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Zaphiron

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A member registered Jul 26, 2018 · View creator page →

Creator of

Recent community posts

Thank you for the feedback, I'm glad you liked my game!

The cursor not resetting is actually an intentional feature. I did consider making it loop back around at first, but I found that the risk of overshooting adds tension and forces the player to think carefully before pressing the button, which aligns with the point of the game.

This mechanic also adds depth to combat. It makes the player have to decide whether to play offensively and risking overshooting the dodge for the next enemy attack and leaving themselves vulnerable, or play defensively, prioritizing dodging but potentially missing attack opportunities. Similarly, spellcasting requires precision and control to avoid overshooting key inputs.

I found that the linear movement gives the one-button mechanic purpose, elevating it beyond just being a stand-in for mouse clicking.

What a creative game concept! The aesthetics and the music pair perfectly.

The text that appears when you get caught pairs perfectly with the other elements in a satisfying way.

And the controls were very well done, especially the ones for when you're escaping.

Thank you! I'm glad to hear you'll return to this game! 
There will be more.

Thank you! There will be more, so stay tuned!

Wow, very well made! The visuals are clean and immersive, and the controls are crisp and easy to get into. The sound provides satisfying feedback, and the timing for the button presses is spot on. Impressive!

Nice simple game! Good use of the 1 button limit. Would be cool if there was a score for passing through the spikes so we could see how far we get.  Well done!

Nice! I like how much control the player can have over the intensity and direction of the jetpack. Good job!

Wow, I can tell you put in a lot of polish to these mechanics! The game plays very smoothly, you managed to make something on the level of a multi button platformer despite the one button limit. Nice!

Love the atmosphere! And the desperate flicking of the lighter as the thing gets closer felt so real!

You managed to incorporate a lot of content despite the one button limit. Good job!

Love the physics! And the music hits hard. It really does feel like a majestic dance with the rockets!

Wow! You managed to enable a lot of precision for a one button game! And the effects are quite satisfying. Great Job!

Love the physics! And the music hits hard. It really does feel like a majestic dance with the rockets!

Wow! You managed to enable a lot of precision for a one button game! And the effects are quite satisfying. Great Job!

I like the nuance in having to control the bubble's speed to catch up to different angles at certain times! Adds depth.
Congrats!

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Love the aesthetic and the style! And the detail with how the characters sweat when you bring up certain things. You did well, especially within the limits!

Such beautiful graphics, wow!!

Thank you for the comment, I appreciate it! I'm glad to receive such insightful input on something I made!

As for level 7, the goal is to line up the frogs in order to open the red button doors, and to keep the yellow spikes down. After you line up the frogs for the red buttons, you'd trap them in the left half of their room with dark mode. In the left half of the room, the yellow buttons are arranged in a way that if the frogs are lined up, at least one frog will be standing on a button at all times, allowing you to cross the yellow spikes.

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I can't find them

The strategy that has worked for me is:

1. Divert it's attacks to the bottom left of the screen. Keep it's red flames away from the upper left corner

2.  Dash into areas devoid of projectiles.

3. Dash to the upper left.

4. Shoot a continuous line of flames at the boss before the stream of bullets catches up to you. 

5. Dash away into empty areas to dodge the bullets

6. Go back to step 1.

Also, avoid the scythe at all costs. It deals a ton of damage.

Is there  way to fix this? The UI is so tiny i need to put my face up to the screen and squint my eyes if i want to do anything

Maybe if instead of one single graveyard server, you had multiple graveyard servers and when one gets too full to function, the deaths would be added to the next graveyard server? A possible solution, unless the problem is hosting more servers

I hope the dev can find a way to bring this back up

Thanks, that's kind of what i was going for!

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Thanks, glad you enjoyed it!

Thanks, i'm glad to hear that!

Just want to know where to draw the line, for example, what can i put in a horror game? Thanks in advance.

Love the game! It's really nice to see a well done pixel art game. I'd like to make a request or two: it'd be really nice to have a screen that shows the endings i've adquired and how many are left. 

Achievements would also be a fun addition, i feel it would make the experience even better by encouraging players to explore the game more trying to get each one. Achievemnts would be cool, even if they're just in the Steam version. 

I feel these additions would enhance the experience by giving the players a greater sense of accomplishment. That's all for now, keep up the good work! :)

Is there a way  to rotate the vr character with controller input without having  to rotate your body?