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Thuleanx

201
Posts
155
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23
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A member registered Jun 10, 2020 · View creator page →

Creator of

Recent community posts

The music is very calming and the water shader is a nice touch. It’s really hard to steer though but perhaps I need more practice

Really cute game! Things got hectic pretty fast and I can only get to 30 Mitobits. The only thing that was a little awkward is that, due to the perspective camera, the Mitobits far away are quite hard to see and manage.

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I love the sfx; it’s really satisfying to hear your enemies being demolished. The early game balancing is great too although I must say after the first 10 or so wave I never really felt threatened, up until wave 27 or so.

Very clever game! The monsters walking around a loop reminds me a lot of Loop Hero, but now you’re taking care of monsters instead of being a band of heroes defeating them. I love the art style as well

I like the UI’s bounciness and calm music.

Thank you for trying the game! The rock obstacle mechanic was a little tricky to implement so I’m glad you enjoyed it

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I like the cute art and simple but addictive gameplay loop. I still haven’t gotten past wave 8 but I’ll keep trying!

On another note, having a description of what upgrades unlock would help a lot. I still don’t know how the scrap collector work / if it would even be useful.

Edit: Wave 10 now. The rapidfire / attack speed upgrades to the pistol are very satisfying

Love the aesthetic and music choice. Reminds me a lot of Darkest Dungeon. The gameplay in the collection phase is very polished and I wish it would have been possible to do some scavenging like that afterwards as well.

Thanks for giving the game a go! I appreciate the suggestions :> Crosshair and locking the mouse would be great additions to the game but I ran out of time to add a UI pipeline into the engine.

Thank you! I’m glad you enjoy the game; The engine part was tough and I did not know if I was going to make the submission deadline until the last hour

The music is too calm compared to the rage inflicted to the player. Jokes aside the game is very well executed. I love glitch shader

I love the Zen-like music and the puzzles are very well designed.

Really cool game. The art / perspective reminds me a lot of the Kingdom series. I think the difficulty is just right.

I’m curious as to your intention with the dash ability. I ended up never really using it besides platforming and only arrow spam (without holding down to the maximum) at the monster den.

Incredibly polished game with a cool interpretation of the theme. There’s definitely an among us joke to be made somewhere here.

I love all the mechanics you introduced to spice up the levels. Level 14 was pure evil. image.png

I love the terminal aesthetic and writing. It adds a lot of flavour to the game.

I think something like a jet propulsion vfx would help explain why I’m moving in a certain direction and indicate where I’m moving towards, especially on the edge of the map where the camera no longer pans.

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I love the cute aesthetic and use of procedural animation. My strategy was just to circle for a while so the mobs build up, and then throw a grenade into the middle. Then collect grenades and repeat.

Short and sweet game with solid platforming; I like the level design of the last section of the game and would love to see more.

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I’ve compiled the fix and put it on github as a release. The link is in the Install Instructions. To be fair for other jam participants, I think it’s best that you refrain from rating my game if you do use this method to play it.

Thank you for the high praise. I’m glad you had fun with the game :>

The mechanic is very interesting and the visuals are clean. I ran into a bug where I hit the spikes and became invisible and had to restart, but overall I had fun with the game.

I love the cute visuals. Getting a perfect with the little text pop-ups feels satisfying. Great job :>

I love the colors and CRT camera effect and the fact the art model pulses on beat. This is very well made. Great job!

Thank you for giving the game a try. Tutorials were on our list of todos but we didn’t get to, same as mechanics that would make movement required. The stuns happen either if your attacks gets blocked too many time or you failed to hit a beat.

Thank you! and thanks for giving the game a try!

The pixel art is cute and fits well with the song :> I love the spirally mouse pointer animation

there's just the musket :> and gameplay centers around it

This is the coolest game I've seen in a while :>

Here are some minor technical nitpicks:

- Your jump button seems to be mapped to both on down and on release. You want either one of the two (right now clicking W once jumps twice)

- Usually you'd want jump in a platformer to be separate from WASD (so something like c or space would do). This might be my personal preference, though.

This is the coolest game I've seen in a while. The puzzles were really engaging, and surprisingly tricky for such a simple mechanic, and the levels are very well designed.

 im glad you enjoyed it :>

Thanks for checking the game out and giving us detailed feedback.

:>

We also noticed there wasn't a health bar to indicate progress --- we would have dissolved the tendrils by health percentage with more time.

Thank you for playing the game! I really enjoy looking at your gameplay. Your suggestion is spot-on and I'll be implementing changes to make the character more visible in the next iteration.

Incredible game! Everything's so clean and juicy, though I'm left feeling that the tutorial boss was more interesting than the Kraken.

I love the impact effect on hitting the boss. That would also be the perfect place to add some screen shake, if you plan on further extending the game.

Thank you for the suggestion. I'll definitely make that adjustment! 

Thank you! I'm glad you enjoy the game.

Thanks for giving the game a go! I agree with your comment -- there is a lot that we can do to improve the game leading up to the fight.

Incredible! I didn't know it was possible. You nearly landing on the spike at 47 seconds is very nice, and idk if that was intentional.

Well done.

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I love the edits and memes sprinkled in. Thanks for playing.

Ayyy nice! I watched the run and that was some really nice pathing.

I'm glad you see potential in the game and had fun with it. I'm not sure if I will develop the game further, but I might make similar games in the future.

Also, those are some impressive records for both 0/12 and 12/12 versions. You beat my pb by a landslide at least (I think around 3 minutes for 0/12). Let me know if you do get it onto speedrun.com.


This game is really cute. The up-beat music coupled with the wholesome adventures through town really sells it for me. I don't currently own a pet, but this reminds me of the time that I did.

The two minigames were enjoyable, especially considering this was made in 2 weeks. I did find the platforming portion to be a little clunky; sometimes, I would bounce a tiny bit after I land (are you using Unity physics?). Animation-wise, I think a little bit of squash and stretch on Skippy's avatar would make him look bouncy and emphasize his adorableness.