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Zeroji

119
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11
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A member registered Nov 01, 2019 · View creator page →

Creator of

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Woah :O definitely one of the underrated games, the story, the little lore pieces in the paper scraps, there was a lot to play with! I had a bit of trouble with the part where you have to go back to the first room, but actually reading the text helped. There may be a logic bug where you can't refill Vat #2 before Vat #1 but that's no issue.

Congrats on a well-told story :)

That's quite the interesting take on the cafe management genre :D

I think the coffee minigame could be made less painful by adding keybinds to each button (the days were very long), and some transitions could use a few tweaks because some things seem to appear too early/too late, but overall I love the idea and I'd like to see this into a more fleshed out game :)

I like it :) the UI is more polished than I'd expect for a game jam (but please don't invert Y axis by default!), I had trouble figuring out the push/pull mechanic at first but I think just adding a sound effect to it would make "pull" distinct from "carry".

Yup that's because we forgot to write the controls in the game description... it's Tab or right-click ^^' I agree it's not intuitive, when you say "make it work like normal games" what kind of control where you expecting? (specifically for the "go back" / "zoom out" control)

A fun game with good graphics and audio, but I really struggled with the controls and secrets! Due to the white flickering near all wall edges it was impossible for me to notice the secret wall effect, I had to use bombs to find where there were no collisions. I had to play using keyboard (which was way too sensitive but doable), because on controller (xbox) the right stick kept spinning my entire ship instead of pointing to where I was aiming at :(

With a bit of tweaks to the movement controls this would be really fun to play :) I liked the chroma mechanic but it wasn't obvious why some jumps were available or not sometimes

Glad you liked it :) because the messages are quite long, the idea was to have the computer automatically process the message once the player has correctly done some %age of it. Because we ran out of time, we decided to have the "submit" and "trash" buttons always enabled so you can at least progress through the story!

I loved the genre-switching mechanic! It's not obvious at first that you can type T to transform again, but overall I really liked the text-based interface. The 2D part could have used support for WASD keys, but that's a nitpick.

I feel the music really fits the vibe, did you make it as part of the jam as well?

Thanks! This was part of the plan, but we started the jam halfway through and obviously ran out of time. Still planned if we do future updates ;)

Thank you so much, I'm glad you liked it!! I wanted to add an optional endless mode, but it was easier to add a cheap end screen :P otherwise, I think a couple more upgrades would be nice (but I'm all out of ideas) and then hordes of bugs could swarm the screen!

(also, tiny bug sprites are tinier on tiny bugs in the latest version)

Hey, since the jam deadline was extended a bit I took the opportunity to add SFX, and reduce the beep volume in the web version (which was a bit buggy). There's also two extra waves and a secret credits page ;)

Nice game! It was quite long (for a jam game) but kept me interested all the way to the end :)

I would add a keybind (tab, escape, right-click?) as a shortcut for the "Back" button, on a large screen this was a bit annoying - also the ducks take a lot of space!

A cozy short game :) I love the music, a small thing you could fix is to make it not stop when changing to/from the main menu. The UX design and color scheme are both excellent though!

Thanks! You can adjust (or mute) the beep in the settings, but I didn't have any music in time for the jam. There's also a bug in the web version (I think) that makes the cut-off rather abrupt, but when I tried fixing it it was worse...

Glad you enjoyed the gameplay :)

Linux build doesn't work either :(

Starts with nonexistent resource "res://dev/soured_assets/OldLeather2_S.jpg", and then about 15 more errors.

With Godot I would recommend doing HTML exports for itch, just export as "index.html", zip it and upload :)

Damn, congrats on that level 7 time :D

I managed to do 2.11" once I realized the exploit :| but you beat several of my times :)

Cool mechanic, but it's not necessary enough: every time I tried to use it, I died / almost died, sometimes before even establishing the link, and when I decided to give up and just shoot everything I made it to wave 23 at full health before getting bored and dying ^^

It would be nice to add something that makes linking required, maybe an ammo counter that makes your pew-pew gun useless after some rounds, idk. Also, do the bullets go through walls or not? Visually it seems they do, but they don't appear to hit enemies

This is amazing and I am not being pressured by our tentacle overlords to write this review. My script says that the core mechanic is awesome and very well executed send help I'm trapped in ink the levels are wonderful and the last one especially terrifyingly evil plusgood.

The tutorial needs to include info about chaining controls waffles.

First game I rated 5/5/5! I didn't make it past level 5 (towns), because being on an AZERTY keyboard I had trouble with the WASD+QE controls and often slammed into islands instead of braking ^^"

I love the art and music, the core mechanic is very good and insanely extensible, and it really makes you (try to) think about what to do next. The only thing I had a gripe with was how you can easily slide into an island you didn't see, either make the movement a bit more "responsive" (i.e. higher acceleration, lower speed cap), and/or add a zoom feature (I found myself trying to scroll out several times) so we can see what tiles lie where, and maybe plot a path that lets us navigate through gaps afterwards.

Congratulations!

I love the looks, the mechanic, the music!

What I struggled to understand is how to clear waves, do you just have to ram your ship into the last rock and hope you don't die? Well I died :( checkpoints would have been nice, here I gave up at the end of wave 3.

Good job on making such a neat game that quick!

Nice core mechanic, I think? I wasn't able to fully understand it to be honest.

For some reason, my right stick could only aim straight up or straight down (Xbox One controller on Firefox on Linux), this made for an... interesting experience. I still managed to get to level 2.

I do like the Overload mechanic where you can kinda save yourself and get back up :)

On level 5, that's a collision bug, the "easy" way to get the star is to land on the floor above it, then do left/right quickly to fall towards it

Level 6 is intended to be taken when you've reached your final form, and on level 9 you just have to jump up as soon as you spawn, but if you move around, it becomes very hard :p

Thanks for playing! Do you mean you had trouble "snapping" the boxes together? I'd love to know which levels, to see if that was intentional design or an oversight :)

(what everyone said about the keys)

Nice mechanic, but in level 3 I often died for no apparent reason, one time with both characters next to each other. The footsteps sound is also a bit much, music is good tho :)

It's often hard to aim because you have to click "backwards" from the ball, and you don't have enough space to place your mouse cursor - in the end I spent most of my time watching the ball slowly roll towards the walls :(

I'd suggest reversing the cursor, or maybe adding a preview of the first bounce like in some pool games.

Great game! I had to skip level 10 initially, but after finishing I went back and managed to do it. I love the general goofyness of the scenario :)

Nice mechanic, the invisible sprites didn't bother me much, what killed me the most is 1. having both character off a platform and falling like a dum-dum, and 2. not being able to press both buttons at the same time when you have the XX pattern with mines. A minor suggestion would be to have the "Try Again" button restart directly, instead of having to click twice :)

Love the art and music, GG on creating those so fast!

(1 edit)

Hard but fair, got a score of 27. It got a lot less frustrating after I understood that the tether has a colored hitbox too :)


EDIT: Tried it later with a controller, nothing worked :( next time consider providing at least a Windows build to avoid driver / browser issues

Slow to play, but the music and overall ambience compensate for it - I liked the simple mechanics, box physics were a little glitchy but that's a minor thing. Oh, and FYI it brought my Quadro 2200M graphics card to its knees at 100% usage, you might want to add an FPS cap :)

Thank you! I intended for the levels to be relatively easy to solve, but hard to get all stars. I believe there's even some where you have to take a different path to get the speedrun :)

I wanted around 20 levels but ran out of time while making the animations, music and overall game more smooth, no regrets tho

I'm surprised - and glad - that you liked the melody, it was whipped together in about an hour after I finished finding the sound effects ^^

Thanks for your feedback!

Amazing art, really cool gameplay, entertaining music - I don't know what to say except praise :)

Controls were a bit frustrating but that might be my fault for using arrows+JKL

Graphics settings, audio sliders, remappable keybinds? How the hell did you manage to put together a game like this in 48 hours?!

You nailed the inertia for a space game, and the slight frustration that comes with it. Needs a small bit of text to explain that the pod needs to be attached to a specific side, or maybe have the zones glow a bit - other than that, I had some trouble on Stage 3 with the hitboxes of the mines, they appear to explode when you're about half a ship away from them. And I loved Stage 4 :D

Really nice games, I did levels 1-10 and then jumped to 20, it becomes very hard to keep track... I'd like the camera to be on right click instead of left click, so you don't accidentally break blocks, and it would be nice to have some way to see which piece of wood is actually blocking - it's almost never the first (left) one :p

I saw the Quirks section on your game page, once that's fixed you'll have a nice game :)

(oh and if you could find a japan-themed skybox that's not over-detailed, it would look cool)

Awesome! I don't know how many levels there are, it feels like I played through 10 and there's still more to see! Congrats on making a really unique mechanic :D

Nice original game, I thought it was too easy at first but the second level really ramped up. Couldn't finish because I always ended up with one controlled enemy ship, and couldn't kill it if I released control :/

Very good! It crashed in one of the lava levels when I dropped the water in the lava, so I'll leave it here but it was really fun, even if it took me ages to understand how to properly use the hook without dying because of the Earth puzzle. Nice work!

Nice concept! The maze itself wasn't much of a challenge imo, except for level 8 but I really enjoyed playing it. I would suggest tuning down the music a bit, or a least making it fade in at the start.