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rakthalekk

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A member registered Sep 03, 2021 · View creator page →

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Very charming game, the visuals and audio are very well polished and the game was well put together as a whole. I think there could be a little more variety in the setting, it's mostly just empty grass with the occasional berry bush, and something like flowers or tall grass could make it feel more lively. Super cool game and awesome job!

Neat game, would like to see more levels in it and maybe a few new mechanics. I'm not sure how it fits the theme of the jam; maybe there could be a spin at the end where you have to fight all the hatched swanlings or something.

Cool game,  I'm impressed at how many different types of games you were able to include within the 5 days! It's a bit difficult to tell where you need to go in the flying part, I think the visual indicator could be larger and guide you even when facing the wrong direction.

Really interesting concept for a game, it's unique and fun. The weapons were cool and there was a nice balance of combat to resource management. I'd love to see more upgrades in the game and things to do in the swan garden to help you further.

Neat little game! I liked the visual style a lot, and the music was cute. I amount of knights that showed up immediately was a little overwhelming, and I would've liked to see some difficulty scaling, but overall enjoyed the game!

Fun game, I really liked the visuals and the audio made me nostalgic for old flash games. The difficulty balancing felt a bit off -- the enemies seemed way stronger than the swans considering how many enemies spawned. I think they could use lower health pools -- maybe around 5 so the AOE could one-hit kill them. I also think you regain mana too slowly and don't get the chance to use specials as often. I think it could be a lot of fun with more upgrades; maybe ways to make your summoned swans stronger.

Neat game, the graphics were really nice and the cutscenes were very well done.

Neat little game; in addition to sound effects like the other commenter mentioned, it might be nice to have a few enemies to fight before the boss, to make the game a little more engaging than just picking up food.

Fun game, the combat was neat and I liked the upgrade system. I do wish there were a few more battles so I could experiment with the weapon system a bit more -- maybe you can have it repeat previous levels with stronger swans. Also the audio design was funny, good job!

Fantastic visuals and theme implementation! Gameplay got pretty repetitive, but I enjoyed the upgrades and the idle system. Some suggestions I would have for improving this would be to increase the number of options to choose from in the upgrade menu and automate/improve the player's ability to pick up scrap,  as I found it to be more of a nuisance than anything later on into the game.  Great work!

I can't seem to move the player -- WASD doesn't work and I can only move by pushing myself around with the arrows

GameMaker Lite

Interesting, I did that before publishing the project, as I couldn't run it either, but the web version runs fine for me. Not sure why it isn't working for others

Thank you! We started a little close to the deadline haha, but we're working on getting it into a more finished state

Fun game, very difficult but satisfying to beat. Controls were pretty intuitive and movement is fun. The level design was good, but I think it would be worth having some easier levels before 2-4, as they jump pretty dramatically in difficulty before you can get used to the controls. The spikes feel a little bit punishing given that they immediately end your run; maybe they could deal a set amount of damage and bounce you back a bit, reducing your limited time instead of just ending the game.

Pretty fun game! The levels were fun and the movement was satisfying. My one bit of feedback would be that the wall-jumping took some getting used to -- probably because it was my impulse to move away from the wall rather than towards it when pressing the jump button, so I would end up falling off when trying to jump. I might suggest letting the player jump for a few frames after they stop touching the wall, and allow them to wall-slide just by being near the wall instead of having to move into it (raycasts instead of is_on_wall).

4631

i came prepared

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