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luka fb lepkowski

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A member registered Mar 21, 2017 · View creator page →

Creator of

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Yeah sorry. The game was made in 3 days so there wasn’t enough time for playtesting on different devices

Uh yeah, what he said.

thanks bro !!’ I’m so happy. A bit scary though. Feel like I’ve gotta follow through with it now

Thanks Ivy !!!! Sad to see you didn't make it (your game was quite experimental). See you next year !

thanks for playing ! I added that speed up for the vine but it might still be too slow. (Or maybe you didn’t know about that, in which case it’s too hard to find). I think that bug is to do with your screen resolution/ratio, sorry about that

Thanks for playing ! And I'm so with you on those two. I plan to change the colours so it doesn't get lost in the water, and yeah it's only gonna turn on when you're holding it. Thanks for complimenting my pixel art, I'm very proud of it. I am busy tomorrow but if I get a chance I'll check out your entry

Thanks for playing ! Yeah, I know about that issue. There's a built in particle limit to stop lag, but it's too low right now.

Really pretty game. I also really liked the gameplay. I thought that the scaling cancelling if you went a little bit into a wall was quite frustrating, though. Having it push up against the wall instead would be nice


I did love the game though. Crunchy old school music

This game was phenomenal. Super great atmosphere. Just such a great atmosphere. Very polished aswell. Ofc the gameplay loop (weld) was kinda boring but that doesn't matter. It's not about that

I love a good sokoban game. This game had great levels too. I find it very impressive the challenge you managed to get with your puzzles. I made a puzzle game this year and that was the thing that I found the most challenging

Very superliminal. I don't know if you were inspired by that game. Thought the puzzles were good. Was slightly finnicky to learn the mechanic at first.

Dude, try and get some more ratings ! Your game is a hidden gem. I liked the precision platforming. The big guy was pretty clunky to control (I guess that's the point) But it seemed like the bits with the small dude were easier and probably more fun to develop

For a prototype this is good. I think you didn't put enough interesting gameplay into the level design to actually show your mechanics to be interesting. Please continue to improve your game dev skillz

Well done ! I think that the shrink being on A and D was quite confusing ; I'd like it if A and D swapped being shrink/grow respective of what you started with. I think the spike hit boxes were maybe a bit too large.

Sweet game bro ! I thought it had a fun gameplay loop. Reminded me of the game "Out There" (which everyone should play !)

I'd say that it never felt that useful to make some of the units (eg thrusters) espeically the big version. I was quite scared of going fast in this game anyways so I never thought it useful for them to be big

Thanks for playing !

I’ve planned for them in the future to turn off when you let go of them, but I think you might have just come up with a new mechanic aswell. A lot you could do with that I reckon 

thanks for playing ! I’m right there with you on the rewind feature . I don’t know how far you got into the game, but it is a feature . However it’s more of a puzzle mechanic. World of Goo has these little flies you can squash to undo your last move. Something like that would be good

Thank you bro. I really do hope to work in games properly some day. I think anyone can if they really want to. If you really do, then you should persist with it !

Thanks for playing ! I’m sad to say level 8 is bugged; like 1 in 10 times that happens. 96 hours will only get you so much. But I’m glad you liked it!


little game dev trick: the game isn’t *actually* pixel art ! (Well, technically it is, but you know what I mean) the whole game is just put through a downsizing filter. That’s what dead cells does, if you know that game

I fully intend on it if the jam goes well. I think there's some QoL features that I need that make the game less frustrating, and you're right, the vine does look a bit Unity Asset Store for my liking (not where i got it from, made it myself, but still)

This game was so fun, dude. I really did enjoy it. It could be my favourite game so far. In the running for it at least. I thought the time limit was a shame , though. I really enjoyed exploring the world.

Cool idea ! I think It needs to be more fully expanded upon; There's really not much in that dungeon to explore. Of course it's alot for a jam, but adding different weapons to use could be pretty interesting.

Great mechanic. Really great mechanic. It's a shame the game was so small, There wasn't really enough time to fully explore it. But you've got something here. More mechanics required I think (which is the case with alot of jam games, I know for my project I had the same)

Sweet idea. I see in your description that you said you thought an autofire was required; I couldn't agree more. I just put an autoclicker on and played a couple rounds and it was far more enjoyable. I think in the future adding more weapons / ships etc could be really fun ! I liked the idea of inflating and then popping the enemies. 

Thanks dude! Hopefully if the jam goes well i'll expand the game alot more. There's so much stuff I didn't get to put in :( I had chains for the lightbulbs and fire and other fluids and so much more. hopefully i can do that eventually

I made a puzzle game too, so I understand that they're hard to make good puzzles for. And you did ! they're great. Very simple, super satisfying. It never really felt too BS when i figured out a puzzle i'd been stumped on (as there wasn't much else in the room to lead me astray). More room variance / mechanics could add some depth. But like, you very well explored the mechanics that you made

Yes I noticed that. Downloading the game rather than playing in browser helped alot, actually.

Great mechanic ! I felt like the levels could have been designed more puzzle focused (which i noticed towards the end which was nice). I think the mechanic can be used really well for puzzles e.g. fitting into gaps. Could be further developed with more mechanics , like with walls that you grow when you walk along them instead of shrink (no clue what the explanation for that is, though). the little blob is quite cute also

I, like many, enjoyed the inclusion of mark

Thought the game was good ! the beat on the first level was a bit weird, and as the things got bigger it was harder to see where their hitbox was (which i think is a bad thing). Not sure how you solve it though. maybe go the other way? as they shrink it becomes harder to hit them?

Found it a bit buggy in fullscreen mode ? Weird. But I figured that out and afterwards had alot of fun! I think that the mana mechanic seemed a bit burdensome: I think making it just a "You may do this many things in this level" would be better, rather than it carrying through.

Great puzzles bro. I liked the old school artstyle; I find with me that I tend to do that style because I'm not good at art. But from your cover photo you clearly are, so it was a stylistic decision it seems. lovely game

Fun game, I thought it was quite easy until you messed up once and it then became pretty impossible. I'd say the condition for losing was a bit too harsh. I like, totally could've brought that building back. And even if i couldn't, let me see it fall ! and then tell me I suck.

Respect for making it in scratch

I think this game needs more variance. It was very easy to just line up your cursor and click at the right times. Make the platforms wider and then have them come in at different heights , etc etc.

That was really fun ! One of my favourites so far. At a certain point it began to lag alot, but 

1. That's pretty hard to avoid given this sort of game

2. Is actually kinda fun. I feel like I'm breaking the game

I think some enemy variance could be good; at a certain point it felt impossible to lose. But i had alot of fun with it. SO juicy. so much crunch

thanks for playing! I do agree: I didn’t get to do much playtesting but now it’s apparent that I should have the lightbulbs turn off when you aren’t holding them

yeah, that’s not e solution to oiler. But I think it’s my problem that you thought so. A lot of people tried what you did which was a much more frustrating solution rather than my solution

Ah, that's not the intended solution to Oiler. I had alot of people in playtesting get the wrong idea aswell, so you're not alone (did you try to use the second vine?) Also, having vines getting stuck is sort of the design space I'm in. that's how you make the puzzles. I appreciate you playing through to the end. I've not had any problems w putting the lightbulbs in walls. I wonder if that's a framerate issue.


I think that in future dev I'd want to make it so the lightbulbs are only on while you're holding them, so that you could pause to read signs.

Great style ! I think the puzzles were sometimes quite one-note (hehe), but it's hard to design puzzles in a game jam. I think that the concept could be fleshed out really well. there's alot of music notation left unexplored

Fun game ! 700m was my record. I didn't think it would be very fun at first but all the distractions and wind etc etc made it engaging. I think a few times the ladder spawned too far out and because of the wind it was impossible to get the ladder onto the ladder. Only happened once per run really though

Thanks bro ! hope to see you next year. Your little anecdote in yours about being in tears made me cry a little bit. I was with you there on Saturday night. FUCK the mesh generation for the vines in my game, fuck that.