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Regniwekim

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A member registered Jan 31, 2014 · View creator page →

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How does the license work for this, since you presumably do not own the Pokemon IP?

Screen shake is definitely something I could add to a settings menu in the future. Thanks for the feedback!

I definitely agree on the audio being overall too loud. I really wanted to implement a settings menu, I just didn't have the time. Thanks for the feedback.

This has definitely been a common feedback. I think it's a definitely a color issue. Robots probably weren't the best choice you put in front of the grey background. Perhaps if I revisit the game, I'll change them to green aliens. Thanks for playing my game and giving me some feedback.

How is this related to the theme at all? The game page looks like you just spammed it to whatever open jams you could find.

They are definitely very powerful as your upgrade your blaster. I tried to balance that out by making them consume even more energy as you upgrade them. But, the powerful blaster makes it even easier to collect battery refills. Thanks for the feedback!

Nice job on finishing and submitting your game. The bird character is super cute!

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If you never click, the bat doesn't fall and your score just keeps going up. Also, when you die, the restart menu appears behind the foreground. The graphics and audio are really nice though. Great job on finishing and submitting your game.

Great job on finishing your first jam game! It took me a few tries to get used to the jumping, but once I had the pacing down, it felt very easy. It seemed easier to not use the items and just use them to tank hits. I eventually just let myself crash so the game would end. The graphics and audio are really nicely done.

Nothing uploaded yet :(

The graphics on this are phenomenal, really great job!

Great job on getting the game finished and submitted! I really liked the music. I did find it kind of strange the some parts were in Spanish and others in English, but that doesn't really take away from anything.

I agree the air consumption is very generous. However, once you get your blaster powered up, it's very easy to run out of battery, especially since the only way to score points is to destroy enemies. You can also collect many drones which also drain your battery. I really appreciate the feedback.

I LOVE worker placement board games, and this is done really well. My only nitpick is I wish the process between days moved a bit fasted. I think all the messages could be condensed down to one, or at least spawn a bit faster. I already know what I assigned, so it's very tedious to wait several seconds to be told again. Great job on the concept, and you really nailed the theme.

This was very confusing to play, since it seems like some things spawn based on the display size, and other things are based on the room size.

I really enjoyed this. The graphics are great. A bit more feedback on player and enemy actions would have really taken this entry to the next level.

I really like the concept. I would have appreciated it a bit more of the graphics weren't so abstracted, and made to actually match the theme. Great job overall.

I really loved the graphics! The gameplay was a bit confusing though. Overall, great job on the game and getting it finished and submitted.

Great job on finishing the game!

If you had thrown in some skibidi toilets, this would have been GOTY for my 7 year old.

Great job on finishing the game! I really like the parallax backgrounds, and how the flap animation plays when you actually flap. The flap counter was an interesting inclusion, but I never saw if it had any effect on the gameplay.

I really like the graphics! Great job on finishing and submitting a game for the jam.

The game was unplayably laggy in the browser. You'd probably be better served by not even making it available in the browser.

I wasn't quite sure what do here. I moved into one box and my ship changed colors, and then it seemed like I couldn't pick up any more boxes.

The turning was entirely too floaty for my taste. It made it very difficult to control.

I really enjoyed the minimalist graphics and chill gameplay. It was very neat having to balance fuel and cargo capacity as you mined the nearest objects and had to venture further each time. Great job on the game.

If I'm being honest, the display size shouldn't have an effect on what I can see on screen. You should be scaling it to the window size if that's the case.

This was very difficult and frustrating to control. I think it was mostly due to making the player spin and not just move. Very interesting theme that could use a bit more polish and playtesting.

I really enjoyed the minimalist graphics. The controls and quick consumption of fuel made it feel very punishing to try to change directions though. I did a few runs and always lost by running out of fuel.

I tried landing on the planet in the tutorial and got flung at .99C to the other side of the universe. The small text combined with moving with the planets also made it very hard to read and tell what I was supposed to do.

There seems to be some kind of problem with displaying things properly. When it runs in the itch window, I can't see anything. If I fullscreen, everything is spread far apart.

Apparently aggroing an enemy means it's a guaranteed game over. That's unfortunate. If you can't fight them, I'd recommend just making it a 1 hit kill on the player, so you're not just needlessly running around waiting to die.

I feel like this moves entirely too fast. I never made it past more than 3 gates. The idea is really neat, and reminds me a lot of Ikaruga, but the execution could use a bit more work. I'd give more time between gates, and maybe telegraph what color the next gate will be.

I found a planet, and then landed in a hole I made and got stuck. My fuel went negative, and I couldn't place any of the objects. This is a neat concept that could do with some more playtesting to become a great game once you iron out the issues.

I didn't do anything special to have custom fonts. I just imported them like normal, and then used draw_set_font() to draw with them. The big menu buttons are sprites, but the credits and UI are done with just drawing text.

The game was unplayably laggy for me on Firefox. I'm talking like 1 frame every few seconds.

It took me forever to figure out why the 3rd level wasn't starting. You spawn right on top of a hazard, and if you move down, you die before you can see it. I'd highly recommend making sure the player and hazards are always completely visible.

Isn't this just a rehash of an old flash game?

I couldn't figure out what was going on or how to play. It seemed like there was no feedback on any of my action, so I wasn't sure if I was actually doing anything or not.

This is a really neat take on the concept, but it deceptively difficult. I feel like it was very hard to know which character to actually pick up, and it was also very difficult to judge if I was actually in the correct position. This could be an amazing game with a bit more QoL work.