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Shogun

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A member registered Oct 09, 2019 · View creator page →

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you can control it on your own :) the height of your jump depends on how long you hold the jump button. The lowest height you can jump is only tiles which is slightly above the height of the player character. ;) 

They are hidden in super secret areas behind fake walls. 

this is perma bug breaking the game after the tutorial, we were not allowed to upload a fix for the jam version so we had to leave it that way, but if you're interested and wanna play more, in the description there is a link to the fix version and web gl build ;) 

yup, you just missed all of them, they are pretty hidden so don't feel bad about it. 

Thank you for your kind words. They mean a lot to us. Sadly the issue you encounter is a bug we shipped the jam version of the game due to a silly mistake. We were not allowed to fix that bug in the jam version of the game, but if you would like to try it, we linked the fixed version of the game in the description. Enough to say the area you finished is just a tutorial piece for the rest of the game ;) 

It's in the game, but it's an optional sidequest with hidden collectibles scattered around all levels. The first picture is just a mockup cause we've sadly run out of time to make a proper cover for the game. 

Yeah this is sadly a bug that will happen to everyone. For some reason next scene is not loading properly in the live build so we will try to fix that and ask admins to reupload the fix. 

Ok ow that I played your game... yeah it's very very similar :D This is so Cool ! 

It was supposed to be a coop game but we dropped that XD There were a few other games with similar concepts in this jam actually :) Blue October and Drunken Sailor are the ones that come to my mind atm. 

Again thank you for playing. We had a blast watching your playthrough and figuring out everything on your own. Thank you again for playing and remembering about us we really appreciate that ;) 

Coop was actually what we wanted to do but due to time constraints we had to give up on it for the jam.  Thank you for your kind words ;)

That was actually on purpose. We wanted our players to figure out stuff independently and have a natural progression. That's why we gave players tips on what killed them at the end. If we explained how everything worked the game would become boring and predictable to fast.

Hey mate, sorry for the late answer I had a busy week (work plus Sea of Stars deadly combo regarding free time). Sadly I don't have Twitter, or rather, I don't use it at all. I don't have any social media really, mostly I use discord for communication, you can always find me on Brackeys server if you need anything ;) Feel free to DM there. 

2km + is still a massive feat! 

You just described the cut content from the game :P We didn't have time to implement it but that was on the table from the first hours this game was conceptualized in our heads :) Happy to hear you liked it. 

I'm so sorry it took me so long to get back to you. I'm a new fan of rogue family of games, and I have been enjoying them quite a bit. 

I tried my hardest to beat your game but never managed to get as far as I did with my first run. The solid fundamentals are here. I prefer melee for sure and had the most success with it. However every single time I died I haven't felt it was my fault which is not ideal for a roguelite and roguelike games. Every time I either got stuck pinned to the wall and just nuked from full HP to nothingness in mere seconds. Sometimes enemy that would deal a small amount of dmg would tik me for 3/4 of my hP in one attack. I got hit by a bomb AOE that surpassed its red-hit zone area. 

I feel like an asshole for not enjoying your game as much as you did enjoy ours but I couldn't force myself to lie to you, cause I really think you deserve honesty and proper feedback. Controls are fine and responsive, and core mechanics like I mentioned are here and even balance-wise and level design rooms are pretty good. I liked the one with the falling bombs. What is making me not enjoy the game that much is the lack of polish, for the enemies, the HP values, and the hitbox zones. 

If you continue working on it and updating it pls let me know I will be more than happy to give it another go. 

Even though I didn't enjoy your game as much as you probably wanted I want you to know you are still a legend in our eyes and a mad lad and we hope you will make more games and share them with us. I always try my best to be fair and give feedback based on my honest feelings. 

Yes that is what I did but it caused some issues, every time I started the game keyboard player would spawn automatically and be invisible and ready and I couldn't disconnect them. 

Kickass game, props for including the controller though I wish player one wasn't on default set to keyboard.Also, I had a weird bug when I played on the controller were after dying my character would not respawn inside of the plain and I couldn't continue. Other than that one issue I had a ton of fun with your game o/

Confused at the beginning I quickly became addicted to the game when I figured out what was going on. Nicely spinned on its head concept and cool use of a theme for such a simple game. Great job ;) 

Confused at the beginning I quickly became addicted to the game when I figured out what was going on. Nicely spinned on its head concept and cool use of a theme for such a simple game. Great job ;) 

It's because there is almost no life past the 5k mark, the pressure is too immense. To be completely honest it's a bug we just found out about today as well. And it can happen at any depth, happened to me at 4k mark, to Dans17 at 3k, and to our friend who play-tested it at 800m. We are looking into it. When it comes to the oxygen minigame, there is a lot more wonkiness with it. It's the only minigame that has not been completely/ properly implemented, was the last one to be added to the game. If you look closely at the art there is a slot on the tank where the bar feeling should be displayed but it stays empty. Also, the minigame works too close to how the fuel minigame works, it's basically a reversed version of it. On paper, you were supposed to fill in the tank on the right to its fullest and only then you will receive oxygen back to your tank. Sort of like how it happens with the pressure, only lowering when you complete the mini-game. 

Now, holly shit man! What a mad lad! You spent over 44 minutes of your life on our small indie game. We couldn't feel more happy, proud, and honored to have a player like you. Thank you so much, you my friend are getting a spot in our  humble hall of legends and mad lads! What a power move :D

That is an impressive score! I don't think anyone else on our team managed to get to that point than me. I'm so happy you enjoyed it and thank you for your kind words!

BTW if you curious the deepest score I know of is 


Thank you for your kind words :) I love how similar our ideas for the jam were at some point.

As promised I finally got to play this game and it was FING AWESOME! Metal as hell I enjoyed my time with it tremendously. Everything works well, and the visuals are nice and work together well, even if they were not made by you it still is a skill to put multiple assets from different places and make them look like they fit together. There is a story, controls feel really good and boss fights are fun. Took me back to my childhood and allnighters playing Painkiller. Awesome job o/

We are so sorry for the issue. Do you mean you are stuck in the main menu? It's not intuitive, but you must press the space key to start the game.

Amazing visuals and a fantastic atmosphere! Incredible job.

Amazing visuals and a fantastic atmosphere! Incredible job.

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What a fantastic little Metroidvania! Snappy responsive controls and art reminded me a lot of Celeste and Pedro Medeiros work. The ambient ost was also fantastic and very soothing! You guys should make a full game out of this :P Great job team! 

https://dans17.itch.io/how-deep-can-you-die here is our, we did the best we could and we're super proud of it even though it is not perfect and far from what we wanted it to be. 

Really weird cause we literally had the same issue with our previous Brackeys game Descent. The shape of the main character was a square and we changed it to a circle and that helped. Eventually, we stopped using unitys rigid body, even though we still make our games in unity. My friend and programmer (who sadly couldn't join us for this project) got so upset with issues like that he rewrote completely the entire physics engine to suit better pixel art platformers we usually make.  

What shape of the collider are you guys using for the main character? If it is a square or rectangular one I would maybe recommend using something more like a capsule shape, anything with a rounded bottom.  Colliders can be a bitch. Also, make sure that whatever engine you use  doesn't render each tile as it's separate entity but creates one big massive collider for all tiles that are next to each other.

Will do some time tomorrow ;) Thank you for playing.

How Deep Can You Die.


A game about a diver trapped inside their sinking submarine, where all the systems need to be constantly cared for while fending of hostile marine life trying to damage your ship. Simple to play, minimal controls, and a bunch of minigames.  

https://dans17.itch.io/how-deep-can-you-die

We are thinking about developing it some more, adding more features like couch coop and some rogue-lite elements to it. 

here is our game, it's a management type of game inspired by games like Lovers in Dangerous Spacetime.

https://dans17.itch.io/how-deep-can-you-die

Other them some minor performance issues at the beginning of the game I encountered no technical issues. I love platformers and I really enjoy roguelikes and lites so this game was down my alley. I'm only sad you can get the same power-up twice even if it doesn't stack and does not provide you with additional benefits. I had a situation where I got a store that was selling boots, and only boots, and I already had those! 

I also wish the projectiles were different colors than the gems you picked cause it took me some time to get used to it and differentiate between those two. Also, I understand why projectiles can traverse through terrain but due to random generation, I had situations where while shopping I would need to constantly avoid projectiles while reading descriptions of items. 

Now what I really, really loved was the art style. Well, cell-shaded games with a cool lighting system like yours just tingle my preferences when it comes to the art style. The game also sounds amazing and the choice of music even if not made for the jam suits really nicely with the whole experience.

In the end, I gave it a few runs and I must say it quickly becomes addicting to just do another run. Maybe some more power-ups and a larger variety of enemies and you have a really nice full game.

 As a last thing I also want to thank you for playing and rating our game ;) 

my best score

It's surprising how similar our games are in design :P Solid entry and thank you for playing our game. 

Nope, I believe your engine stopped working at the back of the ship.

Wow I'm glad I stuck with it for as long as I did. As a massive platforming fan I must say though controls are a bit wonky and get some time to get used to. I wish there was coyote time and I wasn't catapulted by some random invisible pixels in the ground from time to time. This is the first game from this jam I didn't manage to beat. First I played on Web build and got to this part, due to the issue with the character sometimes being lifted off from the ground by invisible force was almost impossible and killed me over and over. That combined with the first part of the puzzle where you simply have to wait for the moving blocks to get out of the way made a very slow and tiring process.


I decided then to give a chance to Windows build since you guys recommended it and I enjoyed solving puzzles up to this point and was curious what you guys made next. Sadly, even though the Windows build did run better I encountered two crashes that wiped my progress and forced me to start from the beginning. I gave up at this point but I will be happy to come back and give it another go when you polish those technical problems.

Now I know it may sound like I had a bad experience and came back with negative feelings about the game, but quit the contrary, I really enjoyed the game and wish I could play more. The puzzles are clever, not too hard not too easy, Some of them made me think for a second about what to do, but never for too long to make me frustrated or lost. It's amazing how much you were able to build from and around  just this one simple mechanic. Reminded me a bit of Teslagrad. 

The music was also great and helped me to relax while playing. Overall I did enjoy my time with your game, I just wish it was more polished as my main gripes are with technical problems and not the design of the game. Still you guys get a high score from me and I'm waiting for a patched version after the jam ;)


Also thank you for playing our game.