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Parallax

25
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9
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7
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A member registered Apr 10, 2019 · View creator page →

Creator of

Recent community posts

Wow, this is a really cool idea for a tactical auto-battler. Got to medium level and lost because I spent too much gold. I love the simplicity of the design and UI. Amazing honestly for two days of work!

Your game was really cool and unique submission. The movement and double jump keeps the exploration of the island interesting, and you're alien dialogue was fun. The platforming and movement puzzles mixed with the few traditional puzzles you threw in there was nice and keeps you pretty engaged, compared to most adventure games.

Hey thank you for your feedback!
If you died and got the load last autosave you probably didn't reach the end yet! If you found all the items (filled vial, research data) and talked to Wren and Miranda you should be able to come up with a plan to get into the control room and from there the game has a short ending cutscene. If you cant figure out how to get into the control room, make sure to look all around the lab carefully.

Thanks for your kind words and for playing through the game! Yeah I really wanted to add a harder last puzzle to deactivate the AI and turn the heat up, but we ran out of time :C 

Seriously thanks for your feedback!

Yeah, the save game feature isnt functional BUT it does auto-save at 3 different points throughout the game based on your progress. and the loading if you happen to die works from an autosave.
Dude! Our concepts/ideas were so similar and we both used Synty assets for the basic level design! That's so cool and funny. I will try your game the first free moment I have! Thanks for giving ours a shot, it's really appreciated.

Yeah, we had a lot more puzzles planned for the ending sequence but you know how it goes! Thanks for giving it another shot! We ended up writing so much dialogue and through multiple playthroughs I realize it's very easy to skip dialogue if you go around grabbing too many items and finding too many clues without talking to the NPCs in between. But regardless, we're happy to have ironed out the bugs enough for people to at least get to the ending :)

Thank you for your valuable feedback!

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One of the devs here--Thank you for taking the time to check it out and giving us feedback! I've been spending every waking minute I have trying to fix the bad bugs. The version we just uploaded as of today has most of the game breaking bugs fixed! So if you feel like giving it another shot, let us know what you think and if you run into any bugs be sure to let us know.

I will 100% go try your game since you were courteous enough to give ours a playthrough. Thank you!

I'm so sorry, I really even debated whether we should upload such a buggy version of this game. Ever since the deadline I've spent every waking minute fixing bugs, and the latest upload is at least more playable and I believe has fixed the bug you ran into. Thanks for giving it a shot, we really appreciate you're feedback and testing! To reciprocate I will try your game when I get a chance.

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That's good feedback. Thank you so much. I had the part window pop up cause I realized players never knew they could open parts to upgrade by clicking them, but you're right that it does get in the way when you're constantly picking up parts. I am going to do a whole UI rehaul before I release the next version!

I've updated this demo and since you were kind enough to give my old demo a shot I thought I'd let you know I did a big update over the past 5 months and changed everything up. Give it another shot if you'd like and let me know your thoughts!

5 Months later... I have done what  I thought would take me a week LOL. That's how it goes though.
If you feel like it, give this demo another shot and let me know what you think. It's kind of a whole new game :)

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Thank you for playing it--everything you said is true, haha. I rushed this version and didn't test it enough or provide gameplay instructions due to the short time I had to work on it :C BUT I am working on the more balanced and user friendly version of this game, and in about a week I'd love for you to try that one out and let me know what you think!

Thank you so much for playing and for the feedback. All your feedback makes sense and I planned on changing those things. As with game jams my time became super limited and I rushed on a lot of parts of the game including balancing the level to get it done in time :C Im surprised you even figured out the mechanics without tutorial screens/hints!

Thanks for the comment and for playing! Yeah, the last 2 stages of growth are kind of the end since nothing bigger spawns that can eat you. Unfortunately I only had 4 days total to get this done so I rushed the end-game portion just to get something in haha!

Very easy to pick up and play! The art is beautiful and cohesive, and you managed to make many interesting levels with the gravity mechanic for such a tight space for gameplay. Very fun game!

Thanks for the feedback! I do want to upgrade it to a slightly higher resolution version and polish it more, I only had 4 days to spend making it so I kinda rushed the enemy AI and powerup mechanics. Appreciate you playing it, Ill check out your submission here soon!

This game was really cool, the art and sound are great. I will say if I had to give criticism it would be the sprites of the player and enemy are slightly too big and take up too much screen size to see whats coming up. But regardless, great design!

This game was awesome! I was very immersed while playing it. This was a unique submission, I love that you rendered the world in 3d with a pixel post processor! It made me feel farsighted like I couldn't see in the distance but had to get closer to inspect, which is a cool gameplay mechanic. The sound design was on point and added so much to the immersion. Very cool little story! Great job.

This game was pretty fun and addicting. Music was epic, controls are simple and intuitive. For some feedback, the visual effects seemed a bit cluttered at times and I couldn't tell what was happening sometimes. 

This game is pretty cool. Very original concept, mixing a brick-breaker with a shootemup. I would suggest maybe some powerups to make it easier, like a shield pick up or something that gives you a free hit. It's hard to focus on bouncing the thing towards your enemies and also dodging all the projectiles! But this also makes it challenging and fun within a 64x64 environment since theres not much wiggle room. Nice job!

This game is so simple and cool! The controls are about as intuitive as you can get, with someone picking up the mechanic in just a few seconds. I only got through level 2, but it's pretty addicting. The music and art is on point. This game works really well for 64x64 but I could see it being really fun in higher resolutions too!

I like this idea its very original. Your UI is nice and readable for 64x64.
I think I got stuck in the first battle. I didnt know I was still attacking, so maybe a sound effect or animation every time you click your card to attack would help tell the player the attack went through or not.
The mechanics are very original and interesting and I think this game could be really cool on a non-64x64 resolution!

Thank you for the feedback, that means a lot to me. I do think enemy colors would be a better signifier of size since they only incrementally grow by a few pixels. Yeah the controls for the biggest phase need some work, that big bug was supposed to be a boss fight but I ran out of time so I just added it as the last growth phase haha.

Thank you so much for the feedback! I appreciate it. If I had more time I'd make the UI and powerup mechanics a bit more obvious and make more sense to the player, they were kind of a last minute addition.

Thank you for this feedback. Yeah, I wish I spent more than 4 days that I had free to work more on it! You do grow if you eat 10 bugs, and there are 5 stages of growth. I need to make that more obvious in the UI and details though, thank you so much for playing it and giving me feedback I really appreciate that!