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Zax37

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A member registered Jun 24, 2020 · View creator page →

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Hey, I'm loving the game! The mechanic is simple but drags you in, there's a lot of great world building done for it and you can get a lot of value from the story. I'd love to share it with some friends, but sadly not everyone speaks english well enough to fully appreciate it. Would you be interested in doing some localization? If so, I could help with polish version, feel free to reach me out :)

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It's a great game, I wish it worked for me on mobile too (Xiaomi Mi9). Android version is stuck on loading screen and browser version here crashes with following error:

Credit is not necessary, but the linked license requires attribution - is it a mistake or did I misunderstand something here?

It's a nice level, I liked it :) though I have collected all the spirits and nothing happened, I'm not sure if I was meant to do something more or that's just it, I've jumped all around the map and couldn't find anything else to do, but I'm glad I did, because then I've found out there's other fella running around, with just one spirit. That was a nice surprise, because it was a very first time I've seen anyone playing "with me", even though I already played most of the jam games, and it gave me that Journey vibe for a split second ;)

Scenery looks nice, but it's not well designed as a game level. Huge, empty space with no direction finally leads to small, claustrophobic house, which you just want to escape from - I don't think that was a feeling you aimed for ;) There are also some techinal issues, like no collision with most of rocks and trees - probably because you used foliage instead of placing them by hand. There is a switch inside a house, but I don't think it does anything? I'd recommend aiming for smaller, but more detailed level next time :)

Sadly, it didn't work for me - spawned me in a black room with almost no light.

I found some time to play your game again and this time made it to the end :)

I think, regarding the direction, problematic are:
- the beginning (because you are starting opposite to where you need to go)
- the ship, because it looks like the crates were layed down for you to climb (the door is less visible and gets less attention)
- going down the ship (it's not obvious that you should go there) and further (a lot of empty space)

The climbing would be mostly ok if not those places where you can get stuck in. Some moments are a bit confusing (one or two jumps felt more like I'm brute-forcing the solution instead of finding a way), but still, the player sure knows, that he must go up, that's very intuitive. :)

Wow, you did it? :D I was kinda worried that noone will even see the Underworld, because of how hard it is! I added the puzzle too late in the process and didn't have time to properly play around with the difficulty - it would probably be okay if the player was prepared for this by a few earlier, easier versions, though I'm not sure if I would be able to give the portal a proper meaning then. The second half was also kinda rushed, especially the ending cutscence, that I've done last night before the deadline, falling asleep on the keyboard :D 

Yeah I got you, I also learned about the jam (and about the Core Engine) like 10 days before deadline, but I had a lot of prior experience with Lua, so it probably wasn't such a high learning curve for me :) And honestly, I feel like it's even better to have less time, because then you actually get something done instead of polishing it till you get bored and move on to something else :D

I like the idea of dividing the game into those islands as levels, which you can see from the distance :) and good job on finding that small, clear, repeatable mechanic, and using it to adjust the difficulty curve. That's a useful skill, which will sure help you in bigger projects in the future :)

I love the minimalistic storytelling and all the interactions! Good job! :)

There are some really nice views on the way :)

Small, but detailed and visually pleasing :) You should make sure there is enough space for the character to freely walk through, the stairs are hard to squeeze through at one point, had my character stuck for a split second.

I like how you managed to gain a bit of engagement with that small interactions, without any real gameplay. You should make sure that the player will find them though - first door I bumped into was not interactive, so me going into the interiors, which are a huge part of your game world, was a pure accident. Even when building an open world, without a direction, make sure to guide at least a few first steps and hint that there are interactions possible - if you can't open some of the doors, make sure they somehow stand out - the one that was barricaded was a good example of that, but you could also play some sound effect upon bumping onto them, to show that those are locked. Then you encourage player to experiment with other doors and see if those are locked too :)

It is a bit plain, you should avoid long empty roads without any depth, I'm sure you would benefit more from making smaller but richer world :)

I really like the theme of your game, the visuals and some of the level design is great, but I wish there was more direction in it - even at the very beginning it is quite confusing where should I go. Collisions on the ropes should probably be turned off, the one at the beginning was really annoying. There are multiple places where you can get stuck even by simply walking on the snow - consider making voxel details higher on your terrain next time :) I think if you work on the parts where it is annoying, this could be a really great visual experience :)

This gives some good vibes! The world emerging from the fog as you advance forward is really visually pleasing, you should build upon it and make it even more juicy - a little louder sfx and minor camera shake effect should do it! :) The levels are well designed, I like the tutorial text appearing in the game world and really appreciate that you made sure player cannot fall out of the map! :) Huge potencial here!

I like it! It's really simple, but in a good way, with a lot of details in the terrain, which makes it fun to explore, the collectables feel rewarding and give you a bit of purpose to the exploration and a sense of progress. There are some minor things I would fix, like the character speed is silly fast, there are some smaller rocks hanging in the air just above the ground and I think there were no collisions on one of the bridges, but overall I really liked your level design, it's very creative and I'd definitely play full game like this, with more gameplay and story and the collectables being just an addition :) Good job!

The game is pretty bare, but I like how the jump feels, it's pretty good. I don't really see how it's "out of control though", you probably meant that the system is out of control, but it's a big "nah" for me.

I really liked the mechanic of putting input on a "conveyor" to plan a few steps ahead, I think I was going for something similar with my game :) I didn't love the idea of litterally losing controls, because you're getting to a point where you can't really do anything, so you're stuck waiting for the game over, unless I didn't understand something and you can recover from it...

That's the attitude, alright!

I don't really like how this game mostly plays by itself, with random wind conditions, it's not really fun for me, but there are some interesting mechanics, e.g. at first you want to shoot when facing left so it moves you to the right, but at the end you want to shoot to the right to get the seed as far as you can. I see that you've put a lot of work into this, with the birds catching you etc, but once again, it's not really my cup of tea ;)

Why does clicking on your target area bring you back to the menu, deleting all your progress? :(((

The idea is simple, but it works quite well. There are some things to polish, like the blocks that appear and disappear could have some transparency animation at least for you to know what's going to happen. I'm not a fan of that mouse drag control, especially on a laptop, but it's ok I guess :)

Thanks for a long review :) yes, you weren't supposed to place blocks on the food, I left it to be fixed later as I was mostly fighting with the pathfinding issues, and there was simply not enough time after all :( I literally submitted the game 2 minutes before the deadline :P

But I'll sure work on everything you mentioned there, and will build more levels, you can follow me if you'd like to see how it goes :)

Oh wow, I'm so sad you couldn't hear any audio, I found a really cute and catchy tune for the game and recorded some funny sounds, people seemed to have really enjoyed them :)

I've noticed the screen size problems on some devices, I'll have to experiment a lot to find a configuration which works for everyone :)

I liked the art, but I don't think I fully understand the game. It was laggy as hell for me, both in browser and in windows version. Jumping feels a bit weird, both in sense of animation and gravity. The "fight back" mechanism didn't seem to work at all, but maybe the game simply didn't catch the input because of how laggy it was.

It's a nice little game! Kind of similar to Panik Atak (https://itch.io/jam/gmtk-2020/rate/697400), but with a tornado instead of dinosaur. It ran quite poorly in my browser, but was still pretty fun to play!

Pretty cool idea, the gameplay could use a lot of polishing though. Second phase seems unbeatable once the archer is dead. Other characters' powers are kind of wacky, with a lot of delay. The initial dialog is unnecessarily dragged over, but maybe it would make more sense if it was a full game and I had any attachment to the characters. Even then, I think you should keep it shorter though ;)

It's a neat idea, but I'd appreciate any kind of tutorial - I played two times and still only figured out half of the interactions, I guess. The panic attack looks really funny :D

Pretty cool idea, I love all the different attack types :) 

Cool idea, could use some tweaks in both movement and level design, but WOW, the amount of content you got into this game! Impressive!

Simple, but quite fun mechanic, well implemented in a bigger game - good job! :)

I'd like some more feedback on shooting and getting hurt, if you'll be extending upon this idea ;)

It seems like a cool idea and the presentation is nice, but the level design seems pretty lazy, I ran through 80% of the game before I even understood the rules. I think it would be better to make less levels and spend more time designing them, also first levels are kind of redundant, you should bring in at least a bit of the core mechanic in first level and then every next level should either be more difficult, or easier but bringing new mechanic / twist.

Overall it seems really good, excluding the level design ;)

I like the aestetics and the homour, but I think this game kind of lacks... the game in it :P

It took me a while to understand what is happening there :P it's one of those, which got a really nice idea, but it's not quite there with the 'fun' factor, you should make sure that two games types work with each other and that the pacing is ok - watching people play your game is the best way to do this :)

It's probably better to make shorter, but well polished game, than doing a big project :) If you don't get player's attention, he'll move to another title quite fast and yours is not quite original, but it's a nice platformer attempt nevertheless. ;)

Gosh, this tail gets really out of control! :D The character design and animations look really cute, it's nice that you found time to add that short cinematic, which blends into gameplay quite nicely. Good job!

I don't know why, but I'm getting really low framerate, making this game unplayable in the browser, wish you uploaded downloadable version too :(

Oh wow, you made a music yourself, I really like it! The game is pretty basic, kind of annoying to control. I think there's a lot to experiment with and tweak the mechanics ;)

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Oh, that's not a problem, it's just the best 'congratulations screen' I could come up in last 5 minutes before sending the game as the deadline was comming really close :D I wish I'd put there at least some text so it wouldn't confuse people, but I really wanted to avoid not making it in time as I did in the last ludum dare jam (which was my first btw) ;)