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NitoDoodles

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A member registered Jul 15, 2017 · View creator page →

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hey just wanted to say again that it feels illegal how poorly this was scored, we had lots of fun and want to see this developed further!

I played the new version a bit and youre right its way harder, dont think I have the patience to beat my score for now... spawning queens early is pretty hard but I guess they give more points so its kinda fair? it does feel a bit punishing when often times you have barely any possible moves, but I think its a good direction to have less pieces but more threatening ones

I also noticed that the black pieces are kind of hard to see on the black tiles when you peek, maybe they can have a white outline?

another thing I notices is that you sometimes get some extra moves and I wasnt sure why and how many, for example after using a potion?

also I think there is a bug where pawns can capture backwards?

highscore on improved version: 177

very interesting idea, reminds me a bit of shotgun king!

I wouldnt say Im terrible at chess but it was still pretty hard at first because I kept forgetting that pawns can go in both directions, so maybe you could make their indicator a bit bigger? then I struggled a lot with the spawn rates, for example when like 6 bishops spawn all protecting eachother so you have nowhere to go... but then at some points it almost felt too easy, because pieces only spawn on white and when there are only pawns that cant move there is no immediate danger... I even managed to create an exploit where you can force the AI to repeat the same move endlessly and not spawn any new pieces, so instead of resulting in a draw you can just cheese infinite points (see screenshot)


but overall it was very fun and I loved getting into small manageable puzzle situations! I also think I played this longer than any other game!

legit highscore: 330

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oh btw one more thing, it looks like this cant be played on some laptops because you can not right click while holding left click on their track pad to rotate pieces

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wow this is way too good, probably the best submission Ive played!

the style reminds me a bit of the board game azul and getting high multipliers (x1400) was super exciting! I endet up completing my run with 2193 lux at day 12 (fire + rock combo)

I also like that you can decide to not use all of your pieces at once, my only issue was that it wasn't immediately obvious that you can only have a limited number of them, so I was wondering why I couldnt generate more... and maybe also consider adding a warning for ending the day without having used all elements

neat idea and very well executed!

I did find it a bit difficult, as making good traits seems important but you have limited control over them and understanding them and how they intreact is not super easy, maybe it would help if during combat you could see which trait they are currently using to get a better idea on whats going on?
Id also love if you had some control over the speed up fights, like slowing them down or speeding them up

thanks, youre right it needs a bit more onboarding for the controls

we are also not happy with "the floor is lava" only applying to some object, but the idea was that it would be even more annoying if you fell as a cup in some corner and had to travel a lot to get back up

you can see your own hat 10/10

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simple idea but very well executed and cute art style! also shooting runes into circle that where off-screen was satisfying!

only gripe I had is that it just felt a bit easy, got till the 7th level but it doesnt looke like they get much harder at all? maybe there could be places that are permanently in the shadow so you have to take a shot instead of going there? I could also see adding more physics interactions like objects that have to be shot away

pretty cool game once you get the hang of it, but I found it really overwhelming at the start... I think it would help to clarify in the description some things, for example whats the difference between a volley (thing you shoot) and runes (thing spinning around you)

the main mechanic is also tricky because you cant tell the player apart from the shadow super well and you have to learn a bunch of different mechanics in the first couple levels

for those also struggling here are some  hints:
- some ghosts have runes spinning around them, you can only kill them by switching to that rune with your player
- the big shadow circles vanish when the shadow  player stands on them
- the shadow shapes have to be traced with the shadow player

nice atmosphere and storytelling, but maybe a bit too cryptic at times? didnt manage to complete it...

also DONT CROUCH + LEFT CLICK as it will crash the game

my better half likes this very much

definitely one of the best games Ive played so far, very nice pixel art and just well executed overall!

but either its a bit hard or Im just bad at multitasking? it took me a while to get through the first level, maybe making some big combos in the connect 3 could give you back lives to make it easier?

also sometimes the controls of the minigames where not completely obvious, for example I struggled a lot with keeping eye contact (just like irl)

very charming, I can definitely see this as a moonlighter type of game!

but sadly not that much gameplay and having to click through that dialogue just to play another round was a bit annoying... anyways my highscore is 42510

cute artstyle and a pretty interesting mechanic!

for the different light types Im wondering if it might make sense to have every type always be the same key? that way you don't have to relearn the hotkeys each room

cute visuals and and the logs have fun physics

main issue I had was the light running out feeling very punishing since the pickups dont respawn and when you die at a point with logs you have to rely on chance to hit a log because they are barely visible in the shadow (unlike platforms)

I think the game is just a bit too easy, or rather the difficulty comes from the potion throw being physics based which doesnt feel quite right... maybe the enemys should come from different directions like in a vampire survivor? I could also see the potion effects on the ground damaging yourself

You were right, our games are very similar xD

At first I thought I was just dying randomly or when the red things touch my stem, but then I realised that you die when all the pedals grow out and you can collect the white balls, and so it got really addicting! I especially like that the dirt acts kind of like a checkpoint, so a death isn't as punishing as in my game, thought some of the levels did seem a bit impossible at times

My highscore: 741

Thanks for playing even multiple times :D

In hindsight I do agree the respawn is too punishing, but I made it to go back to 50% when the level and enemies were still way easier so it made more sense at that time...

Thanks and congrats! Mobile might be tricky with the input, but we'll see

Definitely part of the nature and not because I didn't have enough time to add a power-up that lets you munch through the vines...

Glad you liked it! You don't need to make a screenshot if you make it on the leaderboard tho :P

Oh and the enemy "happy face" is actually one of the few sprites I modified from the original art ^^'

Thanks a lot! The spawn is indeed 50% of your last stem, as well as half of the speed you were going before to make it somewhat fair :P

Thanks, Im glad! It's true that it can be very harsh, in the future I would maybe leave more space in the level or make you spawn a bit higher on the stem... But for now I hope it was even more rewarding when you did make it past yourself :P

Thanks for the feedback! I definitely though about other ways to do the spawn position... I did consider being able to decide the side yourself, but I think that would have made it too easy... Guess there would need to be more experimentation with it

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Amazing visuals and very good level design!

My only gripe with this is that I was waiting for a level with more than one "new beginning" to really bend my mind... and then you delivered, only for it to be the last level! Give me more!

Stunning art and fun gameplay!

The movement was nice and I liked how your hitbox stays up for a while with the aerial attack! But not having jump on space felt a bit off... and it wasnt very clear what things you can stand on

Very nice visuals and an interesting take on the theme!

The gameplay is very satisfying, with you basically having a crazy op weapon, but not being able to just blast it repeatedly makes for a nice of action and puzzle solving

I guess the game would have benefited from more complex levels or enemies though and I would try to improve the  camera a bit, because moving backwards is way too risky with the narrow fov

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In contrast to what some other people said, the controlls feel very tight to me. I can get my character exactly where I want it, which makes for excellent platforming!

The levels are also very thought out, as they work perfectly from different sides without moving the obstacles (like some ot her jam games do)

My only nitpick is that it would be nice to have some pointer as to where the next goal is, but apart from that very well done!

EDIT: also I'd suggest adding a timer, because I see great spedrun potential

Really satisfying game, would love to play this on my phone!

The only issue I see in the current state is the cheese where you just wiggle at the edge of the screen

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The presentation is really nice and some bits were pretty funny! I think the whole premise has potential, bcz at some points it even made me question what belongs to the actual game or not

But a clearer progression would be nice and maybe reduce the repetetiveness, perhaps by changing something in the simulation from time to time?

EDIT: just went back to it and it seems there was still more content... I'm actually not sure if I reached the end or not, is there even one?

Really interesting take on a sokoban game, the concept tied in really well with the gameplay

There were also a crazy amount of mechanics, and they were all introduced well, would definitely continue playing this if there were more levels

Great submission, loved the tight controlls and cute visuals!

Everything felt satisfying, although with so many things on the screen it did get a bit noisy sometimes

The twitst with the role reversal was great, and now it also made sense why you can only shoot in bursts and there are so many projectiles on the screen, so the tiana part isn't too easy (which it still kind of was, because you could damage boost through most levels)

Overall it was suprisingly indepth, even had easter eggs and some really tricky levels, well done!

Uuuh do zou mean snake? Because I defeinitely played that on a nokia xD

Anyways I'm glad you liked it, might continue if it does well

What a ride! Took me 737,29 seconds

I actually had a similar idea at first, but couldn't have implemented it this well!

This just kept on giving, first some pretty unique levels with the clones, golf, zooming and going outside, but then also combining those was brilliant! But just like in most games... screw the water lvls

Pretty unique concept and neat visuals!

My only nitpick is thata the movement can be a bit tricky and and the hitboxes feel a bit off... oh and when you press escape to open the character list the fullscreen closes instead :/

If you continue this I'd suggest more open levels to encourage different paths and maybe allow taking someones body when you died but your shot still hits them

Feels very close to dome keeper which isn't a bad thing, but I think its missing some higher stakes...
In dome keeper it was claustrophobic and you had to manage your time well, here it looks like death isn't even an issue?

Even though it's simple its a fun concept, it feels like an awkward version of typeracer with a similar goal of managing your play area (the keyboard) as best as possible! My only issue is that the difficulty is a bit low and the music is very repetetive

I like the idea of playing the same level again, but most of the time it could just be a flat out new level... maybe you could find a way to have the different runs influence each other more?

Thanks for the elaborate comment! The difficulty is definitely not balanced, but with some practise you can get over gaps as well, so there should be a lot more possibilities once you get the hang of it! The music and sound was added in the last hour, so yeah I'm sorry about that xD