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seizar

165
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A member registered Jun 09, 2020 · View creator page →

Creator of

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Thank you for playing and for the feedback! I'm not sure about the UI element under the score that you mentioned, is it something that you can see in the screenshots in the game page? If not, do you mind sharing what system you're playing on so that I can try and reproduce the problem? 

About the play button not working, that's because the game is downloading the assets needed for the level but I didn't put any loading indicator so it looks "stuck", will try to have a more robust system in place for next time!

This submission looks clean and fun to play. I know the gameplay is very simple but I feel there's potential for much more, plus the text popups were fun and engaging. Good work!

Absolutely enjoyed playing this, good work!

Thank you for playing, glad you liked those little details!

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Thank you for playing! The jittery unfortunately was due to my wrong implementation of the update/fixedUpdate loops in my custom engine but I had absolutely not enough time to address the problem in the jam :( Will try to get it fixed in the next few days! Agreed with the coins being difficult to get, collecting them automatically on touch would be a better way to do this I think

Thank you for playing!

Pretty simple concept but I spend quite some time just driving around, exploring, so you hit the theme fully :D It looks super cute, music is on point and I like the idea that you mentioned in a comment about  a "hot/cold" kind of indicator when you're approaching the objective, so you dont get too lost. I dont know why but the car animation made me smile, I hope you'll add more things like that if you keep working on it so everything else also comes to life, keep up the good work!

It was fun to explore around while seeing your progress marked and updated on the map.  A little sfx would have been cool when you "conquer" a tower, but seeing you had other cool ideas, like the store one, that were in the work I'm assuming time limitation was your only obstacle (I feel ya T-T) Great submission!

Very  cool and innovative concept! The music gave me a sense of rush (maybe even anxiety :D) which is an interesting direction compared to other chill and relaxing map making games.

Great fit for the theme no doubt!

Solid platformer, gave me Super Mario World vibes :) Good work!

I loved that you were able to implement a little story, I was more invested and wanted to succeed :D I like how the assets were used and it'll be coming all together when you'll be able to add sfx. I really appreciated how the tips were helpful, they kept me from getting lost! Good work!

Nice relaxing game, the concept is really cool and clearly fits the theme perfectly. At times I struggled placing the tiles but it was really satisfying on those rare occasions where I got one on the first try

Cute game I liked the use of the assets. Also nice touch with the interactable NPCs. As other have said player movement is a bit slow, but all in all a good experience

Really well made, it was satisfying to blow trees up for resources. Maybe a bit frustrating having to go back to get a bomb but the player movement is quite fast so it's not really a problem. Good use of the assets!

Wow! I'm super impressed, the level of detail is incredible! Honestly just enjoyed it, nothing I see to improve. I would buy a full version of this on steam :D Definitely my favorite entry of those I've played so far

Nice idea and execution! It's already quite addicting in its current state but I can see the potential in terms of adding depth with other tile types or some kind of quests to complete. Really enjoyed the relaxing music

I enjoyed the level design and the atmosphere. As a small improvement maybe consider letting the player hold a key to keep moving in a direction, it would make exploration easier, but other than that this fit the theme perfectly!

Thank you for playing and for the feedback! I completely agree, and it shouldn't be to hard to add scaling to the levels so it's probably something I'll try to add after the jam

Thank you for playing! 

Thank you for playing, glad you enjoyed it!

Really cool to see a platformer with multiple mechanics in a short game jam, in my opinion it also controls fairly well so it was really enjoyable. Good work!

This was a surprise! Nicely executed, good attention to detail with the UI and the animations, the controls are a bit hard but it adds to the challenge. Nothing like almost crashing head-first into a planet when you're just missing the last star in a constellation :D The feeling of exploration is there, it gets pretty addicting too

Thanks for playing!

Thanks for playing! I realized with this game that it's hard to walk the line between difficult and frustrating :)

Thanks for playing and for the feedback! The safety meter is actually the countdown to collapse, it's just phrased horribly because I had in mind another system and switched last minute. A collapse countdown would make much more sense indeed. There's a secondary timer that will start the collapse if you don't collect the key after 2 minutes but I still wanted to give the player some time to get their bearings, the maze generation algorithm is quite inconsistent and occasionally you get crazy complex dungeons (I should probably work on fixing that :D )

Thanks for playing! I think it takes a while to load because of the music file size, unfortunately I'm using my custom engine to develop games and I never went around creating a system for measuring loading progress, so no loading bars (yet!)

Thanks for playing! I thought about making the time start from the beginning (in a hidden way it still does, the countdown starts after 2 min even if you don't get the key). Maybe that was a better idea, but I wanted to give the player some time to explore without worries and maybe position some beacons strategically. I should probably iterate on the gameplay :)

Not sure what went wrong with the safety bar, sounds like a bug :(

Thanks for playing! I didn't manage to include an in-game tutorial so I had to write the instruction in the game page, without that it can be quite confusing. The (poorly named) safety bar represent the dungeon stability, it will start depleting once you collect the key (or if enough time passes). Once it reaches zero it's game over, the dungeon collapses.The idea is to explore in the first 2 minutes and to plan an escape route using the beacons once you find the key and the exit.

If the bar was stuck and you died with a full bar it seems like you encountered a weird bug, unfortunately I can't seem to reproduce it :(

Thanks for playing! I agree, that (and an in-game tutorial) is something I feel is missing too, I was a bit rushed by the end, but who wasn't? :D

Thanks for playing and for the detailed feedback! All valid points, and if I had a bit more time I would've switched to autocollection for coins and gems, it's quite frustrating to deploy a beacon when the time is running out and you just wanted to get that gem on the way. 

Thanks for playing! Glad you enjoyed the beacon mechanic! 

First play, even though I read the controls, I completely forgot I could rotate tiles... Still almost made it by pure luck, but I finished the tiles before making it.

Second time went smoother, I completed in 2:40 with 93 tiles used, not sure if that's good or bad :D

Really enjoyable chill game, the theme is a good fit too. The trade system was a good idea, it would've been a bit frustrating without that

They say "you can't please everyone" but this game makes you try :) I enjoyed it a lot, like others said it could be improved in terms of travel speed and ease of finding the planets again but even in its state it's quite enjoyable. Would love to read some small bit of lore for the planets after you scan them, with that it would remind me of planet scanning in mass effect

High quality entry! Loved the level of details and killing the ghost felt super satisfying. I did find it a bit hard, especially because the ghosts can sneak on you from behind corners (maybe even through walls?) and there's no way to detect them before they get too close in that case. Still, one of the best entries I've played so far!

Fun game, the idea is interesting and even if the game is fairly short you still managed to include some secrets to discover, which is no small feat in a 48h jam. Resource recharge rate was a bit frustrating when I accidentally click once too many on a door/target and have to loop it again, but that's a small detail. Good work!

Good visuals and atmosphere, the zombies didn't pose much of a threat since you can run faster than them all the time but I got jumpscared by the loud interaction sound effects instead :) 

I'm not sure if the zombies react to proximity or sight or something else entirely, occasionally I can sprint in front of one without them noticing. It actually happened with the first zombie I encountered and I just approached thinking it was an NPC or something :D Anyway like others said, it could be interesting to have a mechanic to deal with them instead of just outrunning them.

Anyway, good entry!

Enjoyed the look and feel, the level composition was good and I did feel the "exploration" factor. Good work!

This was a lot of fun! I did end up memorizing maybe 6-7 of the 10 layouts and after a while it was impossible to die so I had to end it on purpose, but it was still satisfying getting to that point. In a way it really felt like "exploration". 

One thing I noticed while playing is that I would've liked to have some information to take a guess at the layout without having to blindly rush into it. Maybe stricter maps (more spikes) but a couple of squares are randomly illuminated at the beginning so that you can exclude certain layouts. 

Anyway, great job!

Thank you for playing and for the feedback! 

The beacon system should help with the difficulty a bit if you use it to mark the dead-end hallways and the path from the key to the exit. That's basically the main mechanic but it's not very apparent from a first playthrough, I really wanted to include an in-game tutorial but couldn't find the time.

Also the maze generation can be a bit hit-or-miss and it's something I wanted to work on, occasionally you get really complex maps.