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SoyVixterDev

361
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A member registered Jul 11, 2020 · View creator page →

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Super cute artstyle, great gameplay and mechanics. I can see this being expanded into a full game with shop management mechanics like moonllighter or other similar games, good job!

Amazing art and polish, a fun little game with simple yet understandable mechanics.

Incredible use of the theme and amazing art, great submission with a lot of charisma!

Very cool idea, nice art and I really liked the narrative and unexpected turn, really cool!

The jump physics were inconsistent for me, sometimes it jumped super high and allowed me to finish the first level without even grabbing the scale gun lol.
Good job anyways! 

Very nice and polished game, even though it is really simple I feel like there's potential if you add more gameplay mechanics, maybe something like that nokia tower building game where you had to drop the block on top of the tower.

Good job!

Really nice concept! I really liked the art style and polish, it feels nice and snappy.
I would recommend having some sort of sound effect or having the "scaling" sound stop when the block can't be further scaled to make it more clear in situations where you can't see the block you're scaling, but overall a really fun game!

Wow this was really cool! Loved how the game shifts and zooms out when you break the walls, it felt pretty magical and unexpected.

Would've appreciated having more options like a roll, dash or maybe even shooting projectiles to intercept the ball from further away
I feel like this has the potential to be a cool simple game where you upgrade your character until you can start just kicking and kicking the ball making it bigger every time, a clicker style game but without the usual clicking mechanics lol.

Cool game!

The idea is very cool and I loved the puzzles but I feel like the execution of the controls and stuff feels pretty weird, it took me a while to understand exactly what I was doing, maybe with some small touches it could be polished into a very cool full game with more levels and new mechanics similar to the portal and all that.

For the movement of the weight guys I would recommend probably to borrow from the style of RTS games like Age of Empires, having you select the units you want to move and then right clicking a point to where they would move.

Well done!  

Interesting Idea but I think the execution could be a little different.
I feel like the game would work better if you could manually change the scale of the objects and if the selection of shapes was better thought to allow a "perfect" intended solution that could resolve into a satisfying realization, something like a little to the left but more focused on simple shapes and filling the area.
Good job for the game anyways!

Very cool aesthetic, even though I didn't feel like the theme was implemented into the game that much, and also as a fun fact I technically managed to bug the ending a little bit by not getting all the way up lol

Great use of the theme and great level design, the physics did feel kinda slippery at some points which made some sections harder than needed but overall a balanced difficulty, liked the way it uses the theme to create platforming puzzles directly. 

Oh that's a shame, but it might just be my fault too, the game isn't very well put together in many aspects haha

Thank you! And yeah, there were many bugs that I couldn't fix in time
The concept was pretty hard to implement and I couldn't work during the first day, I tried to implement some crash measurements for that but for some reason it didn't work in the build.

The game we made for this gamejam "Divemensions" received pretty good feedback and an impressive Rank 8 and Rank 10 in Game Design and Innovation respectively, so we decided to not only update to a full release with a level editor, community levels and tons of new mechanics, colors and levels but also went through the process of getting a steam release, and the page has been up there for about a month, we would really appreciate if you could add to your Wishlist and play the current beta of the game, and we are really happy for all the support we received during the jam. Thank you!

Check out the steam page: https://store.steampowered.com/app/2610540/Divemensions/

And the Itch page: https://soyvixterdev.itch.io/divemensions


We are constantly updating our game, with even an steam release set for 2024!

You can check out the current beta here: https://soyvixterdev.itch.io/divemensions
And Wishlist on Steam here: https://store.steampowered.com/app/2610540/Divemensions/

Thank you for playing!
We plan on expanding the game with lots of new and harder levels, and adding a way of playing community levels will allow for anyone to create their own levels with their preferred level of difficulty, I hope you check out the eventual final version!

Thank you! We would like to teach the layers more clearly, focusing on the fact that each color represents one layer, and we will try to fix issues with the player if we find them!

The concept is pretty interesting, the fish are cute and the map has some intriguing chests to find and that encourage somewhat exploration, I liked the idea.

I have to point out that the performance wasn't great and my pc is kinda decent so I guess it needs some optimization, and the controls sometime would kinda glitchout and ignore my input.

Overall a pretty cool submission, good job!

Thank you! We really appreciate it!

Hey there! Thank you for the detailed review!

We'll consider adding an option for moving the camera when pressing shift (Officially called peeking in code) to analyze the situation.

The "Double jump" was kind of an intended glitch, we noticed it pretty early in development but even though it was really easy to fix (Had to delete one line where the jumping state was resetting after letting go the jump button) we just let it there because it was fun for speedruns lol. We did fix it for an upcoming post-jam update we want to release very soon because it kinda breaks some puzzles in ways we didn't end up liking.

And about the other bug, I don't even know how you managed to find that, we never noticed it lol. But we changed how changing the layers works and apparently it got fixed.

Thank you again for the bug hunting and kind words!

Thank you so much! We'll check out the video as soon as we can!

Very cool turn-based RPG!

I think that having other abilities would've been nice, like a small heal or buffs and debuffs that enemies could use as well. This would ramp up the challenge and strategy a little bit more.

Also as some other commenters pointed out the pixelart looks blurry because of the filters applied to the image, you should check the filters so that it uses the correct point filter.

Very impressive for a week long gamejam!

I loved that the game rewards exploration and curiosity by adding treasures in spots outside of the intended route, and the final boss was impressive and pretty terrifying for what a 2D game with cute sprites can be. Good job!

The graphics and models are pretty nice, The animations and feedback could use a little work and the balance of the classes is kinda off because the archer is super OP and the warrior was basically useless, some other movement options would've been nice too.

Good job overall a fun game, nice!

I'm usually not a fan of text based games but the idea here is pretty interesting.

I would've loved a little more interaction, maybe some sound effects or a different way of setting up the lies and analysis in such a way that they become necessary to progress, like pointing out a lie and then using it in different dialogues as a point to get more evidence.

Also, requiring some kind of evidence before giving an answer could prove more interesting than just having it available all the time, because then you can just try every possibility without any kind of real repercussion.

Cool game with simple but comprehensible gameplay!

The music is really nice and the gameplay loop can be exploited and expanded further by just adding some new elements such as different kinds of enemies, different power ups, some collectibles and some kind of ship upgrade system.

Good job!

Cool artstyle and concept, the combat is a little bit lacking because you can't really dodge or aim your gun so its a matter of shooting first and fast without a lot of strategy, but overall a fun experience.

Haha thank you! I'd say it counts as a 2.5D game, the best of both worlds.

Cute art, sound music and gameplay. The upgrades work nicely to help achieve the final goal without being annoying to get. Would've loved to have more valuable collectibles the further down you get but for a 1 week gamejam it was a very cool submission, good job!

The concept is interesting but the start is kind of confusing.

The controls feel weird, floaty and bouncy, but I understand it's probably to give that space vibe.

Overall a fun game, good job!

I am a simple being, I see a racoon and I play the game.

Very nice puzzles, I loved the concept of using the props as bridges, but sometimes the colliders would get a little funky and wouldn't like being in their spots.

The theme could've been implemented in a different way but overall it was a pretty fun game, good job!

The atmosphere is really cool and the controls feel nice and responsive, the idea is interesting but I feel like the gameplay gets a little slow, so maybe adding some movement options or faster movement in general could help with that.

Thank you!

I have to admit that some stars are really difficult, and some of them involve more platforming and execution than puzzles, we should probably balance them out a little bit more or perhaps add an optional hint system

Thank you! We really appreciate the comment, glad you enjoyed our game!

Thank you for the feedback! 

Yeah, we are trying to think a way to implement a visual indication for the current layer, most solutions come with drawbacks that are hard to solve, for example, if we change the color of the player it could be harder to know exactly where you are in general, because it could be confused with the background or level geometry colors.

Some other Ideas we had include changing the outline or adding a UI indicator of the current layer, like a colored arrow on top of the player's head.

The graphics, concept and gameplay are amazing, but the game is so long that it robbed a lot from the experience, making it artificially harder because of the limited resources. 

I love the FNAF vibes of the sit and survive gameplay and the art style used for everything, I see a lot of potential here

Really nice idea, chaotic and fun gameplay with beautiful art and music.

Would've loved some kind of upgrade system to help with the late game and maybe some kind of extra collectible you could get using the harpoon that could be used for those upgrades.

Nice game!

I somehow feel personally involved in this game, one of the most personal experiences I've had in a gamejam game, very interesting storytelling and message, even though the gameplay is very simple it helps as if going through therapy, impressive work!

I feel like I have to change my entire life now

Nice!

Cool artstyle and idea, the controls feel nice and the sounds are immersive.

I think that having more stuff to do would make the idea a little bit more interesting, to have some sort of sit and survive vibe while you try to get deeper.

The concept would be great as a base for a horror game.