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sashagamedev

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A member registered Nov 18, 2019 · View creator page →

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My life stopped for three days, awesome work :D Glad there are only so much levels of progression, can get back to living now xD

Speed multipliers are top-notch addition, I think now the top of the row improvement would be showing required wave/element level on the tower level up button so that hovering is not required, second most wanted is probably 0-delay hover tooltip on everything

Hope you guys take the learning and do something of your own after this, perhaps in steam ^^

I like the idea, but overall the flow feels too complex for how little it does, you end up dying from a cluster of enemies being spawned when you are not rotated properly and being pulled by a planet 100% of times, proc-s of planet actions never feel impactful, you just do it because you feel it is the only sensible thing to do to progress, even though it does not actually provide progress - upgrades are due to killed enemy's orbs...

Good potential, I would recommend making it clearer to the player how to progress, giving a win condition, and changing the upgrades, nothing but front & back cannon cooldown feels worthy or is not understandable from the description

Very fun to play, reminds me of Grim Dawn, POE, Diablo 2, with very enjoyable art. Huge respect to the author for his dedication!

Amazing style! Fun gameplay as well. GJ :)

I love how this game allows Fast gameplay! Great stuff, enjoyed it.

UI is clean, style is well-maintained. Not my cup of tea gameplay-wise, but it does feel complete, which is a great achievement for a jam-gam :)

Game is all about controls, which are few and presented in help text to the left. I would feel bad giving more instructions about that :)

Why would axes push you up when you remove the axe from the ice? They push you up when you pull the axe down, which is only logical.

About spamming both the buttons: I tried to nerf this behavior with the stamina system, but I still feel the same way: there is no big reason not to use both hands. Which is probably fine, but leaves the core gameplay way too certain in its rotation for the player :) I am still thinking with the back of my head about other options, but still have not come with something easy yet worthy.

Thanks for sharing, and thank you for the warm words :)

Good game! Had fun playing it. Took me only 2:22 to finish it, though! The music jams, I would love jumping and landing exhaling sounds or something :)

Also being able to jump with W and A/R when the gravity is the opposite would be really handy, so no spacebar would be needed, just a thought.

All around creepy style of the game is nice, and the simplicity of graphics do work. Not bad level at all given the time u had to do it :) Keep it up!

I would love to play it when I get home, thanks for the update on this one!

Yo, thanks! No juice is a shame, but I had a lot of problems with the programming stuff, no time for that :D Nothing I could do about antivirus with a custom engine though, so whatever.

Oh, so it was bosting towards the cursor, LOL, it was always backwards for me (as I did not move mouse), so it kinda worked the way I would want, no problem :D

Oh man, it is a shame I did not find out how to launch you submission: I check the .zip and launched the .exe, but it was a no-no on my Win10 x64. Please upload a single file (single archive) next time. Even if you target multiple platforms, make subfolders, not multiple submissions!

Can not really rate you YET, sorry.

Nice job with the sfx! it is satisfying for realzies. The graphics are simple, but they got that pop in them, partly thanks to music.

What this game needs(ye, listen for some random guy on this one) is a goal, as what you do is just survive, I would love a way to fight back, to have a goal, not just score. Especially as he says at the beginning: Good luck defeating me. And I see no way of defeating him, it is a bit of a sadkek, pepehand.

I love your game though, real much, keep up the good work! :)

Good idea, the implementation is a bit meh though, no shame, it is a hard one. I would really like to see you being a space ship out of fuel, on its last chance to reach the home by smartly maneuring around planets so as not to drop out of course. So that you start at a high velocity and try not to lose it or rotate it away from home as you go. As currently you feel useless as you fly and you do not feel the source of you movement (no visual feedback or illustration of initial velocity).


Collecting fuel in games in space scenes always felt so underwhelming, I think it is a no-no for me in that sense, but the game clearly has potential, so great job and keep it up :)

I love how the levels have multiple solutions. The arccos like jump on second/third level is really high difficulty one, many people could probably not figure it out (combining jump with space). I also love how your game does not allow spamming gravity inversion, good designing. 

Maybe making it a little easier would be great, at least for me, I do not like hardcore stuff, but I really like how clean your game is, allaround A, music would be a good bonus though, and preventing multiple identical sounds to mix that hard into ears :)

Great game! Music fits great, mechanics feel complete, graphically it is warming.

The difficulty is crazy, though. Like, god, that planet's gravity cucks me, but I like it. It could be made even more hardcore, but not the pure difficulty, the controls could be from inside the ship - messing with complex spaceship controls and watching POV :) 

I really like your game, good job!

Yo, very good! The music matches and the sounds are satistfying. Movement is well-made, which seems to be a rare occasion lol. 

I did not like the visual effects though, no post proc on this one would be A-ok for me, but the parallax along with that rgb things and blur really made my eyes pop, thats just me though, dont you listen not your heart :)

Very cool overall, the dificulty curve is good for a jam game, probably did not make it too far, but felt like played decent part of the game, which works. Thanks for the game!

Hey, sorry to drop it, but one can feel the pressure of unity garbage collector when the lag spike hits at the critical moment, don't you new() it boy! Otherwise its good for what it is, the jump is a bit useless and the controls are a bit stiff, but it is fine. The coins on multiple paths feel displeasing as you want to be perfect but then you remember how hard it is to control the character compared to, say, Mario, and make a hard decision to skip the coins, the tease I hate ;( 

Did not make it far into the game, as I am lota bad at it, I really love the cube dot touch though :)

Hey, interesting game. I like how you tried to lore the game with meta out of game. The game controls are stucky, slowmo is not my type of mechanic really, the boost on space release was interesting, it saved me 2-3 times, but it is really counter-intuitive still (same key for two actons).

Ambient of cave winds and better control would totaly make this game real good stuff, as the animations are atmospheric. Keep up the good work!

Hey yo! First, some problems: first stage - i hit the platform so hard, the cube never land, had to alt+f4, need a time or smth! Second - in the menu i manage to let my red coub go through the ground, so alt+f4 again. Then I tried starting the game from the menu 3 times in a row, with no success (cube flies away or towards the screen, so I really lost my patience there :D

So I can only rate it as far as first level, I think it is good, but controls and the third dimension arises too many problems that are not handled well as of now.

Otherwise good theme match and screenshots seem like you really spent time designing levels, so good job :)

Good game! Completed not without struggle (spike pyramid, damn you!), but with in a happy motion. The controls are really satisfying, I would love enhanced version of this game, with more mechanics and content :)

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Nice game! Had a hard time playing it, kind of hardcore and time-consuming to feel the controls. Also I was thinking that this game is playable without wasd, just a fun thought. Would love some dark background ambient of metal halls or smth, as I like the visuals u got :)

I like how play makes the character open eyes in the menu, nice touch!
The laser feels useless compared to body movement, but its ok :)