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Zalinius

24
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A member registered May 21, 2017 · View creator page →

Creator of

Recent community posts

I am a fool >_>

Very surreal and reminiscent of Zelda games, I love it

Cool rhythm

Super cool! I love the slow and epic pace, and it sounds great in both directions!

Love the screams of agony, really puts you in the mood. Plus feels great to grow bigger than the screen. Just a lovely fever dream really.

The background is indeed aligned with 0,0 so it should look a little janky, I left it in because sbig.

If you can see the wifi indicator, and the hacking keys, you can see it all.

Yeah I definitely won’t be scoring high on accessibility here >_>

The strings were an interesting challenge, fortunately java awt has a FontMetrics class, which computes the sizes of single lines Strings, so from there it’s not too hard to figure out the rest.

I agree the gameplay is simplistic, and the game is more of a visual novel/interactive experience. I struggled to find a way to make the mechanics more puzzle-game like.

Sound I wanted to do but ran out of time (tragic, I know). I’ve found a real-time audio library that I’ve gotten to work in games in the past, and was aiming for some sort of adaptive synth music. Definitely going to try to make a version 1.1.0 with audio.

Thanks for the feedback, and I’m glad you appreciated the game!

Java 17 is required to run it.

For screen size, for some reason I settled on 1600x800 as a resolution, and couldn’t figure resizing in time >_>

Thanks! As fun as it was making a rolling ball, the controls do impede the gameplay. I’ll have to try and tweak them after the jam.

An epic tale of romance and life-changing decisions, and in the end there will be a price to pay. I just hope I can get the speaker on sale. This game made my heart feel fucky-wucky, I wish I could have just stayed in the bed c:

(I really just want to meet Orange Crunch, also would it be considered rude to reheat something inside Mo?)

I laughed, I cried, I fell out of the world into a bin. This game conveys the entirety of human emotion via the medium of rubbish. Also I love the square particles.

I love how creepy and meta the game feels, very good sneaky programming

I should listen to talking christmas tree cats more often. Full of good advice.

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This game truly embodies the spirit of Bingo Jam, and having played through it 47 times now, I feel both humbled and awed. I believe this game to be a masterpiece years in the making, cleverly masquerading as a hastily thrown together one-day project, indeed one need look no further than the static energy bar and hand-crafted soundtrack to comprehend the genius.

That is one rude cat.

I feel like I learned so much about energy cats playing this game. Very interesting how nip fits into the energy cycle. Truly an educational master piece.

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The game is simple, but surprisingly fun to play c:

Excellent use of the assets you chose, really makes it feel bingo-y

Also, if you ever work on it more, a par feature would be nice c: (a cat too)

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Hours of fun, and the music choice makes it even better!!

Seriously, the glidey-ness of it all is way better than boring old present-day golf. Bring on the future!

Also, it totally doesn’t work on Linux :P

It was super fun to play all the way through, and the gallery at the end warmed my heart

Also, I can confirm the game runs fine on Linux c:

Adorable, challenging, emotional and life changing. It was simple yet surprisingly compelling :)

The final boss was literally harder than Sans.

7/7 (crashes)

Love the graphics, especially the menu screen!

Game play is simple, but quite compelling

If you want to see the source code, here it is!

I don't feel as though any of the mechanics are extraneous, but they may need a bit more tying together overall.

I think the breakable glass and depressurization to outer space is an excellent element, as it forces you to be careful about which gun you use to shoot, and from which angle. It reinforces the careful planning  element of a stealth game quite well.

A slight addition to aid the player in making informed choices would be being able to see what weapon an enemy is holding. It can be a bit rough to try to surprise someone from behind only to find out they were holding a shotgun.

Also, I found out you can be crushed by closing doors, a nice little detail :3

I generally agree with what v_agdg_feedback said.

Quite a neat game/set-of-mechanics overall, you have a strong base game. I think you should prioritize tightening the controls and providing more environmental cues to the player; stealth games rely on being able to make informed decisions quickly. Keep up the good work, it's looking awesome! :D