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Xaoka

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A member registered Aug 03, 2023 · View creator page →

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I've never seen that bug - I'll try to hunt it down! :D 

You've clearly put a ton of effort into this!

I have no idea what was giving me 'near miss' constantly, I somehow had a 15x combo and 10,000 money

didn't play it for long, but a nice entry

Really fun idea! The physics are neat to play with, but things get a bit funky sometimes

- spam clicking buy means your boxes get stuck together and count snakes for double or triple

- you can whack boxes or snakes off screen, never to be seen again...

Love automation games and the coffee theme worked great! I think adding drag controls, 1/2/3 to select pipe types and pausing would make  a huge difference!

I liked it, but too often I felt myself not knowing what something was so some tutorials would help!

yeah I only ended up with about 3 afternoons to make this one - it would definitely benefit from a lot more content!

Thankyou so much! I've not seen that bug before myself, so I'll see if I can hunt it down!

oh interesting, I'll have a look!

Really really has a lot of potential, I'm guessing a Balatro/undertale or maybe Inscryption inspiration here

Having so few actions meant it felt a bit awkward to play out my turns and I couldn't set up many combos which I think is where the fun mostly is with a game like this

I liked the idea of the overworld, but I didn't feel like I made many choices just walked to each next button/enemy

I think if you spend a bunch of time getting feedback and iterating on this it could be really really fun!

Cute art, loved ressurecting enemies to use them against each other

not sure what the overall goal was - I assume survival for as long as possible

my 'revived' allies seemed to be invincible and enemies got stuck on them

nice entry :)

I could walk out of view, but nothing seemed to happen? I'm not sure what I was supposed to do...

It was quite hard to see some of the platforms on my screen and with how the controls felt it meant I died quite a lot

spooking the deer is a bemusing concept though!

The 'speech' noise is pretty uncomfortable, it's a shame I couldn't mute it

needing to click through the dialogue every time I die made the game feel more clunky than it needed to be

but the writing was pretty funny and fit the game well!

Managed to get 9 turnips and 13 carrots! Super cute game and idea! Loved the little beak poking out

Could have maybe done with a tutorial or a guaranteed safety for the first 5-10 seconds

I love the take on the theme and the metroidvania structure! A really unique movement made it entertaining to get around - though the jumping felt strange to charge up without a visual, especially with the double jump

Cute art (and a clever way to get around a walk animation) but some fairly basic sound, giving the  truck collision noise some pitch variance would have gone a long way

I defeated the big alien and got 'victory' but nothing happened?

Rescuing the cat was funny but threw me a bit to not get any reward (I figured the cat would let me have it at least haha)

Speech having multiple bubbles took me a while to figure out, could maybe have some pips on the bottom or something to indicate conversation progress

I stole the alien tech before talking about the big rock, so the game told me to go get something I already had

There's definitely some physics quirks (I can hold myself against a wall mid air, if you jump next to trucks they fly into the air with me)


All in all a really cute and creative entry!

Thanks so much for all your feedback! That's a very valid criticism of the boss, I know what the attacks are so I probably tuned them a little too quick and difficult - there's a small window to dodge out of the way but maybe that needs to be longer!

I think I need to go back after the jam and really have a second look at the jumping, it feels good to me but I've had a lot of comments on it!

First of all thanks for writing up so much feedback, it's invaluable!

I definitely wanted to have more ... everything! More monsters, more puzzles, more opportunity to really flex the abilities - but as you guessed I was working right up to the deadline to fit in what I did! I've gotten a lot of constructive criticism on the jumping and it's a shame I didn't have more play testers to catch that earlier in the development.

Absolutely valid nitpick on the level design for the walljump -> holy flames abilties and in a future update they'll definitely get rearranged to have a much more rewarding discovery route!

There are two optional abilities (Heavy slash & Echo Slash) and some secret areas but I would be fascinated to know how you beat the game without the faint echoes ability! I didn't think that was possible!
Thanks for playing!

I see, I was able to do it now. Having a proper animation and some explanation text would go a long way there I think! 'Pogo' probably doesn't mean much to people to don't know about 'pogo skip'!

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So I'm a huge sucker for scifi and this very obviously takes inspiration from metroid! I'm shocked you weren't in the classic category! The art looks great and cohesive.

However I ran into a bunch of issues with this game (itch won't let me post the screenshots, too big...);

Often I would leave a room, take an instant hit as I entered the next room and die

A room on the far right had a door that just restarted the game

This console (two floors up) crashed the game every time

Using the settings menu button causes it to become 'Selected/Focused' so every use of the spacebar opens the pause menu

These guys could get stuck like this, not sure if it's intentional (Tanks could get stuck on floor doors)

Not sure if this guy (Huge tank) is a 'come back later' but I couldn't deal with him or leave

minor: player and enemy hit sounds are the same, making it hard to know who got hit

minor: killing enemies seemed to serve no purpose, meaning I felt incentivised to skip them wherever possible


Unfortunately I just couldn't get very far due to these issues

As others have said, not 'sticking' to the platforms made this a bit tricky and punishing for an opening level

You've got some z-fighting (overlapping cubes) as part of your background

The 'This door needs a key' text was off screen for me and then snapped to the middle

With the untextured platforms, camera angle and lighting it made it quite hard to judge the platforming - in the first level there's a platform that goes off screen a lot of the time!

it's cute, but could have probably benefited from some playtesting to help smooth out the difficulty curve!

Button outlines disappear when I hover over them, assets are a lot of different resolutions - I love the main character art though and the intro cutscene is fantasic!
I don't want to rate this just yet, because I could not figure out how the 'pogo' mechanic was supposed to work - I only ever took damage

Love this creative theme! Reminds me a lot of Sea Of Solitude

Personal taste - the map felt a little too open and I sometimes felt I didn't know where to go (Didn't know where to go really after getting the Shift power in particular)

I have no idea what the red wedges did - I assume health or time or something?

Using the clone/Shift felt like I had to be ready to do all my inputs at once. When the clone was offscreen that felt particularly hard to use - maybe a teleport animation to give the player a moment might help.

Shift/Clone was a great way to get around the problem of 'everyone does double jump' that metroidvanias run into

Hitting enemies felt a bit underwhelming

all in all a solid entry!

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For your first ever game you should be unbelievably proud! My first games were nothing like this!

The changing music between areas is nice, the colour theme as a way to play with the 'classic' pallete while keeping it limited was a really great and creative choice! The movement felt a bit slow and frustrating (Especially while backtracking). 

The use of 'down' platforms to have the player discover what the blue power did without instructions was excellent level design (Though the blue power doesn't totally protect me and I got hit quite a few times while using it)

The room transitions could be jarring if you didn't quite make a jump, you'd quickly go into one room and fall back into the first.

The enemies (and myself) aren't super obvious when they take damage. The red boss in particular I was hitting for a loooong time before I realised it had a crit spot.

I got the red green and blue powers but couldn't find where to go from there (I found a shortcut left of the red power, so I assumed that red crate was supposed to be destructible?)

I managed to somehow knockback this enemy through a wall?

A couple of people have mentioned the 'floaty' feel - I'd agree it's not perfect for sure! I spent a lot of time trying to tune it and it never felt quite right...

Audio balance a few people have said felt wrong - I think an options menu to allow people to tune to taste is in order!

Coyote-time jumping would have definitely been an improvement! I'm glad you liked the bosses though, a lot of love went into those!

Thankyou so much! I definitely wish I'd had more time to make the ability learning flow better and add more puzzles! Maybe in a future update ;)

Also, this particular spike didn't kill me

Clearly tons and tons of effort went into this, the areas are varied and well decorated - putting mine to shame! The movement felt a little hard to control and slippery. I found there were tons of ways I could go at any given time, which felt a little hard to keep track of and navigate. Starting back at the first room each death was a bit annoying, but keeping all my powerups and the frequent healing available helped (I need to git gud I suppose!)

Giving this almost full scores all round!

The introduction to the mechanic was nice and early and clearly a unique take. I loved that it worked as a dash, attack and key all in one. I was disappointed the second place to use it didn't also open a door - I felt the first use established that's what it did, but after that I got it and it was fine.

I loved that there were 'platforming' ways to get through but I could go faster with good use of the dash. The cape is an excellent touch. Enemies were simple but a nice challenge (I stopped playing at the first boss' second phase, the run back to it grew frustrating)

The grey pillars initially I wasn't sure if they were background or platforms.

Super unique feeling theme - the idea that I can't jump and so every venture deeper is permanent was really interesting especially with the limited light. Dying to spikes felt really frustrating, especially with only having A/D to try and dodge them. 

The sound that is there is ominous, alien and creepy - loved it, but overall it feels a bit empty and lacking.

The title/tutorial wasn't very obvious that that's what it was, I ended up clicking the start button by accident.


If you crouch (S) in the tutorial/title area you can get inside the wall on the right

Yeah I'll admit I struggled to find the right balance on getting the movement & floatyness right for this one! I Definitely wanted to add a lot more echo puzzles but I only just managed to get in everything I did - something for a future update!

I think I needed to make the 'Echoes of the past' powerup you get just before the merchant more obvious, or lock them in there until they figure it out - you can hold C (as it says in the popup) to re-activate your echo and the lever will restore the platform you rotated!

Thanks for the feedback, it was definitely tricky to get the movement feeling good so I'll try to really focus on that for my next game!

I love the aesthetic and obviously a lot of passion went into the art! I couldn't work out how to interact with the miniboss, my L power didn't do anything and I couldn't find a way to attack. I also don't know what the yellow exclamation mark box was intended to do.

Very obviously CSofN inspired! liked showing off what the game had to offer in terms of powers before taking it all away (Though in my opinion that cutscene goes way too quickly and you would benefit from spelling it out a bit more for the player).

Levels and gameplay worked, though didn't feel like there was much of a creative twist (maybe I didn't get that far?) Dashing felt good (Though felt bad to lose). The boss felt a tiny bit hard but was doable in a few goes. I couldn't work out where to go after getting the fancy whip upgrade - there wasn't anything that seemed to need it in particular to progress.

The respawn animation/mechanic felt really jarring and uncomfortable to look at. The time theme feels a little loose? It's a metroidvania but I only got to the heal and dash powers before getting bored. Love all the particle effects, cute characters etc Level design is intriguingly creepy.

The movement controls don't seem to work so it feels unfair to rate it right now. The shift key works, but neither arrows, WASD or anything else I tried makes the character move.