Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Pixel Myth Studios

238
Posts
1
Topics
6
Followers
7
Following
A member registered Jun 22, 2021 · View creator page →

Creator of

Recent community posts

I appreciate it! Thank you for the kind words as well as for playing the game!

Wow, thank you so much for the kind words! I appreciate the suggestions and will consider them moving forward with future versions (the X-press to shift especially is one I'm planning to implement). I appreciate you taking the time to play and review my game!

This was a cool idea! Having a sci-fi/fantasy mode switch was neat, and I enjoyed the NES-style graphics a lot! Extra points for the multiple endings and multiple ways of traversing the game. I guess if I had one critique, I'd say it'd be nice to have separate platforming challenges depending on which ending route you choose to take. As it is, though, I think this was a great addition to the jam!

Dang, this game looked and sounded great! It felt really atmospheric, and playing as a cat was a really neat twist! The momentum of the player character was nice, and I really enjoyed platforming through the levels! The main thing that I think could be improved is the camera; there were many times when the next platform was off-camera, so I often had to guess (sometimes inaccurately) where to jump. I think a wider field of view or adaptive camera would help telegraph those jumps better. Regardless, this is awesome for a first Godot game! I can definitely see the potential in this project; good work!

What a great-looking game! I loved the overall presentation of the characters and levels, and the music fit the atmosphere. I also enjoyed the rougelike elements of the game, with each iteration offering its own set of challenges! The main issue I ran into while playing was that sometimes the physics for the player felt a little too slippery (mostly in the non-ice portions; I actually enjoyed the ice physics). Also, I think some combinations of gameplay could use a bit of rebalancing due to the extreme challenge. Still, though, I had a fun time thinking my way through each iteration and adapting to each combination of handicaps. This was a very unique title; way to go!

Wow, so impressive! This feels just like a 90s arcade/PS1 game in the modern day (complete with an ultra-patriotic action hero). I loved the mechanics and the momentum, and each mode was fun in its own unique way! The graphics/audio are probably my favorite part. Beautiful! Seriously, I bet this will take one of the top spots at the jam. What a great game!

Thanks a bunch! Glad you enjoyed the mechanics and the challenge. I appreciate the kind review!

Thanks for the feedback! There are actually a few new mechanics I'm looking to implement for the post-jam build that cut down on the tedium and (hopefully) improve the pacing, so I'm thankful for the suggestions! The X instant-switch idea is also a good one; originally, I planned to add in three gameplay modes, one of which sadly got cut due to time. The mode menu is more of a holdover from that original idea, so if the final version still only has Run Mode and Block Mode, I might just cut it to make things faster. Thank you for playing and enjoying!

Thank you for playing! And thank you for the suggestion; tedium is something I'm definitely looking to cut out for future versions of the game. Still, I'm glad you liked it!

A cool online farming sim! I liked the interactivity of the narrative with this one, having to change windows and interact with different UI/characters. Having separate music for each window was also a nice touch. A very small critique, but I wish it was a little bit clearer if the different farming windows yielded different results for different seeds, but other than that, I thought everything was straightforward. Great game!

Good game! The bloom effect mixed with the analog style really made it look nice without being overbearing. The gameplay was also a lot of fun; controls felt tight, and the maneuvering around enemies made for some tense levels. Way to go!

Very nice! I feel bad that Bobby had to go to such great lengths to make a soup, but I guess stores were closed for the holidays lol. (Journey before destination, right?) I really liked the contrast between the linear first level and the more open-ended second level. I enjoyed the phase jump too, and having to time them well was something I think I got better at as the game went on. One thing that I think could be a bit more dynamic is the camera; with it being centered on the player, I sometimes found it hard to tell what was directly below me, which in turn led to me falling more than I'd like. Regardless, way to go on this entry! I hope Bobby enjoys his soup!

"I am become car, destroyer of modes." -Donkey

I don't think I've had this much fun on a game I absolutely suck at in a while. The chaotic energy of the different modes was fun, and I thought it was hilarious having to scream into the mic to make the car go vroom. I found, though, that the boat mode wasn't very responsive to my voice, and sometimes the camera was somewhat erratic/hard to focus. Still, I think this game was a lot of fun, good job!

I love the look and style of this game! The controls were surprisingly very intuitive, and the different modes flowed well between each other. The music was also very charming! To me there's not much to critique, but I would say that that sometimes it felt a bit unfair to have obstacles outside the camera's view right before a long anvil drop (perhaps a brief zoom-out would help there). Still, this is an awesome game, one of the best in the jam! Great work!

Great game! Very cool to see mathematical mode represented as an interpretation of the theme! As an avid sudoku fan, I found this neat inversion of it to have a lot of wit behind its design. As others have pointed out, a visual indicator of complete rows/columns would probably be helpful to keep players organized visually. Other than that, though, I think this was an excellent entry!

What a visually beautiful game! I love how the story was integrated into the mechanics, and how each form had a meaningful gameplay feature that made them necessary to solve the puzzles! The whole reincarnation structure of the game was also really unique, and was a great application of the theme. The only bug I ran into was that sometimes the snake wouldn't die in the spikes unless I moved it around a bit in the pit, but that's pretty minor and never game-breaking. I'd love to see more from this game. I think you did a great job!

Wow, seriously one of the best games of the jam! The presentation was perfect (pretty much release-level), and the way the depth of the mechanics revealed itself as the game commenced was awesome. It was certainly complex, which made it gratifying to make it to the end.

One thing I'll note is that some of the balancing for the different weapon types could use some improvement; I ended my run with all "SHOT" metals, as its low-cost firing and special ability were incredibly useful against the hordes of monsters. Rebalancing may also give me a bit more incentive to switch between modes with my units.

Still, I had a ton of fun with this one, and was surprised with just how much time I spent playing it. I hope this one does well. Excellent work!

A fun romp! It was certainly challenging, but I really enjoyed the fluidity of the movement and the superb pixel art/animation. I liked the variety of the levels as well. One thing that I think would have helped the game would be a bit of music. Also, I felt as though the sword wasn't quite as useful as the shotgun, so I found myself using the gun most of the time I was playing. This was still a fun time, though, and I thoroughly enjoyed the game!

Cool beat-em-up! The progression system was pretty fun, and I liked being able to mow down enemies. The main hangup I had was with the balancing, as I found that bombs were pretty much all I was using after reaching a certain level. Still made me feel powerful, though! This was a fun game; good work!

(1 edit)

Very fun! This is a great, unique interpretation of the theme, and I had a fun time racking up points and going into Beast Mode. The controls were pretty tight, and I felt like I had a good freedom of movement throughout. As others have mentioned, more sound effects would have been nice, but I don't think it's a huge deal. Well done!

This was a nice game! I liked seeing the differences between each mode, and I enjoyed the sort of 2.5D perspective of the art style. The mechanics also built upon themselves nicely for each character. Good job!

Nice entry! I liked the look of both the enemies and the player; it really gave off a nice sci-fi feel. The bullet-hell mechanics also had a fun bend to them; I really liked the way the player character controlled. The only issues I ran into were UI/UX related. I think giving the enemies health bars would have been helpful (though hopefully not visually overcrowding). Also, I think giving a few more visual indicators of what the tactical mode dice upgrades would have been nice; that portion of the gameplay was sometimes a little confusing. Regardless, I had fun! I made it to Wave 4, and I enjoyed the challenge. Good work!

Nice entry, and a fun platformer! I liked the design of the levels and the presentation, which were very charming! I also thought the level editor was a great touch; glad to see that as an option! As others have mentioned, the acceleration of the jump felt a bit off/floaty. Also, having a few more platforming challenges that emphasized the dash would have been nice. Still, I liked the variety. This was a fun one; I'm glad I was able to play it!

P.S. - I appreciate the reference to the Peanuts with your game's title. A+ for that!

A very fun puzzle game! I liked having to think through each of the gravity puzzles in order to avoid spikes, and the mechanics of the gravity switching were neat. Nice art and music too; very stylish! The one nitpick I have is that it would have been nice to have been able to move horizontally as Edmo was falling, as sometimes it was difficult to judge exactly where I'd land before switching gravity, and being able to nudge myself over would have felt a bit smoother. Otherwise, though, I had a great time playing this one. Great job!

Cool game! The art, audio, and general presentation were all great. The different guns were also each really satisfying to use to mow down enemies, as they all had a unique set of trade-offs. As others below have mentioned, I think the hacking mode could have used some more fleshing out, as I never found any use out of locking the doors, and the only true obstacle was finding the way back to the player. Still, I think this was a great entry, and I had a blast (no pun intended) playing it!

Thanks, glad you enjoyed it!

Thanks for the suggestions! I was also surprised how much depth I was able to find in these mechanics as I worked on developing the levels. There's certainly more ways the gameplay can be smoothed out, so I appreciate the feedback!

Thank you, glad you enjoyed playing!

Thank you for playing, glad you liked it! Having points like in Tetris was definitely an idea I tossed around while designing the game. I'll take it into consideration for future versions! I appreciate the feedback!

Thank you so much, that means a lot! Glad you enjoyed it!

Thanks for the review! I appreciate the feedback, and will definitely work on shortening the transition times!

Thanks for the feedback; balancing the mechanics in these levels was a challenge due to the block randomness and the relatively small width each level had to be to maintain the Tetris mechanics. I agree that the transition time is somewhat long, which is why it's one of the things I'm working on fixing up for once the jam ends. I'll definitely keep the other suggestions in mind too. Thank you for playing!

Thank you for the feedback, it's been helpful! Transition times, as well as adding methods for preventing restarting levels so often, are my priority for the next iteration of the game once the jam ends. I'll keep working to improve it!

Geez, that was difficult, lol. This was quite a unique platformer, and one of my favorite takes on the theme! I certainly fell more times than I'd like to admit, but I persisted through and felt like by the end, I'd gotten the hang of the mechanics pretty well. The art and level design were also nice.

One thing I thing would have helped the gameplay flow a little smoother would be if there were some kind of visual indicator of where the chair would land after I threw it. That, or perhaps the ability to only erase 1 chair rather than all 4. I suppose part of the point of the game is the challenge, though, so take my suggestions however you will.

Great job! The challenge was rewarding, and I had a lot of fun!

A fun set of puzzles! I like games that mess with time mechanics in some way, and this was a nice twist on that idea! The levels were quite well-designed, and I thought they built upon each other nicely. Sometimes the physics were a bit janky; I sometimes had to throw a block a few times before it landed where I wanted, and I think the ladder climbing could be a bit slower. Otherwise, though, I had a great time! A fun entry for sure!

This was a great, charming platformer! The pixel art is great, and I love the dual mode mechanics that have a nice limitation with the mana cap. The only thing that tripped me up occasionally was that the left/right movement was just a bit slippery, and sometimes I'd drift too far when jumping during a precision platforming section and end up dying. Other than that, I think the game is very polished, and I appreciated the controller support. Hope to see more of it someday!

Wow, probably the best-looking game I've played so far for the jam! I love the presentation, the switch between 3D and 2D, and especially the volume control mechanic. My only real nitpick is that I wish there were more (I liked it that much!). I could definitely see this becoming a full-fledged game down the line. Finally, I thought that the ending, both with the meta aspect and the heartfelt thank-you, were awesome. Great job!

Nice job! I found myself making use of both modes, as I found the trade-offs of each style to be engaging. The boss was also a nice challenge, with great bullet hell mechanics. As others have mentioned, I think the hitboxes when in melee mode were sometimes unclear, though it hardly seemed to make the gameplay harder. Overall, I had a fun time!

Very cool! I liked having to use strategy to plan out my movements, and I thought it was really cool that the rhythm keys actually lined up with the music. Both the levels and audio had some great contrast to it, too.  The only nitpick I have is that the responsiveness of the dash/undo mechanics was sometimes a little buggy (e.g. I couldn't seem to dash sometimes, I'd undo and immediately faint, etc.). Other than that, though, I really enjoyed the unique mix of gameplay, and I had a blast playing it!

U mad bro? Looks like you don't get any Reddit gold today.


Seriously though, excellent submission! I found myself smiling at every minute of this one. I like how some of the assets aren't "finished", and how smooth the dialogue transitions as the player progresses. The chat was funny, the gameplay was smooth, and the sweaty gamer speak was perfection. One of the best games of the jam for sure!