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XenoZane

22
Posts
5
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A member registered Feb 05, 2022 · View creator page →

Creator of

Recent community posts

I wasn't able to get more than 4 cookies on the first level, I think the timing needs to be a little more lenient. Nice looking UI, though.

Very clean, very fun. I was pleasantly surprised to keep finding new things the higher I went, and I wonder how much I may have missed further up (I got around 6000 score). A little bit of delay on the game over screen might be nice so players don't accidentally click past it and miss their final score.

I think we had some similar design ideas (such as allowing ANY key to be used). Maybe you could give my game a look and see how they compare :)

Neat game! It's kinda hard to tell what some of the upgrades are supposed to do. I think there could be more feedback on hitting enemies or when your dome takes damage. The specials are cool and add some variety, but neither them nor the main attack felt very satisfying or accurate to use. The spritework itself was pretty great though, and I didn't notice and major bugs (ha) or performance issues.

Very cute art! I think some sort of aim indicator would help to avoid accidentally eating the wrong bugs.

Very hard.. couldn't get more than 2 laps. Nice work on the visuals though. The fact that the car turns sharper the longer you hold the button makes it very difficult. It would be nice to have an even lower speed setting, maybe just to practice on.

Cute! I wonder if there could have been a more accurate way to aim a shot with 1 button than stopping a rotating player, but it works. I particularly liked the lack of text. Maybe you could have explained the controls a little better in-game visually (rather than with text in the description). Next time, a stroke counter (and maybe a par for each level?) would have given players something to aim for. Congrats on finishing your first game!

Very simple, but very cute art. The giant "Y" key made me laugh.

😊🙏

Auto-runner metroidvania is a pretty clever idea. The graphics are great (it's giving Mosa Lina?) and all the effects like getting items are super well done. So stylish.

Really well done visuals, very consistent and high quality. Very well made other than some performance issues and stutters on the web build.

Cool game! Really clean menus and overall style. Good jokes in there too

cool game! very polished

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I have some gripes about the controls, it would feel a lot better if you could move in 8 directions and the arrow keys didn't have to be at an awkward angle. Also, the movement is not fully aligned with the isometric angle, which throws things off a lot. I had fun playing it though! The enemy types are fun thematically and I like the variety in their attacks. The art is cute and the game runs well. I got a high score of 1630 B)

Well, it functions. Not sure what this has to do with the theme.

Really great feel, super crunchy. I had also considered some screen resizing game, really cool to see an idea like it executed so well. Great work!

Really well done and polished. I love the sound design. The mouse clicking on the nearest block is really well executed and felt very fluid and intuitive, I never had an issue clicking the wrong block until the last level. My only grips are that I do think some of the levels are too hard and the difference between the early/late jump on the sideways blocks isn't super well conveyed. Really great work though this game is serious fun.

Super good visuals! Really detailed and so many different objects with custom art, really really impressive. All the transitions and stuff were well polished. The screenshots only reveal half of the story, the little wiggle animations on everything and the transitions are really great. The gameplay was minimal but engaging enough. The only "puzzle" I disliked was the fish scales, which ended up requiring some guesswork. Breathtaking art though, best I've seen from this jam. Also -- didn't encounter any bugs or glitches, nice work!

Cute! The ending was cute and funny. I appreciate the inclusion of calibration, that's a great QoL feature that could make or break a rhythm game like this. I do think it would be better if the player moved on the same tick as all the obstacles (assuming you hit the beat) so that you can't dodge some obstacles by hitting late or early. I think the art could maybe read a little better, either making the obstacles bigger or giving them some sort of consistent outline to make them stand out. The tells on the workers were really good though, I like that you can see what they're going to do a few beats before. Great game, really enjoyed it!

I really liked the visual work, but it's hard for me to rate the puzzle design because of the glitches. The boxes would clip into everything and fly around inconsistently, and at some points the model got weirdly skewed for me. If you do make a more polished version, I'd love to see a more consistent physics engine, and maybe give the boxes some more weight so they don't go flying away when jumped on. The pause screen also softlocked the game for me, I was unable to pause it or do anything after pressing the escape key and had to force quit the game.

Some neat stuff here, I like how the text size changes dynamically based on the current situation in combat and how the text size represents health. The text size during the story parts didn't work for me, it felt like someone was over my shoulder pushing me to the critical path, but the concept is neat. I also enjoyed the variety of scenarios.

Took a bit to figure out but I enjoyed planning the shapes once I understood. Would benefit a lot from some QoL changes (snapping inputs to the grid, or at least letting my grab them after they're placed). I actually wish there were a few more levels, I enjoyed thinking through the stages of cutting the final shape.

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I highly recommend using keyboard, you can click the clock with space bar which is easier than clicking the button every time (Although, you do still have to repeatedly press it to speed up time)