mind, but the physics engine would need a little rangling to actually do it, so I would try a bunch of other potential solutions first. The music is nice as well, it's not super grating when looped. I used the same theme in a similar way, so it was interesting seeing the different ways we approached level design

Peak, you should make this into a full game

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no way

 that was actually my main inspiration for the design. I didnt know you could split the blocks though?

Dope!!!

basedbasedbasedbasedbasedbasedbasedbasedbasedbasedbasedbasedbasedbasedbasedbasedbasedbased

I didn't realize I was making a sokoban game, but alas you are correct. Thank you for playing!

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I love this! I lost track of time and ended up playing for 45 minutes. I must admit I wasn't able to beat it, I only got to the 5th room. 

The combat is really well balanced (if a bit on the hard side), and the gameplay loop is naturally fun. The tutorial is just the right length, leaving you to figure out strategies and get comfortable with the character. The difficulty scales at just about the right pace. Just when you think "man, this sucks, this is so hard", you figure out some new strategy, you understand the enemy's AI more, and then you go back to thinking "man I'm a god, this game is easy", just to get hit like a truck by the next room.

The combat itself is super fun. It feels amazing to time your block perfectly and retaliate. Usually in action games, I never end up blocking (cause its either not useful or not satisfying to use), but I was blocking a lot in this game. Later on I tried a strategy of dashing in, going for a quick hit, and then getting out before they can hit back. Your time between attacks, which seemed so slow before, isn't really a problem, and the enemies can't really hit you either cause you're too fast, too cat-like. But, the enemies like to keep just enough distance so that when you dash at them, you go just a bit too far past them to hit, so there's a lot of strategy involved in how you set yourself up for an attack. I would love to know how you did the AI especially, the way the enemies coordinate to attack at the same time is so cool!

This is my favorite game I've played in the jam so far. You should consider building this out into a full game, I would definitely play it if you did.

I love this! Your art style is so adorable

Great! I love Ultrakill, so I was super happy to see the slide here. The shop is a little confusing to use. Super fun, unique, good art. 

Came here to say the same, a coyote timer would really help

Pretty fun! I like the brutalist aesthetic. You and I used the same prompt, but took it in different ways. Were there any mechanics you wanted to add but couldn't?

The art is so good!!! This would be such a great introduction to a game, after playing I'm super intrigued. I can see that you're trying to tease out some kind of story, and I'm here for it. Followed, cause I know you'll make more great stuff in the future

The art is so good!!! This would be such a great introduction to a game, after playing I'm super intrigued. I can see that you're trying to tease out some kind of story, and I'm here for it. Followed, cause I know you'll make more great stuff in the future

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Great! Love it! It would be more fun items were more frequent, cause rn its too hard for me

Very interesting! It's kind of confusing at first, but really fun overall!

Can you enable fullscreen mode, or provide a download link? I can't seem to play the game, the initial screen is too zoomed in

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Getting this error "Is the .pck file missing?" when I try to run it

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yeah sure im down

my discord is moonshell31

rip, the assets for the game were really good looking, wish I could've seen the completed version. 

I don't think there is enough to go on in the world to expect somebody to solve them. Puzzle games are a delicate balance, and I think you were just barely off. 

Thanks for playing our game! All of those issues could have been fixed, and I thought about fixing them on the 27th, but I figured I didn't have enough time. I should have integrated a variable window size, and I should have spent more time in the beginning tooling the controls to make it feel good to play. I added in a mechanic where if you hold the jump button you stay in the air longer, but I guess I didn't tune it correctly. Thanks for spending the time to play it!

It was my first game jam too, and my game came out about as good as yours lol. Firstly, you have some tonal issues, the music in the beginning is really out of place. Secondly, nobody wants to read all that text at the beginning. And third, you should be able to get some idea of how to solve it without hints. I really like the concept behind the game, though. I look forward to seeing what you make next!

The controls can be improved upon, but it's hard not to like a game that you can beat in 30 seconds.

I'm not sure about the tank controls. It's a bold choice, but I can possibly see it working in a longer form game if the level design is good enough. As it is the game is so short you barely get to learn the controls before it's over. I think it could be very good if expanded on. If you don't mind, what was your thought process when coming up with the concept?

It won't run for me, idk why. I tried refreshing the page multiple times, and it doesn't look like there's anything to download. Wish I could've played it.