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Sevadusk

219
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2
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A member registered Apr 07, 2022 · View creator page →

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You had way too much fun with that dialogue XDD. That was a concept I did not expect, but it was nice and simple!

This was such a large scope game, and I love the open world aspect you guys got going over here. The voice acting was great, and the story felt very immersive. I don't have much critique to give here! Great entry

The core gameloop was simple, intuitive, and fun. The gameplay did start to feel a bit repetitive after some time though. Some variation with something like class abilities might help, but it is a jam and there isn't much time for all those fancy additions. The game feels great, but the lack of music did hurt the overall vibe. For your first jam, this is incredible work!

The level of care you put into the player controller is insane. The controls are all super fluid, and one of the best movement systems I've seen in a platformer so far. The game is difficult, and only got to level 3, but I decided to call it there and test other jam games out. I also like how many details there are in the game's overall vibe too, the mechanics are very clever. Great entry!

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This is my first 5/5 across the board (except for audio, which was really good, but I like to reserve those for the people who made it from scratch). This is a professional quality game that you should definitely think about releasing. The game crashed for me twice on web which is a bummer, but other than that this was such a great game. I combined the dice once and I was like "cool." But then when I combined the dice again to make assassin, that felt amazing. Great entry!!

The tutorial was a wall of text XD but doesn't need a tutorial anyways. I really like this concept and had a lot of fun playing. Also like the polish and core roguelike gameplay.

I really liked the concept of a rhythm game that determines how strong a boss is. This boss was extremely fragile though XDD. Overall, you guys managed to get a lot of components in under a small-time frame which is really nice. Great work!

The control scheme messed with the fun, but it's a nice concept and I really like unique takes such as this one with weapon systems! There is room for improvement in graphics and the sfx sounded purposefully cut so it didn't really fit that well. Despite those flaws, congrats on submitting and great entry!

I see this is your first jam! Congrats on submitting. The gameplay/gameloop is nice and simple, but the attacks need more feedback. Some sort of particle effects or splash on hit would help a lot with visual clarity. Great entry!

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Nice take on the theme, but I think the jump key is slightly unresponsive and you have a tiny margin of error. I was able to get through a few levels, but those two issues combined destroy the platformer core. I also think changing forms with h,j,k is a bit clunky. The graphics were really cool, and I like the atmosphere. The difficulty curve is extreme but justified. Great entry with potential after a few controller fixes!

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Me and my homies hate the bomb. Got it on my first try, and the bomb does me like that! The code puzzle was well done and took me the longest, and the constant reminders that the time was ticking down was a nice touch. The overall game was really nice, but the holes accepted any shape (edit: I thought it was a bug, but it was a reference?) . Aside from this not fitting the theme as well, the game was really nice, and I enjoyed it.

I like the idea of choosing the order of the minigames. The art is really nice and overall, this is a nice little game!

Well, this is an original concept that I did not expect haha. The controls were a bit hard to get used to initially and that subtracted from some of the fun. The entire idea of having planets, aliens, and a space whale was insane. It was a nice ambient/sandbox game

Did you make the art and sounds? If so, really well done creating this aesthetic. I really didn't like the control scheme, I'd prefer WASD movement for platformers especially or an option to rebind. Moving the box was also really buggy at times aside. Congrats on crossing the finish line and submitting this!

Really original idea, pt.3 was the hardest imo. Very technical and I started running into some bugs in the end with slicing, but nothing a reset couldn't fix. The sfx and music were great, but the music could have been slightly better.  Congrats on making such a complete game!

I'm glad you liked the concept! We wanted to make it easier to pass through walls as people learn the concept, but a side effect of that is a larger variety of poses that can make it through. A few hours ago, the walls were so unforgiving that the game was basically unplayable XD

The music and voice acting were stellar, and I did not expect this collab lol

 Game connects to the theme really well, and the only negative thing I can say about the game is how short it is

Overall, a very solid, polished, and immersive experience

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I really liked the core mechanic of this game. The sound design was great and allowed the immersion to be on point.  

There were a few bugs I ran into though on the reflection levels. The door seemed to open sometimes without me collecting all the lights, and sometimes when I collected all the lights the door wouldn't show. One level in particular I collected a light, and when I respawned, the light was missing, and I had to restart the game to complete the level. It looks like this is every team member's first or second jam, and this is extremely polished for that experience level. Great work!

I really liked the concept and gameplay loop. The game isn't paused during upgrade selection which would be a good qol fix. I also think all bullets should be removed when a wave is completed. The SFX was a bit sharp, but when I lowered the volume and the music started playing, the bullet sound matched the music really well. The visuals are also very polished, and I had fun playing!

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You guys knocked it out of the park with this game. The music and sfx were really well done, and the game mechanics were really good. Always impressed with the visuals from Xandruher, but they were extra nice this time around. The vfx is also really nice here. I also see that Ryo was doing development/programming solo and that is also impressive. I like the take on reflecting/parrying enemy bullets for this theme, but sometimes the parry felt a bit random. 

I think the game would also benefit from some sort of scoring/leaderboard system, as I don't think it was possible to die so I was just messing around with the different bots. The UI was also a bit standard though, and there was room for improvement there. 

Those issues aside, I was really enjoying the music and reflecting stuff to destroy turrets. This is truly a wild entry. Congrats to the team for crossing the finish line!

The animation at the start was a nice touch and the concept was interesting. The controls icons were switched, and I had to look at the itch page and mess around to figure out. The art style wasn't too cohesive, and the player character not being animated was a huge immersion break. The use of lighting was pretty cool.

wow uh.. didn't expect life lesson. Was a great story-based experience, thanks for making! Also feels very original for the theme.

Maybe adding some sort of obstacles that you have to watch out for would be an additional way to add skill expression. I felt that the game was mostly about clicking as fast as possible, and if I remember correctly, there was a definitive time limit. So, generally some more depth here would have been nice. 

The leaderboard system and game are very polished, and I can see how this would be great as a jam game, but maybe the cat is also moving too fast. Not for difficulty tuning as the game was very simple, but for a longer run.

Unfortunately, if you are using a mac, Godot builds have problems loading. I hope they fix that because from windows I can't get a game to work on that platform. There are some extra programs that emulate windows from mac, but that may take a lot of effort.

Ah, ok that makes sense. I considered Q as a separate attack, and after a basic attack the hammer resets and gets ready for the next attack. It didn't make sense to have Q work once it already hit the enemy with a basic attack. I see what you mean about it being unnatural, and I'll play around with the controller further to find a fix.

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Does Q just not work? I have it set to have a 2 second cooldown and it costs 5 power after you repair your weapon for the first time. Again, this is an issue I never experienced on my side, so I'm hoping it's not another bug that I couldn't have tested for myself.

This is another very original game concept from you! The puzzles did feel very trial and error though. I liked the many accessibility options that were given in the game with speed/mute and the template options as well. Great entry!

This really reminds me of pac man. The controls felt a bit janky even though I knew I wasn't able to turn back, it felt like my inputs weren't registering when I wanted to turn sometimes. The graphics look really polished and sfx are great, but I feel it lacks some more musical/ambience elements. A lot of thought went into the level design, and overall, this was a good entry!

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The slack notifications had me dead lol. I can't believe you made a terminal with working apps in this short of a timeframe. I also liked the addition of "spotify" lol. Once I realized you could copy paste, it felt much better. I also tried using mouse click to copy and paste, but instead it was the usual ctrlC+ctrlV. Such an original concept, but I didn't see too much of a connection to the theme. Great entry!

I had a similar concept about taking photos of spirits before I pivoted to more of a whack-a-mole sort of arcade game. I really like the polish in the art, and I liked the lens size and camera speed upgrades the most. Great entry!

I made a game like this before where you needed to stop the pendulum (or in my game the hand of a clock) at the right time, so it's nice to see a game made with a similar concept. I felt that it was a bit simple, but it was clear and interesting. Great work!

The blessings and messages on death were really cool interactions. I encountered no bugs, but I feel like the banish mechanic could use some sort of indicator for how big it is. I think this game is the most original and has the best interpretation of the theme this jam. I know you did all the art yourself and it was great, and I liked the references to elden ring. I felt that the walking animation did look a bit flimsy like he was shaking his arms around, but maybe he is just scared lol. Great work!

Very simple and polished game, and I like how much you focused on the core mechanic with a leaderboard system. The audio and art were very good. I think the game was a bit too short though. Thanks for submitting!

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Very nice gameplay loop and I like the gun building mechanic. The upgrades were very unique and allowed for multiple builds. The gameplay was simple and intuitive and reminds me of vampire survivors with a different premise.

I felt like the weapon should have automatically reloaded on 0 bullets left. I also think there could be more vfx/sfx to enhance game feel. 


Overall, great game!

The 3D perspective is really nice, and I liked the take on the theme. I especially loved the explosion effect. 

The UI could have been better, and it seems that the game slows down after restarting. I also felt that even though the skill reload was a unique mechanic, it was a bit random and feels like it was placed there to add pseudo difficulty. 

For the first jam, this is incredible work. Great entry!

It's an input buffer bug that only happens on some devices, unfortunately didn't happen to me when I was testing. Thanks for playing!

I added a .05 second delay from the time you click to the time the attack is launched. I'll look into this further, thanks for the feedback!

Don't get me wrong, the audio that made it in was really good. I felt that providing some constructive feedback would help in the long run. Looking forward to seeing your next games!

Lots of detailed and hand drawn art here. The enemies were super weak imo and the gameplay was a bit repetitive, but this was more of a novel/story telling game. Great work!

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I liked the different minigames you had for the items, the sfx were great, and the hand drawn artstyle is pretty cool. Game felt a bit short, but mechanics were polished. For a first game jam, this is very solid work!