Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Greem

29
Posts
1
Topics
2
Followers
A member registered Feb 15, 2022 · View creator page →

Creator of

Recent community posts

Que bueno que te haya gustado!

Si, en el futuro agregare la opcion de ver que hace cada pocion para mas facilidad, pero por falta de tiempo (ya que tenia que subir una version del juego hoy) no pude agregarlo.

Sobre el tema de quedarte sin pociones, si hubiese tenido tiempo hubiese agregado que si te quedabas sin pociones te soltara una pocion vacia, pero igualmente lo pense y al ser el tutorial y finalizar ahi, no pense que haria tanta falta.

Por si tienes curiosidad, la pocion verde te cura, y la pocion roja te deshabilita la curacion! (por eso no se pueden mezclar y explota)

Que bueno que te haya gustado este prototipo! Ver tal recibimiento me motiva a seguir con el proyecto

Hey! I’m really glad you liked this very early version of my game! It’s quite basic because I was up against a deadline to upload it (today), but thanks a lot for the recommendations!

I asked friends during development what they understood from the tutorial to see if the message was getting across, but of course, 2 or 3 people aren’t enough—I really appreciate the specific details you pointed out!

Regarding taking damage from your own attacks: the idea is for that to depend on the specific potion. Yes, it’ll be clearer in the future; I didn’t have much time to add everything I wanted, but later on, I’ll add a way to see what each potion does. (The one thing I won’t add is a list of incompatible combinations; the fun lies in learning what works and what doesn’t—kind of like picking up a new item in The Binding of Isaac without knowing if it’s good or bad.) That’s why the explosion when combining incompatible potions feels so sudden; I wasn’t sure how to let the player mix potions without knowing if they’d explode or not, but there’s still plenty of room to improve the core mechanic!

I hadn’t really realized the explosion seemed so huge compared to the rest of the game, but I’ll keep that in mind!

Thanks so much for the support! I really wish I could have released it in a more polished state, but time constraints made that impossible. That said, I plan to keep updating it, and I hope you continue to enjoy it!

No, that hasn’t happened to me; it opens maximized for me (since that’s how I usually use it). It might be due to something in your settings (though I doubt it, if you haven’t changed anything).

I’m using wine 9.0

(1 edit)

That sounds a lot like what happened to me (/t/6798639/frozen-execution-in-linux)! As far as I know, it’s a bug: the program tries to locate its own dependencies (which are actually there) but fails to find them, so things don’t work (and setting custom paths doesn’t help either). I’d recommend using the Windows version with Wine. It works perfectly XD

It appears the program isn’t detecting ImageMagick; here are the notifications:

No ImageMagick detected at /tmp/.mount_pixel_fpdhiu/usr/bin/assets/imagemagick/linux/imagemagick.appimage, please make sure the installation is complete and ImageMagick path is set correctly in the preference.

No webp detected at /tmp/.mount_pixel_fpdhiu/usr/bin/assets/webp/linux/webpmux, please make sure the installation is complete and webp path is set correctly in the preference.

No gifski detected at /tmp/.mount_pixel_fpdhiu/usr/bin/assets/gifski/linux/gifski, please make sure the installation is complete and gifski path is set correctly in the preference.

I created a simple animation, and now when I try to export it, it says the export was successful, but when I check the directory, nothing has been exported (Yes, I checked if the folder was the correct one, I went to that exact path, etc…).

Okay! Latest update: for some reason, the Windows executable does work now (meaning it opens File Explorer), but it doesn’t work when I launch it via Steam. Could it be an issue with different builds?

(1 edit)

I am trying to run Pixel Composer 1.21 (latest stable) on Ubuntu 24.04 Linux.

I have tried running it via Steam and the itch.io executable, but neither works.

The issue is that when I launch the program, a window appears, but its content is whatever was behind the window where it opened (for example, if it opened behind a game, that game appears inside the window). It also always opens at a size of 1600x800; this happens with both the Steam version and the itch.io executable.

Here is a photo of the issue:

Screenshot from 2026-08-16 00-58-43-edited.png

Update: Now, for some reason, the application reopened after I took the screenshot (note that I had restarted the PC before taking the shot and disabled Steam’s forced compatibility mode).

This might have been a glitch caused by some random issue, but I’m mentioning it just in case.

Another update: After running the program, anything that uses the file browser (such as importing an image) no longer works; the file browser simply doesn’t open.

For example:

  • It won’t let me add an image node.
  • I can add an export node, but if I try to select a directory using the file manager, nothing opens.

We tried to fix that bug before the GMTK jam ended, but we ran out of time and had no idea how to optimize it (we only know what causes it).

I really like the tower defense concept where, instead of defending your own tower, you try to conquer another one (literally)! The only thing that felt a bit awkward was building while the camera moved along with the mouse; it would be great if you could somehow stop the camera movement while building walls!

Your point of view fits well with the jam’s theme, and honestly, I don’t think it would be a bad idea to have a platformer based on that concept!

It’s an interesting idea—not really my cup of tea—but having played Minesweeper, it would be nice if the game offered some kind of clue to hint at where the curses might be! That way, it wouldn’t be so random, and I think it would be more entertaining.

I’m glad you liked it! We wanted to add more maps, but we ran out of time due to some lag issues we encountered.

Oh, right, we added voices to them for sound effects

There are a total of 4 weapons; you can find them in some of the yellow houses scattered across the map!

They might be unexpected browser bugs; if you could tell us roughly what was happening, we’d appreciate it!

Thanks! I’m a Linux user, and I’d really like to buy Pixel Composer on Steam so I can use it on any operating system.

Does it also come with a download for Linux?

We wanted to make it look a bit more retro and better designed, but unfortunately, we ran out of time.

The game is really cool and entertaining!

Nerf the parry; it’s way too broken (I literally played 15 rounds using only the parry, just picking up defensive upgrades and healing).

Lol XD, I would like to be able to see that style.

I really like the game, and that could be an interesting idea!

I just think a few things could be changed:

  • The speed at which a “press and hold” action is detected could be faster (the current slowness makes it harder and uncomfortable to play, in my opinion).

  • Perhaps there could be safe zones based on the monsters’ hearing range (I don’t know, I think it could be a good addition); that way, one monster might head toward your location while another stays waiting in the same area.

I’m so glad you liked it! Seeing such a great reception from the community makes me want to continue and improve it.

I’m glad you liked it! I was going to add them, but in the end, I ran out of time (plus, I don’t really know much about audio—these are the first audio clips I’ve ever made).

It’s really fun and challenging at the same time—I’d love for it to continue! Unfortunately, though, mouse movement isn’t allowed as an input.

Wow… Those are the kinds of things that go in the rules, but oh well—next time.

I hope you liked it! And yeah, I actually feel the same way—even the hard level feels easy. But I didn’t want to make it any harder because there were things I didn’t want to change; doing so might have made the level too difficult (like the Extreme one), so I decided to leave it as is.