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StarDDDude

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A member registered Jan 08, 2023 · View creator page →

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This was cool.

Am really impressed with how varied the levens get. I really like the use of fake blocks as clouds and obstrucing... uhh.. somethings.

The Trampoline also got some fun usage especially in W3 L3. Having to jump between the spikes in the upper layers of the cloouds was fun.

Sadly I couldn't find the exit in that level, so that was my endpoint. I had a simmilar issue with W2 L3. A labyrinth kind of level which had some ok ieda but felt a bit too over the place, especially as I never had any idea where to go (Did find a cool hidden cross-thingy though... But I think I was soft-locked in that area... still cool secret).

Some of the levels are lagging for me (playing on Firefox). Especially W2 L3.


Had a fun time with this even if it was a bit rough around the edges. 

I got 221... So I can verify that yes: You are cool!

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Very fun and cute. The gameplay is really well implemented and quite intuitive.

I'd say the biggest issue is how many enemies appear in later stages. Especially due to them stacking up it becomes hard to play the game the "proper way". The most effective gameplay-style starts becoming a "circle the Aunns around". Which is REALLY fun, but also feels a little bit like playing the game wrong (though it is fun so this isn't a big issue).

Also really happy about the amount of enemy variety this little project has. It gives it a neat amount of extra spice, especially the snails.


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Just spend around 2 hours making and validating a level called "TheRainbowCave". I didn't know there was a time limit when building so I had to speedrun it extremely tight.
Game crashed while uploading... really hoping it finished that.
Should've screenshotted the level atleast.

Well was still fun. I really like the deflecting mechanic. Lead to some interesting passages in my level. Didn't play any online maps.

EDIT: IT GOT UPLOADED YAY
will check out the amazing levels by other peeps later

Yup... that was fantastic. One of the most fun games I've played this year (not saying much yet but I think it'll manage to keep that impression till the end of the year)

I absolurely adore how unique the Karts are. I can't even decide which one is my favourite.

Got a good score. Was quite fun.



I the ship is quite fun to control, though you have to be extremely carefull when going for a high score. Using the full speed is way too high for this camera-zoom and this density.

By the way there's a bug where you can extend your i-frames by just getting hit again. I really like this bug, very fun. Would be hilarious to see a TAS abusing this bug.

YAAAAY (ノ◕ヮ◕)ノ*:・゚✧ I finally got around to playing the updated variant. Took a bit because I've had my hands full with getting my current project into the final stage. (I've also taken myself WAAAYYY to little time last year to play games)

But I am really happy to have gotten around to it now.
I am really happy to see how well the project already works at this stage. It was sometimes a bit hard to notice how an enemy would attack but overall the combat translates surprisingly well into 2D.

The Moonie death animation will haunt me for the rest of my life just as much as the Pikmin one.

I am insanely happy with how you've made the sunset effect. When I first saw the palette change I was scared it wouldn't have a very goof feel to it, but I was proved very wrong. It isn't the absurd beauty which Pikmin 4 presents you with, but instead absolute terror after the palette changes to a dark blue and the music stops playing being replaced with some really well fitting ominous atmosphere.
I think a reason why it works so well is also because of the strong dark-blue tint making things a little more hard to notice.

Anyways, had lots of fun returning back here. Pretty sure this will come in my favourite free games I played in 2025 (though sadly that list won't be too large because I didn't play many games).

OHHHH BOI! Spend around 2 hours 30 Min trying to grind this game.
I've got some words to say.

First off, this isn't my type of game, but I certainly see how this could end up very fun. I've mostly done the dealing route and made money by making people touch grass. So far that seems the most sensible way to make money.

The Backrooms explorer also seems efficient, but the backrooms don't seem to regenerate any Loot. So I've only been using those 3 random Cash Registers to get a fine start each run.

The hacker and Pickpocket seem like less fun versions of the others. Pickpocketing is essemntially the same as sellinggrass just without having to grow any. And Hacking just seems like sometimes getting loot from cameras, so simmilar to bulgaring but without venturing into the broken architecture of the scene.

I've honestly had some serious fun with the other gangsters. They seriously jumpscared me at first:

This is what true terror looks like.

Nowhere is safe.

I also got catched by the police quite a few times. I only managed to get out once. As a Platforming-Gourmet I am sadly not satisfied. It is really hard to figure out where to go, and the jumps are pretty rough, especially when you forget that you can run because of how slow the recharge is.
The bars don't look at all like something you can stand on.
And it feels like there's 5 possible starting points to parkour but only 2 are sensible options.
What's more is that you made a kind of getting over it thing. But restarting takes around 20 seconds if you know where to run, and the character controller feels more frustrating than what I'd put into such a game. It slides off of platforms waaay too easily.
But I think the style of excape is perfect, especially when you wanna put it into multiplayer. Then you may have someone who gets stuck on it for way too long and everyone just laughs at them. Though if you make the outside a little more dangrous it could lead to the hilarious situation of everyone outside loosing while the one in prison survives while failing at parkour.
There should also be multiple levels of difficulty I think.



So now to the stuff where I can give more feedback. Can sadly not say too much positive things because it isn't my type of game. Keep that in mind to so you don't just change fundamental things that is essential for the type of person who likes this game.

Firstly so far this barely feels like doing progress. I said I've TRIED to grind the game, because seriously I've TRIED. But I barely made any numerical progress other than starting with a backpack and slightly faster breaking. And I've played a whopping 2:30 hours.
I've gotten to around level 13. There hasn't been any real increase in my profits after I figured out how to play. And looking at the remaining upgrqades there's not much improvement coming in the next few levels.
Though I dunno if that might be fitting for multiplayer, as there you would have longer frequent sessions with a group of peeps. But atleast in this alpha to me it feels more like the leveling system doesn't manage to fulfill its purpose. Maybe you could make it more fast paced for the current alpha version so that it is easier to get into the gameplay loop.

Now to my biggest complaint:
This game feels a lot like it is overcomplicating things
I think that might be a very heavy side effect of Unreal. It seems like every system is trying to be this ultra realistic thing which would be developed by a subteam of 20 people in a 300 people company. But because of course you are understandably not a massive development studio and things end up somewhat broken.
And that leads to player confusion. My best example would be the other people in the game: HOW DO THEY SPAWN. WHERE DO THEY WALK. AND HOW DO I FIND THEM.
I have absolutely no clue when I can expect to see a person which isn't a still-standing grass-toucher.

I would approach a proof of concept in an entirely different manner.
I cannot understand why this version has Models and Animations.
The behaviours of Police and Citizen could be extremely simple and fullfill their purpose perfectly, they don't need to be complex enough that it is possible they port through objects.
I actually really like the T-Posing gangsters in this regard. I don't know exactly what triggers them. But when they notice me and want to kill me I understand what they do and what my options are.

I think another issue is just how you don't know how to visualize things. You said you'd rather pay for a model than try make one yourself. But you seem to have no knowledge on how to properly use models. And then you start using professional models and it ends up looking extremely rough and obscuring the gameplay systems.
Instead of focusing on these realistic graphics you should block out things far more heavily I think. If you've got differently colored cubes it is far easier to make specific game-elements stand out.

Of course those issues are fine while learning. It's completely normal to have a stage where a game looks like this, not judging you. I've had my own variants of that.
Look at dis difference (just ignore that the Dnmaku-Pattern of the upper one looks more interesting in this still image, the lower one is far more noticeable in motion):


What I'm trying to say is, maybe you should try learning a few basic visualization skills. I honestly think the facade of the buildings looks really well, even if the lighting doesn't make it look doomy enough.
I think the biggest improvement you can do is on your use of AI. Especially how you just cut out the logo and let it flash alongside the music on game start. While that is a cool idea in its entirety. Seeing the quality of that cutout is somewhat sad.

I made this in roughly 20 minutes with Unreal Engine while only every having touched the engine twice before.
You can make a logo in a similar manner and place it in your actual game world easily. Then you don't have that weird AI image at the top of your page.
(also there's some legal copyright consequences of using AI. Dunno exactly what they are, but Itch also wants you to tag all projects using AI because of this)

And while talking about the page, let me comment on your copy text a bit.
It's not bad, but it takes on atleast twice as long as it should.
It took me nearly 3 minutes to read (slow reader). And that's not really optimal for copy text. It should best be as short as possible while getting most things across.
I don't understand the "Why play CrminalZ" section at all. It feels insanely redundant as marketing text and doesn't feel like a proper feature list with how it lists things in such a roundabout way.
I think the roadmap is really neat, but should be at the end of the page. This is itchio so you can put yourself a bit more into the focus directly after a short bit of copy text.
Though I also think the section written in first person is also a bit roundabout and long. But I don't think I have much reason to criticize this in this needlessly long comment.
I am not a particularly great writer myself, probably worse than you. Is just something that can also always be improved.




BUT OHHHH GOODNESS I AM DONE NOW WITH THIS COMMENT
SPEND WAAAY TOO LONG ON THIS
I think I could say more, but I just don't have the energy and time any more to write anything else, sry. When you have anything specific where you want feedback I might be able to write more, so just ask if anything comes to mind.

I'll mostly remember this as a fun experience, even if it isn't my type of game.
And of course congrats on releasing this version. It is always a great achievement to get a version of something finished.
And have fun with future development and learning.

A little late, but I'll give some hints in base 64:

RWFjaCBvZiB0aGUgbGl0dGxlIHRoaW5ncyBoYXMgdGhlaXIgb3duIFJ1bGUgeW91IGhhdmUgdG8gZnVsbGZpbGwuIEZpZ3VyaW5nIHRoZW0gb3V0IGlzIHRoZSBtb3N0IGZ1biB0aGluZyBhYm91dCB0aGUgcHV6emxlLCBzdGlsbCBJJ2xsIGxpc3QgdGhlbSBoZXJlIGZvciB5b3Uu
--- VGhlIGZpcnN0IGlzOiBZb3UgbmVlZCBhbiBvZGQgbnVtYmVyIG9mIGNvbnNvbmFudHM=
--- VGhlIHNlY29uZCBuZWVkcyBhbiBu
--- Rm9yIHRoZSB0aGlyZCB5b3UgaGF2ZSB0byB1c2UgYSByZWFsIHdvcmQ=
--- VGhlIHllbGxvdyB3YW50cyAyIGNoYXJhY3RlcnMgdGhhdCBhcmUgYmVoaW5kIGVhY2ggb3RoZXIgaW4gdGhlIGFscGhhYmV0
--- VGhlIFBlbnVsdGltYXRlIG5lZWRzIGJldHdlZW4gNSBhbmQgNiBjaGFyYWN0ZXJz
--- VGhlIEZpbmFsIG5lZWRzIDIgdm9jYWxzIGluIGEgcm93Lg==

--- QSBwb3NzaWJsZSBzb2x1dGlvbiB3b3VsZCBiZSBBTU5FU0lB

Spoilery Base64 comment (do give it a try yourself, is a fun puzzle):

QWZ0ZXIgZmluZGluZyBvdXQgYWxsIHRoZSBydWxlcyBJIGtpbmQgb2YgZGlkbid0IGtub3cgaG93IHRvIGZpbmQgb3V0IGEgZml0dGluZyBzb2x1dGlvbi4NClNvIEkgdHJpZWQgdXNpbmcgc29tZSB3ZWJzaXRlcyB0byBmaW5kIHNvbWUgcmVzdWx0cywgdGhvdWdoIHRob3NlIGRpZG4ndCBoYXZlIHNwZWNpZmljIGVub3VnaCB0b29scy4NClNvIGluIHRoZSBlbmQgSSBqdXN0IGJydXRlZm9yY2VkIHNvbWUgd29yZHMgaW4gbXkgaGVhZC4NClNvbWVob3cgdGhlIGZpcnN0IHdvcmQgdGhhdCBjYW1lIHRvIG1pbmQgd2FzIEFNTkVTSUENCkl0IHdvcmtlZC4uLiBSZWFsbHkgZnVubnkgdGhhdCBzYXRpZmllcyBhbGwgdGhlIHJ1bGVzIGFuZCBjYW1lIHRvIG1pbmQgYnkgcmFuZG9tIGFmdGVyIEkgZmluZCBvdXQgYWxsIHRoZSBydWxlcy4=

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I eradicated all the rock formations in my solar system that have a size I do not approve of.






I don't think I really have to explain I love this game. I spent an absurd amount of time on this High Score. Played it for about an hour and 18 Minutes. 6~7 of those were spent on my first attempt.

I might actually replay this just for the music. I think I had a glitch where it didn't load on my second 1-hour attempt.

Some tips for anyone insane enough to try and beat my score:
1. Your Grappling hook does damage, though its so low this is only very usefull at the start. Later on its only a neat thing to keep in mind.
2. It may feel right to focus on getting tons of air at once by repeatetly grappling for bubbles. But it is a better idea to grapple yourself towards the bubbles using rocks. you may move slower than the bubbles, but when using the hook to move yourself you will be mopving towards multiple bubbles instead of moving only a singular one towards yourself.
3. Trying to fill up your air up to the limit is not a good idea. the Bubbles are far more effective when your roughly below half your air. I spent a lot of time trying to fill up air that depletes nearly as fast as I replenish it.
4. You can kinda draw multiple air bubbles to you. Though that's only really usefull when you try to max out your air for some reason... Or if you just wanna show of to yourself, which is a perfectly valid reason.
5. The Upgrade bubbles make sense to be grabbed from a long distance from my experience. But depending on the situation you can also just get close if there's some rocks that need to be destroyed nearby.
6. Good Luck !!! ERADICATE ALL THE ROCKS THAT STAND IN THY WAY !!! YOU CAN DO IT I BELIEVE IN YOU !!!
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I felt for quite a while like I had to check back up on your games because of Kaizemo being stuck in my head.
And ohhh damn, it was a good idea to finally do so.

I absolutely love this mechanic. It's probably one of the coolest ideas I've seen in quite a while. Might even be one of the coolest mechanics I've seen this year...

Okay I just checked up and the only games with possibly cooler mechanics are (no particular order):
Tiny Companions,I have put the creature into my Gun, PicoHOT (I know it's just ultrahot but still gotta go on that list)Ore from the age of GodsMiss Paint, Context Catacombs A game Greenpixels in currently developing but the page isn't open for everyone and I dunno if I can just show it around
(Special shoutouts to: Environmental Station Alphas latter half, and Yuuma Toutetsu in Touhou 19)
Pretty sure this is the most unique mechanic I've seen this year (if we don't count ESAs second half as a mechanic because holy moly). So congrats, lol.
Just checked up on a few other ones. And I totally forgot The Sapphire which I am still playing through. So I sadly gotta undo your congratulation priviliges, as much as it hurts to do.


Still, absolutely fantastic mechanic. I may steal this in some manner when I inevitably finish my current project and finally make another platformer.

Will now also finally look at some of your other projects!

Hatte es gerade ausgefüllt und das hier als Referenz benutzt damit ich alles richtig mach. Hat geholfen, also vielen vielen dank.

Hier ein screenshot von der Bestätigungsseite die Gefehlt hat.

Nah nah, it's not a negative term to most people. There's definitions ranging from booth "judgement about booth negative and positive qualities" and "the act of judgement usually negative". The first one feels like the more common usage currently, and also what you used.

Me disliking the term is mostly because the word has been used for "insanely long opinion pieces that are surprisingly negative". Imagine a book called "Critique of Pikmin 4's Artstyle" spending 500 whole pages explaining why the Author dislikes the Artstyle, with a mere 10 Sentences saying very small positives, and 30 pages saying it is objectively bad.
I've kinda seen too much of that recently to like that word... But that's just me personally and I understand that. So you did not upset me in the slightest.

I also think praising positive things without giving any improvements wanted is one of the most helpful kinds of feedback.
Of course there's always endless lists of improvements people can give you. But those lists will differ from person to person. You will then have to decide which part of the "list of improvements" actually fits what you're wanting to do.
Recently I showed off a Boss-Battle-Project on a local Convention. And I did have such a situation.
Many people had an issue with their depth perception on a specific attack. But one of the people, which was more in my target audience, did not. And they also said that was kinda the point of the attack (which is 100% true). My reaction to that was slightly cleaning up the attacks visuals. It wasn't to take one extreme side, but to just see what fits the type of game I wanna make. Which is a Boss fight that has some pretty patterns where you gotta look closely what is happening, while not being "figure out which of these 20000 bullets is going to hit you in .5 seconds - THE GAME".

In contrast those "lists of things that are great" are things people already liked. You don't need to do any complex weighting of your options, different opinions people had and the goal of your project. You just got the thing that people liked, which you (probably) already know how to do, and now you can do more stuff like that. And if you didn't notice that aspect and don't know how exactly it got in: GREAT! YOU JUST FOUND A NEW WAY TO ENJOY YOUR OWN THING!!!

This also reminded me to ask more directly what people liked about my projects. I kinda didn't do that on the convention because I wanted to focus on ironing out mistakes and stuff. But I do wanna have a focus on what people liked when I am reviewing gameplay and opinions.
So writing this overly lengthy comment helped me get those thoughts sorted out. So thanks for that, hopefully it can help ya too and didn't take too long to read.

No problem, take your time, there's no need to rush.

Happy to hear that the "criticisms" are helping.
I'm not really fond of the term "criticism" in general. To me it has become kind of a symbol of someone being negative, just to make themselves sound smarter than the other people who they think are just blindly liking things.
Under no circumstances I wanna pride myself in saying negative things about a game. The exact opposite is true, I absolutely love video games. I wanna pride myself in being able to say good things about the worst games I played.
So whenever I say negative things about a game I feel I gotta be as respectful with it as possible. And I might do that a little too intensensively.

Anyways I'm excited for the next update! Am happy to know the project is able to move forward!

Heyope, welcome to itch. There's all kinds of games here.

My first recommendation would be to try check out anyone you see. Be it the comments on this post, the comments on other posts or the comments on games. Many people on here are developers so it is easy to find games by just clicking on someones profile.
And of course you can search via Tags on itchio. If you use RSS feeds you can even subscribe to them and get all the games of a specific genre.

Some stuff I can recommend specifically based on your current interests (they are either atmospheric, Puzzle games, or have some unique/experimental mechanics):
Context Catacombs - A really fantastic Puzzle game. It got a fantastic atmosphere and really unique mechanic. The Puzzles are also some great stuff.
Miss Paint - A simple Puzzle Platformer with a very unique mechanic
Drone delivery Despair - A dreadfully dark atmospheric game... Though it kinda made me wanna speedrun it
Yuuma Game - Really Unique Bullet Hell game
HEDGEWIZARDS - Unique jumping Mechanic
Birdsong - Very Unique short Metroidvania
A time Travellers Guide to past Delicacies - WEEEEEEEEEEEIIIIIIIIIIRRRRD (seriously I have no clue what this is meant to be about)
Dire Decks - Classic Unique Itchio
We Become What we Behold - Thoughtprovoking small game about news
let there be Knight - Puzzle Game
Fragments of Euclid - really atmospheric Puzzle Game
(Do check out all their Developer pages too)

And for any further recommendations I am sadly too lazy.
I do have a list of all the games I played last year. It is in my 2023 Lookback. There's quite a bunch of games there which are really cool.

If you're interested in my games, I usually try to make smallish games with maybe a little interesting thing, but nothing too special. Currently I don't have many projects on here because I've been polishing a single project for A LONG time now. Though that'll be finished soon

Ok first off... Sadly the portals gave me a headache, and I gotta rant a bit on that.
My GPU gives me a little bit of screen tearing on this game. And my eyes don't like screen tearing at all. Which gets made extra bad with the portals which have an even more headache inducing effect.

I think the most important part is to get our that delay the camera movement of the portals has. It really messes with the head for me. (sadly I have no clue what could cause this as I haven't used UE a lot yet)
The low resolution I don't think is that much of an issue. But you could hide it some more with an overlay effect, just like you have when the player is a bit further away.

Anyways onto the actual meat of the game:
It looks really fantastic. Certainly very well made.
There are some issue with random insanely bright light shining onto the ground, as well as the water looking very basic, especially in comparision to the rest.
But other than that, the art direction here is fantastic and execution is great.

It genuinely had me just walk around and look at the... walls. They're pretty.
Jokes aside, I love the last puzzle rooms look. It's really gorgeous.
The switch from the previous greyish palette to that golden one is fantastic. Had a neat wow effect on me.

Now when it comes to gameplay, there's not much to say. The puzzles are so light that I classify this as walking sim. But I do like myself some walking sims, especially when they make me look at walls.


As a last note:
I am pretty sad the end just instantly ports you out.
I'd like to have just stared around a bit more.
Maybe instead of automatically fading out allow the player to jump off to do the fade out.

Only got to a High Score of 25, at that point it starts ramping up really hard. Felt nearly impossible both times I got that score.
Was still fun.

Really cool concept. Was a bit hard to grasp at first because I didn't quite get why only 1 of the little guys returned to me, the checkpoints are a bit "overfrequent", so much that at first glance the return mechanic seems like it counts for all the guys.

But that's just a microscopic issue.
I really enjoyed the level design here. It varied quite a lot for the little amount of mechanics in there.
I am just a big fan of "big drop into a deep hole" levels. And the drop here was accompanied with the really neat orange guys.

Which in the end carry you a good ways back too. A neat hint towards getting to the Win screen. Also liked the 3 guys and the passage you could see early on in the level.

Completing it had a really cool feeling. Especially as I love those types of YOU WIN screens. Might be SMW nostalgia.

Some more tips for minor issues:
1. Took me a while to find out there's a loose animation. Maybe you should add a delay to the respawn input after getting hit.
2. The Air Ability of the blue guys confused me a bit. The wall slide looked like I could wall jump, but when I tried to do so it seemed like it was a glitched wall-jump. Maybe setting the abilities onto a secondary button, like c, would help a bit there.

This was fantastic.
Am surprised how well the... moonies (?) work. Especially with them grabbing onto you during the jump. If the ground group following you looked as majestic as it does in Pikmin then it would be the perfect mixture between the army of Pikmin following you and the cute mass of Pikmin on Oatchi.
Maybe have some of the moonies folow on a bigger delay  so that it spreads out more? Though hard to give advice as I don't even know how I'd implement that.
However, as is they do sometimes stack up a bit too much by default, that includeswhen just standing around. You can kind of cram as many into a small minimal space so its hard to gauge how many you got somewhere, could be 1 or 50.

That out of the way, gotta mention again I love the moonies. They look super adorable, really good job on the animations there. Generally the designs are well done. The player character looks great and so far the UI is very cute. I really like that Tileset for the cavern with the moons and stars inside (though it looks like you gotta patch up some missing tiles or fix a few placements).

The weird walljump is not much of an issue as of right now, but I feel as it gets bigger it might become a problem.
To walljump you really wanna hug the wall as a player, and having to let go to walljump makes that wallhugging kinda hard.
Maybe you have an issue with the player input overriding the walljump. If that's the case you should be able to just skip the player input for something like 0.2 seconds. Not sure how well that would work, haven't implemented a walljump yet myself.

Also it's hard to distinguish whether moonies are fighting, sitting around, or following you, a little color change of the sprite or its outline could help.


I'm sounding way too nitpicky here, don't take that the wrong way.
I am really really really really loving the concept of the project, it made me super happy to see this pop up. And I already had a fantastic time playing through this early version.
Really excited to see where this is going

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Played this for 28 minutes while jamming to some music.

Got this as final Boss while Star Conquering Traveler was playing
(Very scary due to the monsters only ever throwing 6 at this point and the previous monster I fought having like 20 HP):


And then I was met with this choiche:


Maybe I should make a Boss that's impossible. This situation kinda cool:

Especially when some madman inevitably does it anyways. Sadly in this case that wasn't me.

Very fun short game.
The platforming had that weird issue of the player sliding around but isn't too bad (becomes a bit of an issue when the Firefly moves the Beetle, because then the player just slides away into the spikes, but that's one of those issues which I don't even wanna think about fixing during a game jam).

The abilities are extremely unique in a way, having them be tied to a secondary character... is something I actually had recently in a demo I played. But that doesn't make it less interesting.
I really like the carrying, super cool way to get across spikes or while keeping a very puzzle-esque feeling and not evolving quick movement mechanics.

The puzzles themselves were well designed, I enjoyed them even if their visual aspect couldn't convey everything perfectly, but that's just game-jam things.

The level design on the other hand has some rough corners... And I mean that literally, there's just a few jumps that don't feel right or are slightly buggy because of the needlessly small space they use, or convey things in a weirdly unclear manner.
Maybe that's just me being too critical of level design, gotta do more myself so I can get a better feeling how good I am at it and how hard it can be.


Finally the end was a nice surprise.
I did not at all expect that dark red area. Was a fantastic change of atmosphere.
Though I am confused by the end... I just pressed a button, got ran over by a Spider and was got the "Together we are One" screen.
Guess I made a spider friend and am chilling with 'em now... Cool.


Anyways, overall I really enjoyed this.
Had a boring moment that nearly would've affected my entire day, so this helped brightened up my mood real quick.

Really cool, yet another seriously impressive PICO-8 game
(haven't played many yet but PICO-1K jam is destroying my perception of what PICO-8 can do)

Got a high score of 128
How much am I missing to break the game?

Nice, I'll be keeping the project in mind for when you update it.
Not getting to a full finished project in a jam is normal. I'd say the possibility of that is just part of the fun.

I'll certainly keep the project in mind and will check back for updates in the future. Just take your time and don't rush yourself.

Yeah it's not really evil, but I just don't have a better word for it right now. It just had things that I would not really expect most games to do (checking my my personal notes right now, there I simply used depth instead). You did absolutely manage to give it proper longevity.
The destructible walls being marked by no crystals does make sense now. But a little hard to miss... Though that just reminds me of Environmental Station Alpha again.

My first instinct from the deep pit you gotta climb out of was that the Jump Jets do indeed refill after wallclimbing. But when I tried using that it just didn't work because I tried to do the same as I do in Celeste which here eats the Jump Jets (that sounds funny). So I just worked around it with my platforming skills to get out the pit.

Also I only afterwards noticed that this was for a 1K Byte jam. So also congrats on managing to condense all this down to 1021 Bytes.

LET'S GOOOOO, roughly 20 min



Didn't expect it to be this fun when I loaded it up. Am always pleasantly surprised with how neat PICO-8 games end up being.
What's inside is not much, but I didn't expect it to have this verticality leading so far down. As well as the surprising depth of the secrets, even if it was in large part being very evil.

The level design may have been really evil. But I loved that. Those walls that have no indication of being shootable are a blessing for someone who is in the process of enjoying Environmental Station Alpha (gotta keep my brain thinking of hard to discover secrets even on days where ESA is a bit too much).

Also this room:

Delightfully evil. But actually really fitting as you gotta realize that the wall does refill your double jump. I just always missed that because I tried doing a quick final walljump away from the wall. But that's only feasible with coyote time, which we don't have here.
And with that "trick" being so important to resurfacing it makes sense there's a collectible that needs it.
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Is there any end goal? Or are you just doomed to die as you inevitably run out of things to feed upon within the finite world of this game?

Other than that, I must say even with the tech-demoey aspect of this game I really like the aesthetic. Not just the cool physics based pixel stuff. But also the "monster" design, those are really unique. The tiny thingies look like tasty beings that may not be asking to be devoured, but I can't bring myself to not devour them. Especially when I play as this somewhat big guy who... got an Eye on his shoulder with a MASSIVE WEIRD ARM TO DEVOUR SOULS. And then we of course got the Dark Sign and Black-Dark-Mind from Kirby... Cool, I like it.

Also fun thing I noticed:
All the tiny devourable men run away from you as you approach the cliff on the right. Dunno if that's a technicality, a desired thing, or just plain coincidence. But if was funny seeing their undeveloped ai walk away off the cliff... slowly... very very slowly.


Also I'll note down that Cormac McCarthy in my head, sounds like I could find some cool stuff when I read up on that.



Edit: Also sorry for having to point this out, but from what I can see this is neither a metroidvania (as stated in the tags) nor a SoulsLike. Unless I missed some metroidvania-aspects. And SoulsLike is so misused, something having a Souls-inspired dark tone is probably not the worst misuse of the term I've seen.

Very cute, liked it a lot.
Though I hoped for more scenes. Especially Mount Fuji was sadly absent.

Surprisingly fun
Will definetly reccommend to other people or just play with others when hanging out.

I do have a tiny issue. The powerup does not make YOU able to eat ghosts for a while. But makes the GHOST able to be eaten for a while.
That makes it kind of annoying when you eat a powerup but it was in the time when the ghost was returning to its goal or while it was already possible to be beaten.
There were a few times where I just ate a powerup and the got instantly spooked by ghost.

(dunno if that is the case in OG pacman, just something I personally found odd)

No problem, I like games a lot, so playing one is an absolute blessing.

I also keep all my played games in a list and sometimes check up on devs that made games I enjoyed. I already have a tab open for omeyocan (which I believe you also worked on), just currently having an issue with playing through my itchio backlog. But I'll get to it, maybe even today.

Heyope, played your game a week ago.
First off congrats on the finished project of course. Though I've also got some detailed thoughts here:


Gameplay

I think the jump is a bit off a miss. It feels VERY floaty, but I can't exactly say why. I myself haven't worked particularly much with 3D Jumps so I can't give any direct advice.
I think maybe it's the amount of time you spend in the air or the high amount of air control you have. Maybe a bit of a harder fall could fix this. Butof course making the jump not floaty at all could feel pretty out of place.
Something with a bit of a Hover time at the jumps peak could work, giving the feel of a harder fall while maintaining a bit of floatiness (as far as I know this is also relatively common even if it doesn't feel like it).
Sadly the only pointers I can give to fantastic 3D Platformer jumps is A Hat in Time and Kirby and the Forgotten Land.

Shortly on the genereal movement: The Ground movement also feels floaty, but I got absolutely no clue why. Maybe the movement speed. Maybe the time you need to stop. Or the amount of time I played the game being low (26 min can be very little when getting used to a new character controller).

In contrast to the jump I think the shooting felt fantastic.
The slowdown in combination with the aimbot feels REALLY satisfying to use. I have nothing else to say on this because of how fantastically well this works.


Level design

Was a bit confused about the collectibles because I just wanted to test out if I can break one of those thingies. And indeed I could. But I think it complained how bad I was for everything so I guessed it was meant to be a one-off story moment.
A less annoyed dialogue by the first collectible as well as a more obvious animation would've been helpfull. Something like the jinjos in Banjo Kazooie, or just something that flies into the HUD that pops up showing you how many you collected (I completely missed the HUD popup at first).

In general the level design felt ok. Nothing particularly bad And nothing outstandingly good. The scripted Hazards were nice but also not perfectly timed, which is fine.

Lastly on the level design: The save system of those pillar-thingies works ridicolously well. I once went the main path instead of first trying out an optional path and I was really surprised hopw well the save-pillars worked with that.


Story

Why? Is? Nothing? Explained?
From what I can gather in the comments you have a more detailed story but didn't have the time to implement it. In that case I think you could've just written an abridged version of the story and show it to the player at the start. Something along the lines of:

"This is a story about a God furious about his passing into fantasy and being forgotten, thus wanting to destroy everything. So his wife says 'no, please don't' and his daughter shoots a big sphere."

The general storytelling also felt a little annoying. And I don't wanna complain about the voice actors and writers, but Liv was very annoying.
I am not really a fan of a player character monologing to themselves about the stuff I can see... I can already do that myself.
And I think Liv is a pretty good example of why I usually don't like this. She does very useless observations which are barely engaging as a listener, especially when it is reacting to thing I woulds like to react in the gameplay or the atmosphere. Like that "Oh that was close" when some rocks went flying by.

The other issue is how unengaging the monologues are. Which also has to be REALLY hard to do well. Because in gameplay you usually only have time for one-liners. Meaning you gotta throw out some singular line that is actually interesting and that a multitude of times to build up a comprehensible character.
the only game series I know which actually manages to engage me in short dialogue-snippets is Touhou. And in thatcase it manages to do it because it has dedicated points in it's stages where you expect a piece of dialogue (not monologue like here), and the fact that it always either throws out a really fun joke or does some neat worldbuilding/characterbuilding.

NOW IN ABSOLUTE CONTRAST TO LIV
I REALLY LIKE THAT ANGRY GOD, WHATEVER HE'S CALLED , I REALLY LIKE HIM
The final act of the game in general felt really good in its combination of storytelling and atmosphere. It had a really cool dynamic of Liv, AngryGod, NotAngryGod doing lines in the chaotic atmosphere of the storm.
And especially the way the lines of the Angry god were delivered kinda makes me wanna replay that part.

In that last act the monologue/dialogue finally really felt like it had a story/atmosphere reason to exist. Unlike in the first part where it felt more like the character tried to take away thoughts I could've had.
With the collectibles being kind of story-relelevant I think you could've given Liv some lines as answer to the ghosts or have her monologue based on what a ghost said (Maybe she did and I completely forgot, if so sorry).


Graphics (nearly forgot this part):

The art design is definetly really good. I think it could've been placed a little better by giving the player a little more breathing space to look at things (there were a few but it didn't quite feel like the game really wanted me to jump on some nearby rocks to try get a better view of things in the distance).

On the VFX side of things I sadly don't remember it too well anymore, only that it had the kind of ok look to it I get from indie VFX that hasn't had the 3 year polish a full dev cycle brings with it.
I also don't remember it well enough to give any advice on how it could be improved, sry.


ANYWAYS, finishing this off:

Had a fun time with the game. Good job with it. And good luck for future projects, hope that my overly-long ramblings might help a little.

As someone who doesn't struggle with the themes in this at all it was still really cute to play and I did have a fun time.

Ray of defiant Joy sounds fun.

Heyope, do you have a sample version of the pack?

Would love to support you and get a full music pack alongside, but currently I have to keep my spendings low so that's not an option right now.  So I'm asking to be able to check out some of the sound-effects in a project and give some feedback alongside that.

This was absolutely amazing

I just found the difficulty kind of annoying with how you had to start all over after loosing once.
That and the fact that taking blood takes about 2 seconds to get started made me not entirely finish this, though I think I got to the last boss.

On that Boss the Blood healing seems like it'd be the most fun to use, however I couldn't find any timing window which gave any meaningfull amounts of blood. I bet I could if I would restart the boss instantly but I guess that doesn't happen (correct me if I am wrong, the game had a crash when I dies on it).


Anyways, that should in no way distract from the fact this is amazingly made. Really enjoyed my 1 hour with it.

This was pretty amazing.

The movement is extremely annoying, especially with how often I just got stuck when trying to move forward when I had lots of backwards momentum build up.
But its was still really fun in concept.

But taking the lack of movement polish and the missing I-Frames and the annoying geometry out of the equation, this was really fun.

This was really really fun to play.
Now I wanna play the original Gekisou Tomarunner.

Really fantastic. Enjoyed everything about it.

The atmosphere is fantastic. Despite the Itch-Page I did not expect that gameplay twist at all. It's a really unique game and on top of that it has good enough execution that I am getting some really big interest on the original genres.

My only issue with the game was the puzzle in the art gallery. I had been on the wrong thread for quite a little while and I had to search up a playthrough on youtube to figure it out.
Nevertheless the solution is insanely cool. I am unsure how to make it more readable so you can understand it more easily.

And I won't spoil the end here but it I really like it. It's nothing special but from the atmosphere I expected something very different so I am very happy with resolution.

Played this a little while ago (exactly 2 weeks), and really enjoyed it so I wanted to give some feedback.

First off I gotta say I really admire the artstyle. It looks absolutely fantastic like an insanely cozy game. I don't think there's any possible improvement for the general art-direction of this game.

However I did have some tiny issues with some details.
The first issue is the distance blur effect. It can be really distracting when trying to analyze distant objects and trying to plan out a route to go.
It seems you already tried fixing this by only having the blur active when the camera is close to the character.
But I don't only have the camera close to the character when I am trying to look at the character. There's been multiple situations where I've just been moving the camera around to get a good angle of something in the distance.
Maybe try giving the player an item like a binocular with which they can analyze their surrounding from the players position. Or maybe a scouting magic pet thingy that allows them to have a flying camera.
(Or some less intrusive blur would also work, which would also make it less annoying to get out of places where your camera is naturally close to the player such as the bird statue)

Another detail like that is the "shadows". I dunno what exactly I am reffering to, so here's a GIF:
Take note of those weird Shadows happening when the character walks. No clue where that comes from and how much of a difference a "fix" would make.


Back to the general atmosphere of the game. I really really like the music. Together with the graphical style this already feels like a finished game.  It's making me extremely excited how the final project will look like.


And at last the gameplay.
I found it a bit tricky to control but that was far more so a feature than an issue. It feels like the kind of controls you casually learn as you go through the world, I like that, it fits the atmosphere.

I do have 2 minor issues here again.
The first is a bug. Sometimes the gliding doesn't start. From what I could playtest, I think it is caused by the ground not properly regenerating all the flight points. When that happens the broom doesn't start the flight automatically (or not even at all, I don't remember correctly). And just falling onto the ground again does no longer regain any flight points (from what I remember that was the case).
That's all the info I can give. I sadly can't reliably recreate it, it just sometimes happens.

The other issue is the general concept of the broom starting flight automatically. I am kind of unsure about it. It stole me quite a few flight points because I often try starting it manually instead of just waiting till it starts. and when I do that it uses up 2 flight points instead of only 1.
I think the startup of the flight should either be controlled manually or not use up a flight point.


Anyways that's it.
I am really hoping development will go smoothly and you can finish a great game. Good Luck on that Kickstarter.

Every time I pick up this game to try speedrun it, I end up taking an entire hour to beat it