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

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Only took me 19m31s (LOL). It was hard to get to pull off the moves needed with cursor keys, but i got to grips with it in the end. Really awesome game, i enjoyed it a lot. Great look and audio. I wish the player had got a little colour, but it's amazing you did all this in the jam time limit.

I don't know if it's just me, but i had a couple of weird behaviors while jumping. A few times after jumping i just reappeared at the start location without losing a life, and another time the game completely locked up.

i really like the lighting and the sounds. It took me a little while to realise i could climb across the ceiling but once i did it made life much easier. Collected all 9 in 2:04 (easy/ small settings i think). I like that you've shared the seed used for the map with the player so that i can send the seed to friends for them to do the same map.

16/35 treasure? Was there really more treasure? So much of this was excellent. The sound, the art, the physics were good. It wasn't perfect, but with a bit of polish i could really imagine this being in a store. Great job! :D

I got into the pyramid and went through the tunnels until i ended up in a room with a passage way that led down... except i couldn't go down it for some reason. I like the effect from the pyramid's top, wish i knew what you had planned

Visually excellent and the dynamic background with the lightning affecting the player is very cool. I sacrificed a few guys for my freedom, but i think it was worth it. Congrats on your first submission!

Not sure if your hit boxes always lined up with the sprites properly so it was a bit challenging to play

that's a shame because the music was nice and the dash mechanic felt ok. I tried to persevere a little because if you use the sword you can tell where your character is. But needless to say, it's not the 'full' experience :(

I really like the cutesy style and bright colours of everything. Didn't see the message about audio right away and thought there wasn't any sound at all until i jacked my speakers up. Shame about the budget cuts, i would have enjoyed a disco and fireworks :P

I really like the homage to doom, the look and audio are very similar. As others have pointed out, the movement was a little off, but that doesn't take anything away from the gameplay. Would love a bit of the doom style gore, but ofc you can only do so much in the jam time frame!

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The game looks good, even though it's low detail the gun polygon shape and the fire effect are both great. The game was a little bit dark even though I had my monitor on maximum brightness, sometimes it was hard to tell what the map was like. The opening of door sounds was really on point for the theme and appearance of the game. I enjoyed it :)

Unfortunately i had to stop playing when i got a box stuck behind a pillar and there was no way to progress or restart the level :(

The level design is good, starting off very easy and introducing 1 new thing at a time. I found the jump arc a bit weird, too high and not far enough so most gaps require a double jump. The limited movement energy is a nice twist, and I found the music very atmospheric. Did you do the fire animation yourselves? It looks really good and i especially enjoyed the colour switch.

By your own admission, it's not much of a game, but what you have done is great. The 3d assets are nice. I like the way you've done a fixed camera position in the corner of the room and that the view switches from camera to camera as you cross over in to a new room

I really enjoyed the art style and the 8bit track. They fit together really well. The battle mechanics were interesting too, not sure I've seen anything quite like that before

you did a really good job. I will remember this game for a long time :)

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I liked the graphics and sound, but couldn't work out how to get through the first door?
Also, i think that first puzzle where you have to jump and mid-air dash is too hard for the first level of a game. I'm still working out the controls and feel at that point, and the game keeps killing me with spikes and making me do the wall jumps again. It didn't feel very welcoming.

If you tell me how to get through the door, I'll come back and play again :)

Edit: Light the orb first. I missed that somehow :P
It's a nice game, but I think it gets too hard too early

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couldn't work out what to do, and then i got stuck to the left of the crash site. Looks great though. If you let me know what i'm supposed to do to get going, I'll give it another play.

Edit1:
Dw, got it to work, idk what happened by the first few times i tried to "use", it just didn't do anything. Maybe i wasn't lined up correctly...

Edit2:

Looks and sounds great. The parallax background was nice, but i think it should only move when the camera moves, not whenever the player moves? It made me feel a motion sick. I enjoyed playing it, even though puzzle games aren't really my thing. It felt like you had a unique mechanic.

i also had it crash in browser as soon as i tried to start

This is fair criticism, we didn't get enough time towards the end to properly play test. Important lesson learned :)

Yeah, unfortunately adding more enemies/ variety just kept getting pushed back in the priorities list until it was too late. I also think the overall play area was a bit sparse. Lessons have been learned!

I would have preferred the up arrow to be jump and open doors I think, then the controls could have been simplified to cursor keys and an "action" which fished if you were in range of water, chopped if you were in range of a tree, or mined if you were in range of the rocks.
It's a very cute game though and the music is on point.

Thanks! This was our first time doing anything at all with light, and I think this proved to be the easiest/ fastest way.

As for the "I'm stuck", it was sort of shoved in at the last minute as we'd never properly tackled that problem and were getting very close to the deadline :)

I really enjoyed this, played all the way through until I'd completed the campaign. I think the music levels are a bit low compared to the canon sound. The AI was hard to figure out, and the random nature of the upgrades offered made it hard to build a ship in the way you want. This turned out to be a good thing though because it forced me to play to my ship's strengths, rather than build the ship to match the way I wanted to play. I ended up with a lot of top speed and canon range, which meant I adopted a sort of hit-and-run approach where I had to keep my distance from the enemy. If I had access to all the upgrades, I think I would have naturally tried to improve my turning circle to out manoeuvre the AI.

I'm not sure if the mouse clicks are necessary, maybe you could have had the ship just follow the mouse constantly? I might have preferred wasd ultimately though.

you did a good job with this :)