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Nekhon

47
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A member registered Dec 11, 2022 · View creator page →

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ty! honestly its very surprising for me that people say that its spooky, i made it horror-looking accidentaly, and i never did any spooky games before in my life

i also got crushed by a boulder. 11/10

ty!

because the cars was abandoned for long time and accums almost died

nice audiovisuals with strong flash games vibe, and good concept with good gameplay built on it, it was surprising to get a level with like everything after tutorial level with 1 guard

very nice audiovisuals and implementation of theme and special, BUT, lack of coyote-time with pixel-perfect complex collisions kills the gameplay feeling, its very difficult to play it like a proper platformer, fixing that would make the game pretty solid though.

my bad, didn't saw the play button on bottom, prob the game scales bad not in full screen, anyways the timer as limiter and stopwatch as key looks like good implementation of theme and special, and the timer makes the mechanic of planning movement instead of just walking pretty viable, forces to think fast, and the audiovisuals is pretty nice and stylized, gj + gg.

good concept for building full game on it

very nice sfx, and nice gameplay concept with good puzzle built on it and good implementation of theme and special, but requires better visuals, gg + gj. (время отматывать все равно что детешку кривым ключом заводить)

the gameplay could be very nice score-attack, but it lacks of enough challenge: its pretty easy to not die by just walking in circles, even with all the enemy types

a game in greece setting is fresh, and one of the most unique ones in this jam, and the visuals is very nice, but gameplay could have more twists/challenge types, currently its a bit boring

very solid concept. controlling sword feels like driving cheap rc car, therefore peak immersion

sry but how to walk? wasd, arrows, mouse movement, prayers and poking pc screen didnt let me walk :c

pov: what carlo gesuado and nietzche could do if they would live in our time and collab

sry, but imho the audiovisuals is screaming that they are ai-generated, which is not good, and the bosses could be more hard: at least first three is killable by just spamming attacks, and the (creeps?) not doing much.

very nice stylized audiovisuals, and good gameplay core, gj gg

nice, at least, selection of audiovisuals, and good gameplay concept with potential, but currently gamepaly is a bit messy (jumping collisions at least) and not very intuitive, but jumping in 2d topdown was surprising.

kogda pohorony mitaya?

nice gameplay concept, that could make into a proper game with better audiovisuals, gj

ok ty, this is very interesting and good to know, i think its due to lack of dx12 and c++ redistributables on your side, but im not sure.

cute visuals and gj on making a game, but sry, the gameplay seems broken: after killing enemies i lost capability to walk up and left (W  and A), i didnt found any new enemies spawns, and the attack range/collisions is too small.

sry sry.. are you on linux?  because i hoped that at least vulcan would launch on linux

nice incremental, visuals nostalgicaly reminds me of flash games

enemies moved by rotation and player without speed limit turns it all into silly but fun mess, gj

arguable implementation of theme, but very nice very retro audiovisuals, with good gameplay that even requires some brains, gg

silly swords in silly lands, silly fun game, but couldn't play it properly because in web build it doesnt mouse locks automaticaly, and i dont know if theres ability to mouse lock.

any chance you could add some screenshots? not much people will like downloading single .exe without remotely knowing whats inside.

sry but uhm wheres the game? no downloadable build, no web build, no link to scratch or smth

def an improvement from the build you published on beggining of jam, funny score-attack with good audiovisuals, but its bad qol that you binded controls only on arrows, i can't play it properly with 60% keyboard

+rep for my beloved cropped-photoreferenced art-style, and the gameplay is good, ngl i see this game as successful mobile timekiller

nice implementation of theme and special, and you did nice job on ui qol and audiovisuals, but the gameplay is very weak: it could be at least a guess-game, but its possible to just spam 1 hour naps until the stone cracks.

sry, but i can't say anything good, the controls don't work properly because sword unpredictablly bugs, and there is, as i understood, no restart after death.

funny platformer, if the level generation is procedural then you did good job on making it balanced, and unattached camera forces to keep pace, but too much ai usage.

silly physical thing, gave me nostalgic remind of old flash games and popular in 2017 janky-physics (like goat sim or i'm bread), gg

very nice very retro audiovisuals, and interesting, as i would like to name it, immersive weapon handling, gg

sry, but i didn't understood how to select direction of throw, or its just not working, therefore the gameplay looks broken.

very nice implementation of theme and special, and the audiovisuals is pleasuring, ngl i see this as a successful puzzle for mobiles

siily visuals, me likey. if its your first game, its nice as first prototype, but not any rich at gameplay, eventho in this scale making player sword damage player is smart, making it a bit more complicated than just moving mouse left and right.

sry but no, the game core loop don't work at all: i can't get damaged and the sword doesnt oxidize