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Er4din

20
Posts
A member registered Dec 13, 2019

Creator of

Recent community posts

interesting concept that somehwat matches the theme, though the level design is confusing and to be honet i do not understand this puzzle game. on level 3 for instance the grey bot is not capable to move onto the tiles in the right most common. the colour of the tiles doest seem to affect anything :/

its a fun little game, simple and sweet. i like the fact that the weapon is spinning as opposed to simply going streight  with its width facing towards where you aim it, as such it is necessary to predict the path of the projectile. i also like the idea that if you get close enough to the enemies they self detoate. it would be cool if that trigger area was about 20-25% bigger and could cause chain reactions of other enemies exploding too. also it would be nice to have an indicator where an enemy is gonna spawn , 2 of my longest runs, 22000 and 19000 died because an enemy basically spawned on top of me and i had no time to react. consider adding more types of enemies as that would definately spice things up as well.


all in all, cool game, simple concept but made interesting with the unorthodox projectile path and other minor mechanics like self detonating enemies and the player character being faster while not carrying the weapon.

So i have played the game and finished it. I have to say that at first the level design seemd chaotic and just thrown together randomly but eventually i was able to see the bigger picture as i was developing the mental map of the factory. I like the concept of gears being both moveable platforms that you use to set yourself up to climb to higher areas in addition to moving the large dark green gates.

the art style is interesting, there is something eerie about a dead, powerless mechanised factory that i cant put my finger on it. the messages set the mood as well, all in all the presentation of the concept is good, the platforming is not that confusing and the mechanics feel fine but the level design definately is, but... i think that that is how its supposed to be and how you intended it to be so... i dont know. what would be nice to have is some form of map or minimap at spawn that displays the factory and all the screens that you have already activated, that way you could tell if there was a particularly dark area that you havent explored yet. 


tldr, cool game, cool atmosphere, mechanics somewhat basic but solid, percievably intentionally confusing level design and i like that if it was intentional, suggest adding some for of navigation system, couldbe availible to the player all of the time or could instead be a dedicated screen at spawn displaying the positions of screens relative to each other in the factory.

the game is working on opera browser

This is a fun game, unfortunately, since i am using opera browser, right mouse button click and dragging to the left and releasing is the shortcut to go back a web page (left arrow at the top left of the screen) as such i cant really play it unfortunately since every other time i scope i go back to the title page.

no problem, glad my feedback was helpful.

thats fun to know, i just looked at the chaos there and just said "nah" and tried to speedrun the level until i managed to find something that worked. Awesome game man, would be fun to see more levels 

this is honestly a really fun little platformer, i can respect the graphics given you had much less time than most people participating. I am very pleasantly surprised with how fluid  and natural the platforming feels, doesnt mean that the levels were not difficult though hahaha! The concept is very original and fits the theme nicely id say, with the children copying the input of the mother, with a delay. im interested to know if the level where you have to get the mother and 3/4 other shildren safely from the top platforms has multiple solutions, i chose to fall directly down and snake my way between platforms until i hit the ground.

This is quite fun, i must say, it is aso a bit frudtrating as i do not fully embrace the logic of the game - ice allows you to climb on spikes or walls... it doesnt make much sense but ill give it a pass since the puzzles are fun. In regards to the puzzles, almost in every case there is aome informationary overload, there is so much on the screen and i dont know if its good or bad.


I think it a fun puzzle game, i dont really like the premise or the artstyle but the music is nice. It sufficiently fits the theme

I really like the concept of catching asteroids with a net, i think it fits the theme wonderfully while being quite creative in the implementation of "2 objects linked together cooperating to do something" . honestly, great work, the execution of the concept is quite good too, my only woe being how small the ship hitboxes are and how hard it is to click them in a hurry.  I think it would be much more fun if the ship were easier to click on. I have beaten the game  and i think its just about the perfect length for how challanging the controls are.


Love the game, the art looks sick, the music is fitting, the concept is cool and quite unique, i love the implementation of different enemies and their trajectories, i think the game would greately benefit from larger ship hitboxes / areas where the click is registred around the ships. and also maybe more levels accompanied with new enemies, maybe some that hang back and prefer to shoot from affar dealing little damage, but forcing you to go after them. also it would be nice if you could earn funds from destroying enemies and spend it on upgrading the length of the net and or the health of the planet, call it planet wide asteroid shielding. ;)

This game has an interesting concept behind it, i like the idea of being able to switch control between the orb and the playable character, this allowsfor a lot of interesting platforming problems to be created and the game does that to some extent. directing the rock to an other wise unreachable ledge and then teleporting to it is a fun concept however the rock should be easier to control to make more complex platforming problems possible. Also, the game has some form of bug that occurs during some set of inputs involving the right mouse button / firing projectiles that leads to a crash. as such i have not beaten the boss as all of the 6 times that ive gotten to it at some point or another the bug would occur and the game crashes. the level design could use some work also.


In conclusion, great concept, good potential, requires polishing and bug fixes.

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Quite unusual, the concept is interesting at first as i learned how to kite the snakes on the first level i clicked. that being said i did not realise there were different levels at first since the menu was not very clear i had a choice and the menu is bugged, following my mouse as opposed to staying in the centre of the screen. Ive had a look at the other levels and they too are fun , some more than others, specifically level 8, the one with the eagle that kills snakes and mousetraps littered on th eground. Overall, each level is fun and adequuately challanging for about 2-4 minutes each before it gets repetetive.


However, i do not see how this linke to the theme of the game jam in any way shape or form :/


Edit: I read the description after posting the comment, i stil thenk that the premise that everything is joined toether to your mouse is weak at best.

Thnk you very much!! It is a pleasant idea in our opinion. Im glad you liked the art, I was responsible for the visuals so it is very nice to hear that, thank you!

Thank you very much! Im sure he is ok, just a little frightened =)

thank you for your feedback. were going to tweak the spawning algorithm. as for the shooting, in case you didnt notice the bread will land in the position of the cursor when you throw a piece of bread (or a rock). In our opinion, this was a cool gameplay feature as it is possible to dispose of rocks by throwing them out of the reach of the pigeons.

Thanks for your comment!  The idea came almost immediately and out of the lue since we didnt want to make a christmas themed project as weve foreseen that that would be a very popular theme. I did take a look at your game, found it to be quite interesting and almost addicting for a hefty amount of time, despite minor bugs involving stacking, or the absence of there of, of "power ups".

Thank you very much for your comment! yes, it can be a littel unclear at first, we did our best to give instructions in the descrptions, however , I agreee that extra sound effects could really make the ga e more intuitive. I think it is a shame that Web GL messed up the resolution(The game over screen is out of resuolution and you cant see all of the lives). Despite that, with this project being limited by 48 hours as well as by the fact that this is our first game as well as GameJam ever, i think it turned out really great for what it is. It wasreally fun to make this and we have no regrets XD.  In fact we will keep on working on the project in hopes of adding more features, and fixing existing problems!!

this is really fun and quite addicting, however the bigger bulletsat wave 2is broken, the bullet looks bigger but seems o have no hitbox:(

Problem starting to play the game.