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Zerschnetzloar

315
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A member registered Jan 27, 2021 · View creator page →

Creator of

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Thank you!

True, I didn't think about it, but I watched Jujutsu Kaisen lately and the swap is pretty much Todo's ability

I am a bit confused, since it is in the top right corner of the screen. The bars above the player are for the swap and dash cooldown.

Thank you for your kind words!

Do mean the player health with life bar?

Thank you!

Is there an end to the game? (I played til level 50).

The game is clean and also well balanced in a way that it fits a game jam. A soundtrack would be nice. It is also very cool that you added an option for customizing the controlls. 


For personal interest, how have you coded the movement of the enemies? (Is it A* or using a build in solution by unity? )

I think the art style is very unique and the story is also amusing on its own. The controlls are weird since it seemed like that A and D where changing the rotation of the character while W and S were not. Since rotation is possible with Q and E I think "Tank-Controlls" would be more intuitive, in other words: changing the rotation with Q and E and WASD always moves the character with respect to its rotation.  Meaning if the character is facing to the right and I press W i should move to the right. I appreciate the fact that you incorporated setting, however it would be better to take the log (to the base 10) of the value on the scale so that the scaling is linear, since dB is typically a non linear unit. 

Nonetheless: great Jam game, you should be proud of it!

I like the core gameplay loop of the game and the cute animations. In my opinion the game would profit from a "predictive" camera where you just take the velocity vector of the player and add it onto the camera position so that you always look ahead into the direction the player is walking to.  And some lights would be nice to see in the dark. One part I am unsure about is the adding e.g. a clock to the game. Since some planning might be easier with some sort of feeling for the day-nigh-cycle, on the other hand it is much more interesting gameplay wise if the player has to speculate about how much time he got left.
However: cool game with potential to expand it.

Very cool!

Are you planning on expanding the game after the jam?

Yeah especially because some interpolation between the points might be needed. But thank you for your reply!

I like how exploration and  puzzeling is combined in the game. Is there an ending in the game or is it endless? 

(Other then that: cool and consistent artstyle. Very polished.)

Interesting concept. I sadly got kicked of the planet and I dont know why. Also the camera movement was a bit weird a times. However: very cool Idea. I would love to see some more additions to the gameplay!

I think this is a really creative take on the theme, and I like how the gameplay gets increasingly more stressful over time. For working alone and especially for a first game jam this is a very solid game. Some UI elements seemed to be outside of the screen and it would be a nice addition if the palyer would be able to cancle actions in game. (Is it possible to delete numbers after choosing the wrong one when entering the code?)

The soundtrack is a banger. What I like about the game is how the edges of the levels are looping which enables interesting level parts. Also the swing mechanic is extremely satisfying to use. Nonetheless I am unsure how the game relates to the theme, since it doesn't feel stormy to me. However, great game!

Ty. There is actually a fullscreen button, but it is not completely shown due to weird stuff on the itch page. I must admit that the game isn't that calm. There where plans for making the number of enemies etc. much more progressive so that the calm aspect is much more visible, but the time management killed that part of the game. Do you know if there is a way of adding colliders to line renderers in a reliable way?

Thank you for playing the game! I was planning on making the game start much slower and calmer and then make the game much more frantic over time, but I ran out of time during the end of the jam.

It was difficult to balance the movement. Typically you have to use the jump after you died since the respawn resets the player size to a certain size. If you however never die, then you gain typically more size than needed, this is also the case if you would skip some of the jumps. But decreasing the size when a player touches a checkpoint or adapting the size with the game progress also seemed wrong. I am not sure how to solve that problem, so I ended up making the game easier for players who play the game flawless. And style of the lasers is not fitting tbh, but I just created a animation in a quick and dirty manner to have at least some kind of animation, since a singular sprite would look weird. 

But thank you for the critisism and for playing the game! Do you have a Idea on how the player should be scaled per checkpoint? (Other than dividing the game into levels)

It was my first time doing this kind of procudural/calculated animations. I am happy that you like it.

Thank you for playing my game. I am glad to see that you enjoy it!

Thank you, I struggled a lot with making a checkpoint sound since generating a retro-type sound was kind of difficult. I ended up speaking into my microphone and changing the pitch of the audio clip in unity.  XD

Thank you!

I think it is really weird, but also interesting how a combination of cute and horrific elements often make some things even more terrifying.

Thank you for playing!

Is it worth it to play Carrion? (I've only seen a few clips of it)

Tiffany is actually my houseplant. But I havent seen her in two days. I wonder where she is now...

Okay. I remember trying that but it seems to be tricky. Still thank you for your help.

I am typically not a fan of puzzle games, but this one is honestly pretty good!

XD

The level design is very cool and I like the feeling of tricking the game by scaling boxes in a way that the player "glitches out" of them. Also the graphics are very appealing

I am not sure why, but I also just had to think about that flower from Undertale, when I was creating the sprite.

The artstlye, theme and gameplay fit perfectly together, but some of the jumps are to precise for the way how the  movement system works. There is like a lot of acceleration and movespeed while it simultaneously feels extremly floaty. Nonetheless: very cool game!

The art style is insane, but it was difficult to see what is happening in the darker levels of the game. I would love to see new content in that game, after the jam is over. Great job!

Very cool bullet hell. I love the retro aethetics.

Thank you for playing!

If you are near a wall you can jump in the direction your mouse is pointing. Simultaneously it makes you smaller.

The core gameplay is cool, but everything feels a bit floaty. Nonetheless cool game and I really like the artstyle!

The game feels very polished, good job!

The concept is cool, but I didn't really get what to do in the game. However it is a good foundation to build upon!

Really cool concept, my only issue was that I just got a bit dizzy from turning the ship. But scaling a map is a really intersting take.  You should keep expanding the game!

This is actually cooler than the most idel games out there. It is just really satisfying to see how the different patterns emerge from spawning planets and stuff. Playing this game I just feel like a god.

Ahh that makes sense. I guess some sort of scaling would still be valuable, but nonetheless I kind off feel dumb for not considering this in the first place. Thank you

Awesome looking game with clean execution. Nothing more to say.