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polumrak

96
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A member registered Feb 28, 2021 · View creator page →

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Nice idea and implementation! Great player controls, animations and overall juiciness. I like level design and particularly the fact that there are shortcuts or alternative ways to next level. I didn't like the loud mouth noises sfx, as well as music theme being constantly pitch-shifted. This is the first game on the jam (and maybe like ever) where i turned off the audio completely, as both the music and sfx were really annoying. Sorry, not being negative here, just an honest feedback, maybe it's just me. Overall i enjoyed the game, finished it in 7:43, maybe will return to try to climb higher :)

Awesome game! I've been playing it more than any other game from the jam yet (except from our game lol). Got about 95k score, really enjoyed building the ship and fighting!

Great game, enjoyed it a lot! This is like Celeste meets Tom & Jerry from NES lol, The graphics & audio are super cool, the only thing i didn't like is that the game so short, so i had to complete it 2 times, as 1 wasn't enough. Maybe i'll return and complete it a couple times more.

Nice idea and a really good execution! I enjoyed playing the game, the puzzles are well thought out and the pixel art is really beautiful!

Well, I will have to finish it in one go then :)

What a cute game! I was thinking that when the dragon becomes unhappy he would eat us lol

Nice chill game, great idea for the theme! Does it save progress after closing the game? I only finished 4 rows yet, but would like to return sometime to finish my masterpiece :)

Nice game, I like juiciness and smooth player control, graphics and sounds are simple but nice. I'd say that it would be better with more balancing, like i realized at some point that it's absolutely not worth collecting coins unless they are rigth in the middle of the map, because you are risking be randomly attacked by an arrow with -1 heart that worth 50 coins. Collecting diamonds also not worth it as 1 heart = 5 diamonds, but it is the only goal we have, so we need to collect them. It also means that if you lose 1-2 hearts it's actually quicker to restart the game to restore it rather than trying to restore it by collecting diamonds. Also i'd suggest arraows to have a visual hint before they fire, this should improve this risk/reward problem and make the game more fun as a result. This is all just some suggestion, not a hard critique or something, i actually enjoyed playing the game!

Great style and a very poished experience! All the animations and transistions feel great, and the music fits the style perfectly! Is it possible to finish third level without some kind of auto clicker? My finger hurt after finishing the second, and the 3rd had so many enemies that I wouldn't even try beating it. Anyway it's a great little game!

Wow this is awesome idea, so simple and clever! The gameplay was a bit on the frustrating side for me, I'd prefer to at least have the ability to rotate grabbed piece, but maybe it's just me. Overall I'm expecting to see this game in Mark's top 10 video, it has all properties for that. Also I'm a fan of the game title (as well as all the game jokes)

I liked the gameplay, it's a nice game loop with figthing enemies and then upgading, i'd only say that homing projectiles are too imba and all the enemies are easily killed with just spamming k, doing nothing else. I'd prefer to have a more challenging gameplay, but anyway nice submission, good job!

Hahaha so i guess the genre of the game is clicker visual novel? I really laughed at this one, very creative and well executed idea! The art is amazing!

At first I was a little annoyed by unforgiving colliders and somewhat clumsy controls, but when the dive mechanic came in I really fell in love with it! Died a lot of times before finishing the first level, but it was so much fun! Great implementation of this mechanic! Also good luck with your steam game, added to wishlist!

Big kudos for making a game for both 1-bit and lowrez jams! I thought about it too, but rejected the idea as it's too much limitations. And yours is also a 1-button game, this is so cool! I really like how the spotlight inverts the graphics and the gameplay is pretty fun and addictive!

Nice little game! I liked the story, it would be cool if it was just an intro into a puzzle game where your goal is to avoid or fight the evil traitor guy and save the droids :)

That's a creative take on arkanoid! Really cool glitch effects and unexpected turns of events :)

Very nice mechanic and puzzles, I enjoyed playing the levels very much, especially the last 2. The difficulty and its increase are just right, great little puzzler!

A really cool concept beautifully implemented! Upgrades and achievements are adding a lot indeed, although the upgrade screen was a little confusing to me. Also removing the blocks is a really cool mechanic, but it becomes a bit boring after a while to clean after yourself, maybe add an upgrade to automatically remove the blocks that you have passed?  It could be a little cleaning robot kind of guy that could clean some of the blocks and could be upgraded to remove more? Just a suggestion, a great submission overall!

A really nice complete game, I enjoyed figuring out how resources and upgrades work, finished it in 4:22. It would be cool to have more different levels with more mechanics like switching attack paths or something, it would add a puzzle element to the game I guess. Very solid prototype with fitting graphics and music! I also like little details like turning animation on our units, and overall it really feels like a real game that just needs more levels and mechanics.

Nice little prototype! A cool concept and a nice implementation, I like that the danger level really decreases when you go out of sight of the enemy. It would be cool to have more complex levels, but for the very first game it is a very very solid submission! Keep going!

Also a little advice: to get more feedback and more people to play your game, upload a web version of your games as well, as far as I know gamemaker can make web builds. A lot of people just don't bother downloading executables and play only web based games. You can practice exporting your game and uploading it to itch as a web game to a separate test project, it shouldn't be that hard.

Nice and cute prototype! Some sound effects and music would not hurt indeed, I'd also consider adding some goal/win state. Maybe different levels? Also I'd try lower game resolution, the game has cool pixel art sprites, but the resolution is so big so it's hard to look at the details, sprites are tiny. Nice submission overall!

A really nice puzzle/platformer with cool switch boxes mechanic, but I'm not sure about the snake. It just adds artificial difficulty, and imo the game would be better without it. It is huge and turns towards the player instantly after switch, which often leads to unfair lose. If the snake were incorporated into puzzle design, that would be interesting, for example if there were some walls that the player can go through, but the snake cannot, or something like that. Anyway, kudos for trying such an interesting idea. Also the graphics are really cute and nice and the puzzle design is solid!

That was a surprising turn of events! Would be cool if there was some backstory of what happened. Definitely a creative take on the theme!

Nice idea, good job implementing replay mechanic, although it feels a bit unnatural, like why it's slowing down while falling in the second level? Kudos for making many levels and implementing additional timer mechanic!

This is so awesome! Thank you for sharing!

Beautiful entry! Great idea and implementation, and art/music really compliment the gameplay! I'd say that it needs more balancing, right now there's no point to place anything but the weakest group of enemies, my longest run was when I placed only low-left enemy at about double of their timer frequency. But if the score is not the goal it's really fun to place the ships as many as you can and see how long our tipsy hero can last :)

Also great job on ships' movement/bullet patterns, it was a really nice touch to the game!

Nice implementation of reversed asteroids idea. It's more fun on mobile than with a mouse, maybe even add multitouch capabilities? It'd also be cool if there were levels with spaceships of increasing difficulty or something like that. Also I think it would be a good thing to explain to a player how to make asteroids go faster. It was a pretty frustrating experience for me until I read the comments. Solid prototype overall!

A great idea for a puzzler! Simple and elegant and fits the theme perfectly, good job!

Would love to see more levels though, I was somewhat upset that just as I was getting the hang of it, the game ended. But ofc that's understandable for a 48h jam game. Great prototype overall!

Thank you for this awesome event! I'm now on the forum with the username polumrak

Wow, everything in this game is done so well! The graphics, smooth controls, gui design & animations, upgrades, soft music, the stars! I agree with Pawel that it's hard to tell whether an asteroid is gonna hit you or not, but I've never done a 3d game so I have no idea if it's even possible with such camera position. Maybe some intelligent spaceship protection system should fire an alarm when there is an asteroid ahead?

Not gonna lie, even after I read the instructions I had to make my brain work hard and observe for several minutes what's happening with the cars when I press buttons before I finally figured out how to play :)

The graphics are great, the idea is pretty neat, I don't have anyone with me right now to test it, but I think it would be pretty fun to play together. It would maybe be cool if the speed increased over time, right now it's a bit on the slow side. Great prototype overall!

That's an interesting combination, a runner and a platformer, it works pretty well! I'd only say that level design is too unforgiving, I fell to abyss so many times before was able to finish the first level, that was too tired to try the second one. But maybe that's just me.

Also the mechanic that you can control yourself in mid-air with attack is pretty cool, but I found out about it only after finishing the level and reading Pawel's comment, in my run I thought that that sneaky barrel coins are just traps and it's impossible to take them. Again, maybe it's just me, but I think telling the player about this not so obvious mechanic at the start of the game would be a good thing.

Nice idea, haven't seen such mechanic. Relaxing and good looking.

I would try to lower the probability of 4 and 3 length bars as it seems like they often block the progression and you have to make meaningless move and wait for stuff to happen in the bottom. Maybe also try to be able to push the block from the bottom to the top or something like that? This is not a critique, just some ideas, I understand it's an early prototype.

I also encountered a bug when the very top row stuck after the rows to the bottom went down. And after selecting a bar from that row the game bricked (I couldn't resist the pun, sorry :))

Cut all the trees, work done! :) Cute little game, nice starting point 🌲

It's a very satisfying process to just simply connect, disconnect and rotate these beautiful tiles! It's like magic. Great submission!

Not a nitpicking, more of a bug report: there is some strange blinking the moment a piece detaches from the map. I can only guess that there is a "vignette" sprite on a detached piece that becomes visible a frame too late?

Nice prototype, I like the art and the gameplay, although the map feature allows to exploit enemy pathfinding as other people already mentioned :)

I also really like the music theme, it has strong kinda Undertale vibes that puts the game in kinda cool not-so-serious setting, and these robots became not so scary :)

There is a bug though, shortly after level 5 (at first i read it as LUL 5 lol) the collisions stop working and it's impossible to kill enemies. In the console there are messages that amount of collision objects is > 128, so I assume you don't go.delete() enemy objects on death and just hide them?

Nice presentation and an interesting idea! Turn based combo fighting game I guess? :)

I must say the instructions wasn't clear enough for me, as I thought that I need to press the keys simultaneously and the first like 5 rounds I was pretty frustrated that sometimes my attack/defense worked and sometimes not with no hint why that happened. Then after trying different orders of quick presses I realized what I supposed to do, but still sometimes I felt that I pressed right buttons quick enough, at least at the same speed as previous successful try, but this time I failed with no hint why. I think some visual timers and/or text hints like "Too slow", "Wrong combo" would help players like me to not feel frustrated :) Anyway in the end I was able to get the right speed I guess, and was able to beat the boss!

Thanks so much! To be honest I didn't expect this game to turn out pretty good. In the first day I was going to try to make a very simplified FTL-like or Out-There-like space rougelike with a spaceship traveling through endless planets and solar systems, but at the end of the day realized that I'm not near as good at defold as needed for such genre. So I decided to make something simple with scope as small as possible. And making a shoot-em-up was a clear choice for me, as I already tried to make such game in another engine (tic-80) and had some sprites ready from that project. It was pretty hard at first, but when I managed to make the first enemy working with the first upgradeable weapon, adding two more enemies and two more weapons wasn't that hard. I also wanted to add some main screen graphics with proper menu and options (with sound level at least), but I'm glad that instead of this I spent the last day trying to balance the weapons by playing the game a lot and looking at the score I'm getting with different weapons. I think the R weapon is still the most powerful in the late total-bullet-hell phase, but at least the score difference is not as wide as it was at first. Thank you for this awesome jam, for me it was a great opportunity to dive into defold!

Thanks! No, there is no boss, I tried to stick to the theme and make a game with an infinite gameplay. I think it's possible to make a looping game where after beating a boss you start all over with higher difficulty, but I probably wouldn't have time to implement a proper boss. This would be a cool thing to do in a postjam version though!

Thanks! Glad you like it, cause I spent way too much time refining player's explosion animation, much more than I should've :) But it was fun to learn defold's particle system and in the end I guess it was worth it :)