Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Tkachov

62
Posts
7
Followers
A member registered Oct 02, 2019 · View creator page →

Creator of

Recent community posts

Funny! Feels a bit pixel hunting-ish, with little clues to understand what to interact with, but that probably helps surprising player for the comedic effect.

Quite challenging. Maybe would've been less frustraiting if trajectory would also consider card shape/rotation.

Interesting. Didn't like the controls much, feels like using LMB for both actions would've been more intuitive. I also liked chaining cards, but when an ability appears, it looks like player has to use it instantly, otherwise it won't charge the second time (that is, you need to stop chaining and use ability).

Nice. Feels a bit too RNG, with cards not matching enemies, so you either hold them off or spam instantly so cooldown passes faster to give you a new one.

Cool. The air enemy confused me at first, it was green, so I thought green card would give immunity against him (also, not sure if orange is typical choice for air). Also, instinctively was pressing Shift instead of Space for dash. Too bad there was no victory screen; it could've been just the same death screen with edited text.

Nice visuals, but I feel like hitboxes are a little off, and you basically one shot everyone, so it's quite easy (at first, at least). Good interpretation of theme, as it seems most decided to not count movement as ability, and you've gone all the way (=

Cute visuals!

I kinda beat the game throughtlessly clicking though, because I had immobile/invincible card early, so I wasn't really moving, and either shooting in different directions or being invincible.

Not bad!

I managed to run out of ammo though, and it was difficult to find more. Health pickups respawn almost instantly, but ammo either doesn't respawn at all or respawns too slowly. Maybe spawn some ammo instead of the killed enemy?

Also, I think abilities are not communicated to player good enough; when you pick up an ability, it's not displayed anywhere until used; and it's easy to forget which card meant which ability.

Thanks! We're glad you liked it (=

Thanks!

Thanks! Yeah, we wanted to do more, but were running out of time. Didn't plan to have more types of gameplay (it's "one ability", after all), but plan was that with more characters on scene, there'd be more variations of how events can unfold, and player'd have to look closely into different outcomes to understand which cards to pick.

Nice!

Fun idea, it's like Super Meat Boy's level replay shows up during the play and gets in a way :D

Random spawners make the levels more replayable, but at the same time of unpredictable difficulty — the same level could be very easy or very hard based on the random.

I think if the colliders were a bit more forgiving (without hands & legs) and the movement more fluid (SMB-like), that'd feel even better. Nice job anyway!

Cool visuals, but the game's VERY DIFFICULT. Hard to hit something even while aiming directly to it in slowmo, easy to get hit from under ground or behind (especially in the beginning of the wave). Also would've been cool if the crosshair displayed the reload time (somewhat like SUPERHOT does, with a rotating and a "click" effect when it's ready to fire), so it was obvious in slowmo if you could shoot already or not. The music is catchy too, wish I could hear it all (=

Very vibrant visuals and quite a fun idea! The sounds are a bit too loud, and I think there's no way to heal your jam, so if you miss a few enemies in the beginning, the "critical HP" effect will stay with you forever. Maybe slight heal on level up would've been better.

Oh, this was a 2 player game?
Silly me read the description after playing!

I thought the idea was that controls are so difficult that you're literally fighting yourself while trying to control both hands simultaneously and be on time :D

Interesting choice of "platform" (=
Didn't like the long pauses before prints though. I legit didn't see the ascii art game name because it takes forever to appear, so I've found the 1/2 valid options accidentally, and saw the game name only one of the later runs.

The game isn't bad, but surely needs more work and polish.

Adding music and sounds would've been nice.

The main thing I didn't like were controls: specifically, the fact that I need to mash the button to "charge" the action instead of simply holding it. It was cool that animation showed how much charge I have now, but maybe if it was a progressbar in UI (or an endless animation of the slime tilting back and forth while I'm holding the button), I think it would've been much more obvious for the player.

Unfortunately, can't say it was really fun. The gameplay's simply moving from one point to another. It's kinda turn-based, so there's not much challenge even when traps are introduced. Maybe the bouncy nature of slime and "unprecise" controls could've been used to make more fun/challenging puzzles (but also could end up quite frustrating). Maybe some time limit should've been added, or some optional goals, like stars that are placed in the places that are tricky to reach.

It was also difficult to call a partnership. The description says that the slime can only act if it's being cheered by the prisoner, but it's not communicated during gameplay. Maybe even subtitles that appear when player hits the button would've been enough to illustrate this idea. Right now it looks like the slime helps the prisoner with no input from him whatsoever.

Level select in the end is a nice touch (=

Very nice visuals and overall idea, but doesn't feel really finished.

Controls are a bit tricky to use, camera acts strange, FPS drops significantly after some time of playing the game.

Most importantly: AI gets stuck, so there's no challenge.

Spider legs (even though left side ones are broken) animation is impressive.

The partnership of a bee and a spider technically matches the theme, but gameplay-wise doesn't provide anything. If the bee could fly, and the spider could shoot a web, their partnership could've been more interesting, allowing to make some unique puzzles or situations to play with.

Pretty simple game. Visuals are great.

I did spend some time to achieve score of 64, which kinda says that the game is addictive, but it doesn't really feel like it is. It's simply about finding and remembering the right combinations, repeating the same process over and over again. If the game wasn't made for jam, I guess that'd kill the replayability. I think some randomness could make it better, like the same characters having slightly different backstories (variants) so their ideal match differs from one sessino to another. Still possible to learn them all, but would make it a bit more unpredictable.

Core gameplay could use some changes. Drag'n'drop could've been implemented better, so player doesn't end up dragging the wrong card simply because the game decided to pick up a card that was below the card that player tried to drag. And, of course, a mess of cards dropped all over the screen needs to be addressed. Maybe a way to put cards into a pile, or shuffle everything back into the deck. Gameplay resembles Klondike ("Косынка"), where the player goes through the deck and could drag some cards into the field to keep them for the future. Maybe it was worth making a few slots that player can keep, and allow to go through the deck card by card (or, like in Klondike, three cards at a time, so player sees the card they want, but has to sacrifice their slots in order to reach it). Then, there would be no mess of cards on the screen, and an improved gameplay loop of going through the deck, with some "tactial" decisions of which cards to keep in slots.

Music is so repetitive I had to mute my speakers.

Good take on the theme.

A nice small clone of Snake.

I think the art is a bit too dark, in the way it's hard to tell what we're looking at. The style is great, and all the screens were neatly executed, but I think some contrast wouldn't hurt.

Ideally, it would've been great if the game told the story about the tower and the princess in a more clear way (some "cutscenes"/"dialogs" in the beginning?) and showed such a great tutorial before the game actually starts.

I'm probably not an expert in Snake, and there are likely a lot of variations, but I think it typically works differently in some aspects. For example, the target despawns after some time and appears in a new place, if player wasn't able to get to it in time. Also, it looked as if new stuff only spawns if player collects the goblin, but I don't think that's how it works in classic Snake. Instead, both bonuses and traps should appear randomly, even if player fails to collect anything. Bombs probably could disappear after some time, so the field isn't filled with them closer to the end of the game.

The hunger/food part is actually an interesting mechanic. Maybe there could be more than one food spawning at once, and the hunger indicated on the snake itself (moving the progressbar to the last goblin in a chain? having that last goblin fade out or play some animation?).

Technically, the "bad guys helping to save the princess" matches the theme, but that's only happens on the story side (which wasn't told clear enough) and doesn't exactly change anything in the gameplay.

Quick thought: if you made this game in 3D, with a high tower that needs to be reached, and an ability to jump on top of a goblin and control this goblin tower, the "partnership" bit would be more obvious. Plus, it'd allow some funny opportunities, like making this tower tilt from sudden movements, and the higher the tower is, the more difficult it is to balance it. The camera moving upwards, while new goblins are still running on the ground level, would also make it harder (and funnier) to catch up and jump onto them, and naturaly illustrate the progress towards the princess' window.

This is a very captivating game.

Surprisingly, it was more challenging and interesting to play than to watch it being played.

And, even after the win, you just can't help but want to play more.

To be honest, I didn't like the visuals though. It's bright and cartoonish, but somewhat neither realistic nor cartoonish enough? The characters look a bit gross (and I assume that was the point), and I guess they are meant to be knitted dolls, but it wasn't clear to me. The sewing-machine-not-a-hairdryer looked very plastic and shiny, with a weird choice of colors. I feel like having a few better materials for these objects would've make the overall look much better.

Music is awesome, but probably a little bit too distractive for the gameplay? Can't tell what's the problem, but you don't get distracted by DOOM soundtrack, even though it is aggressive and fast. For a jam game, this isn't much of an issue.

The gameplay side is good. It's very fast, and losing doesn't feel too punishing, so you jump right into the next try.

I did run out of ammo more times than I'd like to, and I guess a better indication of this should be implemented. This could be done on multiple levels, with some "precausion" signals for the player (so they can predict that they will run out of ammo soon, and act in advance) and better signals for a situation when they don't have ammo anymore. For example, some indicator could be added next to the crosshair, some "low ammo" and/or "no ammo" message/icon added to the UI, maybe some sound too. The weapon could also play some sound, a specific one for "we fired the last bullet" and some click for "no bullets to fire".

For some reason, I think the first waves are harder than the final ones. Like, a large amount of zombies spawn in the beginning, but after you deal with all of them, only a small groups spawn over a cooldown. Because of that, if you have ammo, you quickly finish them off when they spawn, and can spend time collecting more ammo while waiting for the next one.

If multiple zombies reach the patient, they could take out patient's health very quickly, which was a problem if I was running out of ammo and not noticing, resulting in an instant game over. Maybe a melee attack would've been some help, so the player could at least try to mitigate the game over by punching the zombies off the patient to win time to find some ammo. Maybe some ammo could've dropped off the dead zombies instead of respawning in the same places on the arena, so player could be handling much larger hoards of zombies being in the middle of non-stop action instead of running away to restock from time to time.

I think the game meets the theme we had, but the kill/heal idea is a little bit "on the surface". The setting is kinda curious though.

A nice short game, with decent controls and bright visuals.

It feels like the platforming part could be more polished, with a bit more forgiving colliders and a bit more responsive controls.

AI does suprise with quick reaction to player's new position and interaction with the same lifts and jumping platforms that work for player.

However, it does get stuck a lot and cannot traverse to heights.

The rules are also a little bit confusing, with one Shrek respawning instantly and the other not respawning at all. I think the player deserves a small breather as a reward for taking out the enemy. On the other hand, I feel like making Shrek invincible and allowing him to climb would make the experience much more memorable (similar to Resident Evil's Mr. X).

Cutscenes were a nice touch. The ending one could have some UI with "you win" or "play again" stuff (or "quit the game" at least).

It also wasn't clear to me that the objective was to collect all the coins. The counter is only displayed on top of the chest, so I only discovered that when I arrived there. Maybe counter could've been in the UI, or a "tutorial cutscene" could've been added in the beginning so the camera shows this chest and the player sees "0/61" on top of it and understands the goal.

Overall, this was a very cool game to be made solo in two days. For me, it was a little bit more funnier to watch than it was to play, and in my opinion it doesn't exactly match the theme. It is a crossover, and there is a twist in the end, but I don't think that counts as "partnership".

Практически готовая мобильная игра, немного подкрутить UI и звук осталось. Механика простая, но тем и лучше.

Удваиваю отзыв Рей: арт хороший, идея норм, но неудобно постоянно включать одну и ту же команду (+ перестали работать кнопки на 4-ом уровне, видимо "энергия кончилась").

Музыка только быстро стала раздражать, выключил.

Еще интересно посмотреть, как бы игралось, если бы можно было переключиться из пошагового режима в реалтайм: чтобы войска прыгали с клеточки в клеточку каждый тик (условно пару секунд, там посмотреть надо) и нужно было переключаться между инструментами и успевать тыкать куда надо. Естественно, с возможностью вернуться в пошаговый режим, если надо следить за отрядами в разных кусках уровня.

Выглядит неплохо, но, повторя другие комменты: высоту объектов определять сложно. В итоге решил не пользоваться прыжком и, кажется, из-за этого пропускал почти все молнии.

Музыка только какая-то сомнительная.

Звуки, конечно, дурацкие, но без них не то (=

Первые раза три я не мог понять, почему заканчивается возможность стрелять синими кружочками, потом заметил, что это электроны, которые вокруг гг вертятся.

Один раз видел какие-то бонусы, но сразу сдох, когда попытался к нему подлететь.

Ну и в принципе как-то сложноватенько без этих электронов, враги даже не с первого раза от желтых штук умирают, и когда их становится много + по тебе прицельно стреляют красными шариками, уже как-то не до точной стрельбы.

Арты хорошие. Сильно вариативность не стал ковырять, выбирал какие под руку попадутся варианты, на второй день умер (= На что влияют статы - не понял.

На уровне с молниями вроде понятно, что надо их ловить, но как-то и все равно ощущение опасности от них есть. Но какая-то странная белая шкала вроде заполнялась от этого. Какие-то пояснения лишними в игре не были бы.

В игре есть описание управления (что неплохо), но нет никакого объяснения, что куда. Например, я только из комментов узнал, что можно подобрать зеленую светилку в начальной комнате. А до этого я тыркался по черным-черным комнатам в черном-черном космическом корабле -- было легко заблудиться, потому что в черноте непонятно, можно дальше идти или нет. Обычно все-таки стены дают разглядеть: например, в комнате лампа светит -- свет от нее идет и в коридор, и видно, что в конце коридора поворот, а там за поворотом видно вдалеке другую комнату, а вот промежуток между ними не освещен, но игрок может достроить в голове геометрию сцены, и поэтому может ориентироваться.

Кроме того, что интерактивные элементы светятся, стоило добавить и какую-нибудь UI-информацию: например, самый обычный текст-всплывашку "Нажмите Е". В реальной игре, конечно, можно было бы сделать и лучше: например, чтобы у этой зеленой палки при наведении показывалось не только "Нажмите Е, чтобы взять", но и какая-нибудь иконка и надпись "Фонарик", может даже и с описанием. А вот у электрощитка и генератора даже в версии на джем не хватает пояснения типа "сюда надо вставить палку или сюда надо залить топливо". Можно это сделать и без текста: подходишь ты такой к ним, а у тебя вместо какого-нибудь интерактивного курсора (условно, для интерактивных предметов вместо прицела рисуется рука) рисуется перечеркнутый круг и под ним полупрозрачным красным иконка предмета, который требуется. Игрок сразу понимает: взаимодействовать нельзя, надо искать вот такую штуку. Один раз принесет нужную штуку, она вставится -- и он запомнит, как это работает. В частности, можно этому обучить и на лампочках, они по сути так же работают.

Было понятно, что дверь в капсулу не откроется, пока не вкрутишь везде лампочки, но это глупо (такие двери так не работают =). Могла бы открыться и просто за то, что генератор включили.

Алсо пробежался по уровню в поисках пиццы. Можно было и какой-нибудь геймовер приделать.

Выглядит симпатично, хотя спрайты иногда друг друга перекрывают (лучше всего заметно с зелеными ящиками и персонажем).

Двери ведут непонятно куда, просто на рандомный уровень бросает.

Что это можно собирать и зачем -- непонятно; кубик этот еще летает.

Музыки/звуков сильно не хватает.

Хотелось бы, чтобы на другие две стрелки пушка тоже вертелась, потому что интуитивно нажимаешь и не понимаешь, почему же она не поворачивается. Еще лучше, если бы в направлении курсора просто сама поворачивалась.

Перезарядка долгая, хоть бы какой индикатор был.

Выстрел какой-то не очень мощный, во втором уровне никуда особо и не выстрелишь. Можно было бы сделать, чтобы при зажатии пробела происходила типа зарядка -- чем дольше держишь, тем сильнее выстрелит.

Что теслы делают я так и не понял (выглядит так, как будто ничего они не делают).

Что-то вы не с того начали, похоже: снежки есть, а коллайдеров в доме или каких-то механик с электрощитком нет.

(1 edit)

Так надо было хотя бы отступ у этих абзацев сделать, чтобы они в подчинении у первого были, и было бы интуитивно понятно, что это продолжение прямой речи (отступ ширины "- "). Ну и в принципе ни в какой литературе я не припомню такого, всегда реплики идут или с новой строки и начинаются с тире, либо так и идут в абзаце с предыдущими репликами сплошняком. Поэтому и создается впечатление, что это не реплика, а авторский текст (ака мысли в вашем случае).


Посмотрел версию с багами. Ничего не понял, постоянно куда-то телепортирует (думал, что это может быть смерть, но не понял, как воевать). Точки А и В видел.

Прочитал описание, узнал, что оказывается есть еще точка I и их можно активировать. (Можно управление-то и задачи в самой игре как-нибудь пояснить было, даже просто надписью в меню или в игре.)

В одной комнате даже удалось зажечь свет. Оказалось, что есть какие-то двери (которые, видимо, срабатывают на расстоянии, раз на других уровнях еще даже до стены не доходишь, а уже телепортируешься). В других комнатах не смог найти/включить точки, потому что постоянно тпшит.

Фоны сильно отмасштабированы, поэтому выглядят некрасиво (и не при этом не дают ощущения масштаба). Возможно, стоило отдалить камеру, чтобы условную комнату было видно целиком.

Ну и, конечно, добавить каких-нибудь геймплейных механик. Сейчас можно свободно перемещаться практически по всей комнате. Если сделать из этого платформер, то, чтобы достичь цели "сломать технику", нужно сначала достичь этой техники, и будет необходимость играть в платформер (что будет интересно, если сделать хороший уровень). А можно добавить каких-нибудь врагов (людей, которые пытаются тебя раздавить или веником смести или что-то такое), чтобы уничтожить технику было не так просто, а надо было уворачиваться и все такое.

Ассеты симпатичные, а геймплея нет =(

А, почему-то про колесо не подумал, лол. Но я не очень далеко ушел, 5-ый уровень вроде был, и я раза три его перезагрузил и мне выдали такое задание, я подумал, что они просто рандомно генерируются тоже.

Прикольно. Удобнее было бы, если бы была лазерная указка. И если бы был удар кулаком, потому что пули кончились, на уровне пуль моего цвета не было, где брать другое оружие я не разобрался, а когда я специально посмотрел, что будет, если умереть, то обнаружил, что у меня и в следующий раз пуль не было. Вскоре после этого у меня был пистолетик почти без пуль, а мне предложили 3 турели (которые, как мне показалось, довольно толстые) развалить.

Нормальная кампания или хотя бы возможность между уровнями сделать рефилл и выбрать пушку, я думаю, были бы лучше (для полноценной игры).