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Micrikacik

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A member registered Aug 09, 2021 · View creator page →

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Nice little game! I just feel like the animations could be a little faster, and the revealing eye could reveal the box permanently. It also happened to me that the eye revealed the same box twice when I used it two times, which was a bit irritating.

Really polished and complete-looking game. 

I tried to reach all the endings, but I lost track of how many I had already gotten. Maybe some counter could be in the menu, showing how many endings you have reached? I am not really familiar with games like these, and I look at it from the completionist’s point of view. So, for me it would also be an improvement if you could start from any decision you've already reached, instead of going through the dialog all over again. 

But that might be just a me-problem, because this game is really well-made.

Thanks for not giving up on the controls. We know they’re kinda complicated, but we couldn’t really think of better ones. And yeah, dealing with the bat can be difficult, especially if there are one or two more enemies around. But if you give it enough time, you can learn how to beat it. (It’s of course understandable if anyone doesn’t want to spend that much time on a Game Jam game.)

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Thanks for playing!

There are 4 melee weapons (dagger, small sword, big sword, axe), 3 spears (small, medium, large), 3 ranged weapons (small bow, large bow, crossbow), and 1 staff. Good job finding all of those. I guess you’ve played it for quite a bit?

And yes, potions are quite OP. (There’s also an armor that gives you one extra energy at the start of your turn. That’s just straight-up broken.)

I have skills. (I managed to finish it.)

I really liked this game. The only problem is that you give the player all those numbers and pictures without explaining what they mean. I suggest adding some explanation of the combat to the game description so that new players know how it works. For example, I didn't know at first that the first enemy menu shows the damage I would take from the fight.

Also, I think the game could benefit from some checkpoints. If player dies at some higher level, I think it would be pretty boring to repeat the clear of the lower levels. This did not happend to me, but I thought it was worth mentioning. 

Anyways, the game itself is pretty good.

As others mentioned, hitboxes should never be larger than the sprites, otherwise it feels unfair to lose. It is even better to make them smaller than the sprites, although that might be a bit difficult for this game jam. The game also does not fit to the frame on the page, so you should try to play a bit with its size in the itch.io project settings.

There is one bug I randomly found: somehow the audio played twice over itself. Unfortunately, I don't know how it happened. It seems there is nothing else bugged in the game.

Gameplay-wise I really liked how when the player loses, the level just immediately starts over again. However, I did not find any way to exit the level. It might look like it doesn't matter, since you have to beat the level to progress, but its niceer to have more control over the game as a player.

Last thing: the sprites have "flickering" pixels when they move. That is of course alright with the game jam rules, but it doesn't look pleasant. I believe that in Unity you can set something like "Fix sprite renderer to the grid" in the settings of a pixel perfect camera, so that could help.

I almost forgot about the music, which I really liked.

Good job on making a functional game. It might have some flaws, but it's nothing that can't be improved.

Well-executed game. Everything just works, gives feedback and is easily understandable. I have nothing to criticize.

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This is a nice, short game you made. I guess it would get a bit repetetive after a while, but you could always add more things to make it more interesting. As others mentioned, there could be something at the end of a level to tell you to press space, for example a flickering text or something. There should also be something like names of the levels at the start of each, so the player has more visual feedback. But overall this game is pretty good.

It's unfortunate you were unable to make more of this game, but the base feel's really solid. It's incredible how detailed the art is despite the limited color palette, and the sounds are pretty neat. I believe this game could be pretty good, if you finish it.

Awesome game! I was not expecting to find this kind of "somewhat 3D" game, but you managed to do it really well. Although I wish I could see more than a few tiles in front of me, since it would help a bit with navigation. But that's probably hard to accomplish on such a small screen. Because of the visual format, I was feeling a bit lost at first. Implementing a map could help, but it depends on what kind of feel you want from your game.

I really liked the design of Ael and Eyl and how youused backtracking. Overall it's a great game.

Nice little game! I just think that you should use different colors for the web page background, because it blends with the default background of the game and makes the edges invisible. I would also be nice, if there were some way to move left and right on the ground. And one last thing, i believe the game would play better if player didn't have to release the left/right keys immediately after jumping to bounce off a wall. Although, I didn't play jump king, so I don't know how its done there.

Gameplay-wise, this is pretty good game. Audio and graphics could of course use some upgrades, but the ones you used aren't half bad. I really liked the sound effects announcing the sun will shoot, which helped with smooth gameplay. I also like how you "forced" player to use the side wrapping. My only problem with it is that for some jumps, I could not see if I should use the side wrap or jump it normally, so I got stuck for a few jumps, trying over and over to use the side wrap. Maybe it is intentional, but it felt a bit bad to me. Another thing that felt a bit weird was the amount of bullets the Sun shoots. It seems that the amount grows with time, but I feel like it would make more sense, if it grew with the current height reached by the player. Last thing, I think that the hit boxes of the terrain were a bit larger that the sprites, so that felt weird for a bit.

But overall, this game was pretty fun. So much so that I have finished it (in my second try with only underwear left XD). Good job making it.

Oh, the cursed pasta. I guess you are a bit new to Godot. You can use the CharacterBody2D node to easily implement the top-down movement with "sliding" (not sticking) on the walls. It can also be used in the side-scrolling games, and can do a lot of usefull stuff.

Very nice game. The expansion mechanic is pretty neat. Just the enemies could be more "voidy" in my opinion. I also had a problem that I got stuck when the terrain had many little holes in it. Part of this problem is probbably the fact, that although the player can move diagonnaly, the diagonal direction is slightly different from the direction of the tiles.

But otherwise pretty good game. Good job making it on your own!

Pretty fun game. Just the camera movement seemed a bit off sometimes, but otherwise the game felt good to play. Good job!

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I can see this game being great in three steps:

  1. Make the tiles so that positioning of the chosen tiles matters, example: tiles have random score values, some tiles have zones around them (not necessarily squares, make varios shapes like tetris pieces) which somehow power up the tiles in the zone, when the source tile of the zone gets selected.
  2. Make it so that at the begining of the turn tiles get randomized. 
  3. Add SHORT timer to the players turn
  4. Profit.

Well, that my take. I can't say anything else than others so... good job you made a working game!

Nice game! I really liked how the leaves left trail on the ground. The game just felt slow to me, the leaves were moving really slowly. But I can already imagine how you could play with the speed, spread and falling of the leaves so the game would became even more beautiful!

Hello everyone!

A while back, I have started to work on a small puzzle game I named Path Of The Sword and now it's in a state I am happy to present here. It's a variation of a sokoban, with a unique (at least I think) chaining pull mechanic.

Short summary:

Try to complete the levels by placing the collored flower pots on their corresponding tiles. You can simply push as in any sokoban-like game, but there is a catch - everytime you move away from the pot, it gets pulled it behind you. Combine this with the possibility to chain the pots together, so you can do "multi-pull", and we got an interesting game already. There are also three items with special abilities, to make the game more interesting. And of course there has to be some opposing force - the gray knights will slay you if you stay in front of them. However, they move in a predictable (but sometimes unintuitive) patterns, and as the name suggests, you have a sword (in dome levels) to fight them off with.

Link to the game page: https://micrikacik.itch.io/path-of-the-sword.

Here is a map of all the levels:

Here is how can a level can look:

And there is something more:

In the downloadable version of the game, you can switch the language to Czech. There is also a custom level editor (and loader), so you can make some crazy stuff and send it to your friends as a simple text file (this file is "easily" readible).

Thank you!

Thanks! The cave generation was a lot of fun to make!

Thank you! I wonder if you noticed the thing about where the ingredients spawn on your own, or read it in the desription?

Thanks! Yes, we sadly had not enough time and energy to make music.

Thanks a lot! Music was but a small sacrifice we had to make to create all the grat stuff you mentioned. We even had some ideas on how to improve mining, but we had to scrap them (for now ?). The thing with the amount of ingredients you mention is ingenious and we totally missed it, so thanks for mentioning it! I will implement it after the jam ends.

Second try:

Really fun game! Although, as empty.soap said, to win I just have to cook everything in advance and stare into door. But if the ingredients, for example, appear from some other shaft after some time, it would make the game more interactive.

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Nice game! Personally, the picle boss was very annoying, since the homing tactical picle was always aimed directly at me and was super fast on the ground. The sauces were a bit anooying as well, because there were not much room to dodge. Otherwise it was great!

I have just found one bug: if you press E to finish the order and then press it again fast enough, another order will appear before the previous one disappears. And if you press E for the third time, the order vanishes.

Edit: you can make the itch game size bigger in the settings of the project, and use the full screen butten from Unity instead of the button from itch.io.

Thanks! We had a lot of ideas in mind, but had to scrap a lot of them to even finish the game. Maybe we could once expand it, who knows...

Thanks! Yeah... we had not much time to make the sounds... and we are bad at it XD. And we definitely should have thought more about the difficulty...

Thanks! You know how it goes in game development: fun, frustration, madness, sadness and then joy. I have definitely made the jumping part of the game too hard (unintentionally) and a bit unpolished. At the end, I just had no energy to add narrative into the game. But that is something someone can do if they make this a full project.

My hand hurts, but I think I have won! It was pretty fun, although at the end a was just using shield into four fires into timestop and repeat. I have just one little problem, I don't know wether the spells get stronger when I choose them multiple times and if so, it would be nice to at least see their level. Otherwise good job!

This was a really nice game! I really liked the story, art and sound effects. This is a lot of work  you did in just 48 hours! I have just a tiny thing to say: It might be nice, if you added some subtle background music. But otherwise its awesome!

Fun game! I have just a few suggestions:

  • It would be nice to see the cooldown on rapidfire
  • I have no idea how to use shield (you can write controls to the game description)
  • Sometimes I healed, but I don't know what triggers it
  • It looked like the game stopped progressing after I unlocked the rapidfire (I have reached score 1111 and could have easily continued)
  • When I was standing next to the screen border, my spell missiles got immediately destroyed before hitting anything
  • I think the dash was pretty useless on such a small space, because it didn't give invulnerability

Thats everything I could think of. Despite these little problems the game was fun, so  good job on making it in just 48 hours!

Thanks!

Now I realize that I designed the levels in a way where you must use the coyote time to complete them. But the purpose of the coyote time is usually to make things easier. What a design choice silly me came up with :)

Thanks!

You can imagine the levels as the points where branches grow in the tree. Bed takes you up the branches, and each bed corresponds to one branch. Spike takes you down the branch you are on, and there is onlz one possible way it can take you.

In the case of this game, zou start at the bottom of the tree, one bed takes you on the left branch but the other takes you on the right branch, and spike always takes you down.

o        o

    \  /

      o

Thanks

This game has really cool concept, I think it could be used in a bigger game as a core mechanic. Right now I can think of some space game where you could explore this way and it could be interesting to try making a combat with this kind of movement.

Overall, good job on entry!

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Thanks for playing! 

The resolution is a bit weird, so if you play on a larger monitor, the game appears close and you can not see the health, laps and fruit images. This should be fixed by switching on the fullscreen (bottom right corner)

(Edit) I have just resized the itch window size, so you should be able so see everything even if not in fullscreen.

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 I got it

This is so much fun! I really like this game and how well you implemented the one button controlls.

I challenge evryone to beat my best score: 1160!

This is very fun game! I really like the audio and how good the sprites look despite being two-colored. Also, was my golden dog statue just a bark (i feel scammed now XD)?

Despite all good, there is some not so good. First thing that happend to me: I have purchased bomb with hard-earned coins. I have mastermindfully installed this one block and ventured into space, and then ... I immiedatly pressed Z and my bomb went off. It's because in station I use Z move around but in space I use X to shoot, so I wanted to shoot, but I was used to press Z. And this even happend multiple times to me! I would suggest some button swapping.

Also, when I first played the game, for some reason I thought that the top left arrow leads to menu, but maybe I am just dumb and unable to find the shop.

Lastly some (maybe) bugs: 

  • When completing level 2 and 3 the calendar didn't get marked as done. 
  • After installing some blocks, losing and refreshing the page those blocks got stuck in top left corner through whole game. 
  • And I don't know if it's just me, but I didn't see any restart or play again button, so I had to refresh the web page.

Except for this minor things, this game is really good and I enjoyed playing it. Thanks for making it!