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Nateycakes

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A member registered Dec 30, 2017 · View creator page →

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dude the behavior combination system you've built here is REALLY fun to tinker with. It's awesome how flexible you made this! Really dope to shuffle around the deck to build the exact summon you need to cross a gap, or ascend up high, or both! As always, your bgm is SOLID, and each area feels super distinct. I really dig this, great work Fusion!!!

I DEFEATED!!!

Dude!!! Solid entry! The way the devils spawned in def gave a sense of rush/panic as I tried to navigate my way through the maze. I love the bgm and the voice lines, they sounded SO much fun to create. I also really dig the textures you used for the walls and the way you did the lighting

nyeh heh heh heh!!!! the highs are high and the lows are lows LOL thank you so much for playing, Zero!!!

Thank you so much for playing, Ethereal!!! It was super fun to make

I can't let down my commissioners


Thank you for playing!!!!!

Thank you for playing, Sam!!! I appreciate the kind words!

NO U (ty)

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LOL are you a bad enough dude to get max combo???? 😎

Thank you for playing!!!

fun lil snake game! I really like the pacing and how you made the movement grid-based instead of incremental steps - it was nice not having to worry about turning into myself by like, 1 pixel. The metronome also is a really interesting touch! I found it really helpful for staying alive longer and timing when I was going to move. Great work Zoggg!

whoaaa procedural generation let's go!!!! It was neat to explore around and try to forage around for stuff to collect and then work my way back home - everything felt spaced out well and it wasn't too difficult to find my way around, but I could still feel a lil lost. I think it's a nice balance! Great work!

congrats on submitting! This is a fun lil resource management system you have going on! It's a neat puzzle in itself to balance energy spent for different crop outcomes in the short timeframe - super cool!!!!

Cute game!!! I was so worried for Quillbur and legit on the edge of my seat when I was close to the goal lol - very fun game loop! everything is very clean, readable, and the UI conveys info well. Nice work!!!

Great work on this!!!! As always, your writing style is so engaging! Excellent character designs and portraits, and the environment pieces were gorgeous. I played through a few times to catch all of the juicy lore and worldbuilding you've tucked away in there. I think it's really neat how you sprinkle it in the different decision trees. #TeamBaats

10/10 YOU MADE ANOTHER GAME LETS GOOOOO!!!!!!!!!!!!!!!!!!

What a great entry, congrats on a job well done!

You had a really strong, cohesive aethetic and the artstyle really stands out and looks clean/polished. Everything was quick and easy to read "at a glance" and digest what I was presented with. The red color for danger being used consistently in your designs made it SO approachable and easy to understand

Player movement feels great, jump is telegraphed well, and the animations are just oh-so smooth

The momentum/tractor beam mechanic is super neat, but the camera's lag made it a little extra challenging

I enjoyed that you had different gate mechanics and mixed/matched them. It really encouraged me as a player to explore each room fully so I could collect all the things

The jump felt FANTASTIC and I pulled off what I felt was some pretty neat tricks/jumps that felt great to land

I really desired some kind of movement boost/mechanic to make backtracking areas I've already been in faster (even just a simple run)


Serously, fantastic work! I really enjoyed my time with what you've made

This is a neat entry! I really enjoyed the art direction - the tilesets using the diamonds as a way to tie together the rocky areas and the grassy areas looks great

The character switching for abilities is neat, though I admit it toook me a bit to discover I could even do that

Each character has obvious strengths that you play to very well in both the level design and the enemy design

The lack of checkpoints feels a little brutal tbh - I expected the healing totem thing to serve as a save/check point

The background art is stellar, and really helps set the world and mood. The lack of outlines on objects is an interesting choice and you executed it very well!


Congrats on submitting!!!!!

Neat prototype! The tileset looks really nice, I enjoyed the porous rock-like texture it had, and combined with the lighting on the floor, it created a really neat atmosphere!

The dangling hook mechanics look really neat, I bet that was a pain to implement - big respect!

The prototype fish names are 10/10. Praise Fishmael 🙏

Great entry! There's a lot of great stuff in here!

- Your controls feel FANTASTIC and the feedback from the animations for what the player is doing is great. The parkour flip is 10/10

- Environment assets that were in place looked fantastic, it made it feel like a full, lived space

- I lost track of where to go next, but I had a ton of fun jumping, flipping, and shooting stuff

- escort missions with the drones are well telegraphed and a fun challenge to lead the drone through

Seriously, great work!

Neat entry! 

- I really enjoyed your character's animations, they were insanely well made

- The environment was very cohesive and had that sick "clean futuretech" vibe that I enjoy

- Controls were a bit too floaty for my tastes, and it was very difficult for me to anticipate enemy attacks - especially the beam weapon. I would die in what felt like an instant and I had 0 time to anticipate when it would be shot or if my counter was active. I also really struggled because I would die and be revived with one (zero?) hp, so the beams from enemies just kept insta-killing me

- SFX for walking are a cool idea, but might be a bit too loud and repetitive

Very cool foundation, there's some neat systems in here that can be expanded upon for sure. Congrats on submitting!!!

This is dope! Really great entry.

- I really enjoyed the camera work - the 3D environment with billboarded sprites is well executed and I love the colors you used for everything. That purpley shadow color is delicious

- wall kick a tad difficult to pull off, but I managed to collect some secrets with it! I also jumped into a void with it - oops lol

- love the UI for the ammo indicator, it was clean and made a lot of sense and was a fun design

Godot gang let's gooo! Very brave of you to use the latest version. I really enjoyed my time with your game, congrats on submitting!

Wonderful work, I really enjoyed my time with your game!

-The art direction is top tier. Music and art are very cohesive and extremely well done. Everything is so readable

-What a variety of abilities! They're each fun to use and have obvious utility to them

-enemy variety is also impressive. Strong silhouettes for each of them and their attacks are telegraphed well

-souls-like inspo is fantastic and adapted well. I love how much you leaned into it with your checkpoints

-my only nitpick is the screenshake is a bit too intense for my personal preference


Congrats on submitting! This was a joy to slay play

Nice entry! There's a great foundation here to expand upon


-Really sick background art - I enjoy the aesthetic and it sets a great mood

-Sadly hit some bugs and suddenly gained triple jump, and the Boss fight glitched, but I enjoyed my time playing! Dodging all of the boss's fireballs was a fun challenge and had a nice sweet spot of difficulty

-Platforms were a bit hard to see against the background art, so I found myself falling a lot

Congrats on submitting! Godot gang!!!!

Great entry! I really enjoyed my time with your game!

-Extremely cool aesthetic. I felt like I was playing a Vectrex game in the coolest way. Animations were super smooth and read very well.

-The controls are fluid and jumping/wall kick mechanics feel great to use

-Very powerful feeling and choosing which ability to lose is legitimately difficult and it's very neat to see how your choice will affect which routes are no longer viable after your choice. I really like that progression (regression?)

-One nitpick was that some of the spaces between areas felt sparse of save points or were maybe a bit too long. Dying felt very very punishing


This was a joy to play, and very cool take on the Metroidn't theme. Fantastic work!

There's a lot of neat stuff in here!

-The timing puzzles for flipping the first switch were really neat and you definitely caught me unaware a few times and I got smashed to bit LOL

-The camera work snapping to show the door opening was really nice, it's neat that you have a cutscene system like that

-underwater movement controls feel great

-the environmental mood/vibe was really cohesive and was well-established

-Combat was REALLY tough, I tried to kill the big whale/shark? but got absolutely destroyed. A checkpoint would have been useful before that fight because I got demoralized after a few attempts. But I see what you're going for, and it's an engaging system

Great work and congrats on submitting!

Fun entry! I enjoyed my time playing and escaped!

-The 3D environment was fantastic, you made some excellent AESTHETIC choices

-Stabbing A++. I stabbed so much LOL it was very satisfying to rip and tear and time the combat down

-it was a tad confusing to know where to go, and combined with the time limit I was almost *too* stressed out. I think some more landmarks would have helped me navigate

-I expected to get some kind of gun based on the reload controls, not sure if I missed that or not, but who needs a gun when you can STAB

- the grapple mechanic felt great, I utilized it to make final escape faster. It was very satisfying to be able to zip through areas I just ran through, great player empowerment moment!


Great work! Thanks for making this and congrats on submitting!

Nice work! This was quite the challenging game!

-I really enjoyed your artwork - the tilesets, parallaxing backgrounds, and animations were all really well done and established a strong mood. 

-The armor recovery system is neat, though can be almost *too* difficult but it's VERY satisfying when you recover. The system itself is very cool and I really enjoy that idea

-procgen is very neat and adds new life to the areas, but makes navigating a bit difficult. I wasn't ever sure what my objective was, and with the areas always changing without a map, it made it tough for me to feel like I was ever making progress, especially when I'm frequently dying

Great entry! I had a lot of fun with this one and I enjoyed my time with it

I really dig this game's aesthetics. It's very cohesive between gameplay, visuals, and sound - great work!

-The atmospheric sfx really helped with mood, combined with the reduced color scheme

-the map and UI were very clean and readable

-gameplay loop of going in the sub and exploring on foot is interesting and fun. I really enjoy the concept of having a vehicle to enter/exit

Fun entry! The gameplay was a little slow, but I understand the intention behind it. It was an enjoyable experience!!

I LOVE this hexen/doom vibe so much!!! The visual fidelity is 10/10, really great art direction and sound design.

-weapon mechanics are great, I'm a big fan of "unlimited ammo but there's a cooldown" in shooters. The cooldown upgrade felt very worth finding and empowering. The shooting cooldown bar being integrated into the gun was a great design choice.

-abilities were easy to use and made sense. It was very well telegraphed what each ability did. 

-bio system very cool. Love having the risk system of using bio or saving for heals

-The level design is fantastic. The way some sections loop but are blocked by the dash check (the fire) was *chefs kiss* design. Really great work!

Fun entry! Definitely a challenge!

-I enjoyed the camera distance. Entities weren't too small or too big, I think you hit a nice sweet spot.

- the variety of abilities was neat! It's been mentioned, but the wall grab was a bit sensitive to my tastes, though it did help for exploring deep down and making risky drops to explore down in the pit, so I see what your intent was for them and it makes sense

- movement felt tight, jump was really readable, and just traversing areas felt good and was fun to explore. Great work!!!

I really love the concept you're developing here. I love the idea of indirect control and only being able to influence. This is a really neat take on it!

-I loved the 3D aspect each of the rooms/floors had. I really appreciated the added bit of visual flair when the camera moved to sell the world you're building.

-Chickens are super cute. Fantastic idea to make them all chickens

-a tad difficult to grasp each unit's utility. I really like this concept but it was tough to know what each unit's niche/job was

I had a lot of fun with this one though, great entry!

What a wonderfully engaging game! Excellent control scheme, it felt very very intuitive and I was easily able to grasp mechanics. 

-The way you taught the player mechanics was great. Once I grasped these basic controls, I easily navigated the world you built. Seriously, great job there.

-The OST was solid and very engaging but not overpowering

-Cannot commend enough how accessible this game is. I feel like any gamer regardless of experience can play this game. Great work!!!

Awesome entry! This is a great game loop and foundation for some really interesting emergent gameplay behaviors. 

-I really enjoyed the procgen layouts and how you presented each "room" of just one full screen, non-moving camera and snapped it into place for the next room. 

-movement felt great

-sfx a tad loud but that's the teeniest of nitpicks


Great job! Very fun game and great concept

Very fun entry! I enjoyed zipping around with my trusty grappling hook once I got the rhythm down of how it worked, though aiming could be a *bit* frustrating

I enjoyed the art a lot! the parallaxing backgrounds really helped establish the world and mood. The initial cutscene was neat and really help me understand my goal as a player. 


Great work!

Thank you for playing! I'm glad you had a good time! 

I might be biased, but I think our art and sound teams did a FANTASTIC job. I'm also glad you enjoyed the dedicated meow button - it's the most important feature in the game imo

Thanks for playing and for the kind words!

I agree, the jump animation would help with immersion and just look nicer. We do have one, I just had trouble with the logic for displaying it and never got time to revisit it

Also agree map wouldve been helpful - sadly had to be cut as well. 

This was my first metroidvania and 2nd-ever platformer, so a lot of lessons learned for next time. Thanks again for playing!

Thank you very much for the kind words! also LOL that pun is almost *too* powerful

Thank you for playing and for the very kind words! 

For what it's worth, we did have a codex menu planned that would pop up when you paused the game. Each Disc collectible in the world would add an entry to the codex and have worldbuilding lore if you wanted to get absorbed in the story. We sadly ran out of time and couldn't get the menu working in time

> the button layouts (at least for a keyboard) is a little funky. For example using WASD, I had a really hard time attacking while jumping to the right.
I admit I didn't give the keyboard layout the love it deserved, but for what it's worth, you can also use the arrow keys for movement!

> One very minor nitpick is that the jump animation is a bit rough, since it seems to just  be the running animation in air.
 Yeah, it def looks a lil jank - we *do* have a jump animation, however I was having some trouble working the logic to get it to display for longer than 1 frame and had to move on and would "fix it later" (I didn't fix it later) lol


Thank you for playing and for the kind words!

I really enjoyed your concept! It took me a bit to understand where to go, but I really like the lack of cooldown for casting, and using those abilities on the environment to clear paths, etc. The combat is interesting and is a great foundation you can easily expand upon. 

I hit some jankyness with the camera that sadly made it very difficult to play after a bit. I was able to collect two abilities and wielded them effectively though! 

I enjoyed my time with what you made - great work!

This was a really neat concept! Once I grasped how to move around and that it's a Zero Grav environment, movement felt more intuitive. I had a little bit of trouble finding where to go, but it was fun to explore and try to nail the trajectory correctly to land where I intended. I think this could easily be expanded upon into something really special!

Great work!

This was neat! I like how you themed each area, and really enjoyed the funky groove in the red area.


The wall grapple was a little difficult to wield, but workable. I had a hard time understanding how to use the hat ability though. I see in some of your replies that there was a bug/mismatch so I may have been hitting that as well. 

I had a lot of fun playing though! Great idea with the movement and designing the level around grappling around, it was very fun to try and navigate through