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Trev3lyan

62
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A member registered Jan 03, 2022 · View creator page →

Creator of

Recent community posts

Thanks for the detailed feedback! All audio assets except the powerup pickup sound were made during the jam, with more sound effects by Mandarus coming in the post jam version. I think I'll darken the stars in the background a bit to try help with visibility.

Hi, thanks for playing! Yes it's the same order of enemies every time. It was like that so there could be an ending while keeping it fair score wise (if it's random with an ending, some players might just come across more high scoring enemies). The plan was for me to implement more of the 'Escape' theme in the ending, but I ran out of time and no one seems to have gotten to the ending anyway. Oh well.

Thanks for the feedback. You're not the first to mention the ship speed, I'll keep it in mind for a post jam version.

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Sorry about that, I wish I could bugfix during the voting period. It's a single line of code to fix (timer = 0).

It is not endless :)

Thanks for playing!

Yep, timer on the powerups is not reset properly due to a last minute change. Thanks for letting me know, I've put a warning in the description.

Good job, simple gameplay but it feels great.

5 Stars, excellent content, controls, polish, and visuals.

Congrats, this is really polished, especially visually. Like seamless said, It took me a minute to figure out the movement/spell mechanic, but it made the gameplay really engaging when I understood it. Great progression in terms of unlocking spells and slots.

Hey, cool game. I like the upgrade menu, the enemy variety, and the upgrades. The art is nice and consistent. The key system gives an objective other than finding the exit, which introduces some variety to each run.
I think a few small improvements that could go along way are: putting sound effects on a few more things like the upgrade menu, and putting a hitbox around each chest so the enemies can't walk through them.

Hey, thanks for the feedback.

You can probably tell I didn't get to balance the game as much as I wanted. Levelling was one of those things, but the rewards were pretty powerful so I didn't want you to get to the end of the game with +20 firearm damage.

I hope you enjoyed.

I don't think I capped damage reduction from bubbles, so 10 should make you immortal lol. I thought I'd just leave it like that for fun. The jetpack/jump interaction is a common complaint, maybe I should have put them on different buttons, or at least turned the extra jump spawn rate way down.


I'm glad you enjoyed, thanks for playing!

Orbs have an unfortunate number of bugs even after squashing many of them, sorry about that. As for the jetpack and dash controls I was trying to simplify the controls as much as possible, but I probably went too far with the jetpack. For dash I settled on facing direction for simplicity but you're probably correct that movement direction would feel better. Thanks for playing and for the good feedback. I'm glad we've had a few fellow risk of rain enjoyers.

Thanks for your feedback. I have a habit of making jam games too hard. I made it very hard to die this time so most players would experience the item and enemy scaling later on. Mobs originally followed you up grav lifts but it was causing some issues so unfortunately I had to settle on just letting the big slashers follow you up 1 block stairs.

I think my code to disable spawned coins after a while didn't work. You can probably imagine I way overscoped this game so fixing that slipped through the cracks. I was pretty brutal about capping spawns of and continually despawning mobs though. I left it running for an hour to test it and came back to thousands of coins and about 10 frames per second but it didn't crash.


Thanks for playing long enough for the lag to be an issue lol.

Cultured. I hope you enjoyed.

Very cool idea and well implemented. Reminds me of portal 2. Was it intentional to include a solution than only requires moving one cube?

Cool game, very good art and concept, I like the celeste style refresh of the dash. I would recommend it a little easier to tell which squares you can and can't go inside.

Cool idea, I like the implementation of speeding and slowing the music.

I was very confused by the mechanics but it was very engaging and I got the hang of it. This is a unique jam game, good job.

A classic type of puzzle, and you designed the level very well. I'll make sure to come back and beat this one (after dying half way through and being lazy).

Music, SFX and mood are top notch. Great job. The dialogue was very charming.

Cool game, very relaxing.

Great job on your first game jam. The character is well animated, I liked the touch of the ears tucking back while jumping. The character controls satisfyingly and the levels are well made, I got into a nice flow. My only criticism is sometimes you need to take a leap of faith since you can't see far enough to see the next platform. You said in the description you had to change plans but it still turned out really well, good job!

This is a really good start, the way they follow you is very engaging.

This is incredibly polished for a week long jam. Great job!

Cute and relaxing. Good job!

It helps a lot to slide down the wall, but you do miss a lot of pickups that way so it's risk/reward.

Really incredible game, it was really relaxing until the screen started to fill up. My only minor complaint is that if an asteroid goes behind the player you can't see the prompt. I don't think I've ever seen a jam game where you make your own soundtrack, and it's very well implemented here. Art and atmosphere were perfect.

Good game, interesting idea for the setting gameplay concept. I really like the loading bar for the enemy attacks.

I like this, all it needs is for the difficulty to increase more over time. Cool idea for multiuse, I found myself not using the jump though as it was easy enough to just turn the turret every time. 

Nice job, congrats on making all the music, art and gameplay by yourself. Once or twice there was some weird physics but since the level restarted so quickly it didn't annoy me at all. Very interesting gameplay idea and well executed.

Good job on your first game. You got all the basics down and had a very creative idea for the theme.

Good job, I like the projectiles and glow effect.

The frantic gameplay was definitely intentional, but for 5+ minutes I can see it being a bit much. Maybe I could try to add a mechanic like the COD zombies nuke to wipe the map and give the player a breather for a few seconds until the next wave spawns.

Bugs aside this was really fun. Art is consistent and fits well. The story and world are unique, and switching between characters took enough brainpower to be a very engaging jam game without ever being frustrating. It felt great to learn new skills and open up the dungeon like in a metroidvania.

The enemies that snap to you are intended to give you something you can't just run away from, you need to use finer movements to properly aim at them while they circle, while avoiding their shots. 

And yes, risk of rain was one of our big inspirations. I've been wanting to make a game with roguelike items and difficulty scaling with time for a while now because of it.

This is really well polished, the sounds and visual effects make it satisfying to keep playing even after a few deaths. The map layout and design are also very good. I had fun trying to speedrun sections. Good job.

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I have no idea why the worm boss lags as much as it does, but I had to hard code it to only spawn early on and not more than one at a time. When I tested the game with two worm bosses it could only run at about one frame every two seconds.


Edit: I did think those spawn limitations fixed the issue though, sorry if that dampened the experience.

This game has extremely consistent art for a game jam, it looks incredible. 

Good job, this is a satisfying game. One improvement I would suggest is giving some buffer at the edge of the screen where the player can still click but can't move to, otherwise its a little hard to move near the edges.