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Zivan

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A member registered Aug 02, 2019 · View creator page →

Creator of

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Cool thank you for the info!

Really fun writing! Great work capturing the vibe. What was the reference with the poster in the bathroom?

Simple, great game. I can imagine it'll be really fun on mobile! How do you create the puzzles?

Really fun game. I can imagine playing with someone else testing my memory against theirs, maybe competitive, maybe co-op. In any case, really short and enjoyable! 

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Aw man I actually played Shade! It's when I was getting into IF. That's so cool, I'll have to play it again, but I remember the evening when I played it as really absurd, which was I guess the goal. The creepy watson clips are from a sherlock game where he teleports around? lmao Well you achieved intentional creepiness. 

Edit: I played Shade again just now, my warmest recommendations to anyone reading interested in interactive fiction! You can play it online here: https://ifdb.org/viewgame?id=hsfc7fnl40k4a30q

Really fun, this brought back memories of some childhood games. I am in fact also working on a mystery game so this caught my eye. Would love to see more, are you planning on continuing with the universe?

Awesome, I'll try it out too when you update it!

Very cool, what are your inspirations for this world?

Just played the Manifold Core, great philosophy and can still be seen in your new games. Great work!

I had an amazing time playing your game, Mojiken! I really can't overstate how hooked I was. I love the style, I love the story, I loved the puzzles. Is this inspired by Katana Zero?
*Maybe a spoiler??? Following 3,2,1:**
I have to admit that I solved the last thing using chatGPT. I only had a minute remaining in my day when I got the third report, so I quickly entered it in GPT and it solved it. 

Anyway, really great job.

Dobar meme lmao

Man that's really fun, I played it solo keeping an eye on both, can't wait to play it co-op. The chain mechanic is great, and the soundeffects are really satisfying. 

Wow really satisfying sounds and beautiful visuals! It seems like a lot of work went into the lore. How did you research all that?

Thank you for sharing!

I'm really impressed, it's so much fun. How do you make games for the game boy? How did you get into that space?

Sounds like you've been at it for a long time... I'm glad you remembered it for this jam!

It looks very convincing! Really cool, I'm definitely going to check out your other games. 

Man that' a really fun experience, I'm really enjoying this. Thanks for not letting it rot on your drive. The polish and authenticity is reallyevident. The fact that pressing against a wall make you go forward is an amazing quality of life feature. Do you have playtersters?

Well, I had a blast! Clean, concise, and captivating. How did you approach making this?

This was an amazingly fun (and surprising) game! What were you inspired by?

Hi Kyle, that was definitely a pretty great experience for being made in only 24 hours.

I just wanted to ask if you designed SCP-096 and if yes what the process was like? 

Good job!

The premise is really interesting and the time-leap mechanic looks really fun.

Right now, what would make this demo even cooler would be to: 

  • Add a replay button 
  •  And perhaps make your effects on the people more obvious, even if they won't be so dramatic in the final game. 

The cheat codes are a great idea though made it quick to explore the different endings.
Good job, keep going!

How long did it take you to make this?

Nice! I bested myself again. Awesome additions with the skins and walls. It'd be insane if the ball could go all the way to the roof and if it would bounce of the walls. Good work, Xandru. You did put a smile on my face.

No problem, amigo. We're all in this together.

Solid Air sounds like a dope name for something

Just checked it out! I played it against myself and I succeeded in asserting dominance over myself. The round system made it much more fun because I wouldn't have to go out of the game and start a new round. That is, it really makes it much easier to play without break.
Perhaps you could add some visual indicator of where the end of the field is, instead of running up against an invisible wall?
Anyway, good job, keep going!

Hilarious setting and the mechanics are perfectly frustrating!

I will admit I tried to get over the hill for way too long, but--like the real Sisyphus--I was happy doing it.I hope I'll make a game as cool as this eventually, good job. 

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I like the game a lot! Very nice controls, soundeffects, and color palette.

Some feedback: 

It would be awesome if I could quit the game and play on where I left off. I pressed escape once, expecting a pause menu where I could see the controls because I forgot the key for restarting the level (also, an exit option). However, instead it took me to the start screen and I had to redo all the levels I already finished.

Also, I felt the game was overall too easy, especially the last level. The four levels before that were a lot harder (for me personally). My favorite levels were those where I was time-limited by the exploding blocks, i.e. when I had to parkour through a level to finish it. Also, the puzzle-ish ones where I had to stare a while figuring out where I had to start exploding blocks.

If it's possible, it'd be cool to be able to play it in browser mode.


But again, very satisfying to play due to the controls, music/soundeffects, and the color palette is imo very pleasing. Thanks for making it, I had fun!


Edit: spelling

I find it really cool that you took my feeback to heart! Makes me feel appreciated haha, keep up the work :)

My pleasure! We are all in this together and helping is a way of learning. Btw, don’t worry if it wasn’t your intention, we all make blunders when starting out. The most important thing is that you’re passioned and willing to improve, things which you already show. Keep going! 

Alright, so I checked it out and here's some feedback for the game

  • It would be cool if the box would disappear once you are done with the text. It would look nicer (in my opinion)
  • Make your UI text bigger (and maybe choose a more fitting font)
  • The jump should be quicker, a quick up and down, like in Mario Bros., unless there is a reason for him to levitate off the ground.
  • Some feedback for the player that they are hitting the skeleton is necessary. Currently it doesn't look like you are damaging the skeleton because the animation of the sword attack looks like it is not reaching the enemy and because the skeleton doesn't react to the attacks.
  • It is hard to get invested in the story because the writing is hard to process. It doesn't really flow and the sentences read as if they are being cut off too soon. One way to fix that would be to avoid using the same word twice in a short time, like here for example: "...kingdom by the name of Raltath. Raltath wasn't the..." You could simply start the next sentence with "It wasn't the...", and you should combine this sentence with the following one. Generally try to avoid starting sentences with "But". One way you can give yourself immediate feedback is just reading what you wrote to yourself aloud. If it sounds like someone telling a story as they would in real life, that's what you want to shoot for (at first). Also, read a lot! That helps improve all things writing (apart from actually writing).  

And now some feedback for the demo itself

It is very short. Too short! A demo should showcase what your game is about, the game mechanics and entice players to come back. However, this one is very short and, I personally, could not get invested and I don't know what the game's mechanics are. You mention a showcase of a concept, but what is the concept actually? Is it an RPG or a platformer? What do you do in the rest of the game?   etc.  There are many questions left unanswered in this demo, and it would greatly benefit by you providing this information somewhere. I wouldn't even mind it that much, but it feels very cash-grabby to ask for backing and donations when you show so little of the game. 

Hope that this helps