Skip to main content

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

‎ ‎Paulim

118
Posts
15
Followers
28
Following
A member registered Sep 28, 2022 · View creator page →

Creator of

Recent community posts

That made some very jazzy rythms indeed! I was confused at first thinking that the direction was related to the key instead of just the color, but when I got it I could get 86k score with 23x combo ;)

(1 edit)

I loved this entry, one of my favorites in the jam, I would just point that the trigger area was not very intuitive to assign, at first I thought I should press the key when the notes where inside the bubble shield, later I noticed the white dot.
Also some stuttering when playing for the first time, I have those in my game too and I'm yet to fix them but I think it's related to particles loading on web exports, maybe a solution is to emit them while the scene is loading, I'll test some things when the jam is over. 

Congrats on your entry!!!

Yesss, Thank you for playing!!

Thank you very much for playing!!!

Thank you for playing! Yes, my original plan was to do a level system for the player where you would receive a quantity of exp for every enemy in the battle, but I ran out of time and had to finish other things so it could be at least playable. Also, the game/level design isn't very good since I didn't have time to playtest it, that's why the boss is almost impossible, I was only able to beat it using 2x dart modules + 2x teleport modules with full crit + damage upgrades, I'm updating the game sometime after the jam ends with some changes related to that, thank you again for the feedback!!!

Really cool reference, great submission!

Cool entry, nice hexagons 

Perfect rating from my side, also, the meta is megaphone + early alert.

Very fun and you could build more around it by the way, idk if there's another enemy than the snake, I kind of could only reach the third snake before the rng `doomed` me, quick tips is you can make the song keep playing through the scenes if you make it's own scene and autoload it on globals, so it won't restart whenever you change scenes and as a Global you can reference it in any script if you want to change the song or something else!

Very cute art, the game idea is also very cool!!! I noticed some things that could make the game feel better, like when you squish eggs into walls they are very likely to go through the wall into infinity, I think you can try to handle this by setting the continuous collision detection on the eggs rigid body. Also small think I noticed is that you can sort of double jump if you tap jump too fast, I think this is because of the way you implemented coyote time, if you're using time buffers you can set it to 0 right after you jump the first time.

Anyway very good entry, I wish to see more games from you guys!

(1 edit)

Thanks for playing and for the suggestion! Yeah I kinda pick a song in Free Music Archive like 20 minutes before submissions close so didn't have time to search for more fitting songs, thx again for feedback

Thank you for playing! Yes, I tried to make the enemies flee when below 5 of hp but this can be very boring in the beginning of the game, the extra options I think you're refering to the modules, they have a cooldown to use and in this build the cooldown is persistent between battles, I will change that in an update so it's not persistent, anyway thanks for your feedback!!

Thank you for playing!!! I'm glad you found it worthy of more updates, and you're right, I already have a lot of ideas to implement but I'm invested now on refactoring the code and solving bugs, because I've made a mess in the last two days of jam to make it at least playable. It was fun to build the hex grid logic, you should try it someday. thank you again for the feedback!!

Thanks for playing! Yes, as said in other review, I could've done better if I managed things differently, but I'm working on a post jam version so I can rework on things that I did in a hurry, including a better UI, for that thank you for the feedback!

Thanks for playing! Yes I could've done better if i could've managed things differently, but I'm working on a post jam version so I can rework on things that I did in a hurry, for that thank you for the feedback!

Thank you for playing! Yeah I was trying to make some UI hours before submission due, I tried to implement a health bar wwith simple styleboxes but it couldn't fit on the game style, would be better to fit a pixel art UI but I wouldn't have time for that ;/ anyway I'm working on a post-jam version with everything I've had not enough time to implement in the jam version. Thanks for the feedback again!

Thanks for playing!! In the end I couldn't do half of what I wanted to do when planned the game haha, but yeah, I'm working on post-jam updates and I will take note on your feedback, thanks again.

Thanks for playing and your feedback!

Thank you for playing! Yes the game is quite harder than I wanted it to be, that's mainly because I didn't had time to playtest it, but I'm working on a post-jam update to make a better progression flow, thanks for the feedback.

Thank you for playing! Indeed stage 3  (the last one) is much harder than I thought, it's basically due to me not having time to playtest the game before submissions due, myself could only beat this version of the game with 2 teleport modules + 2 dart modules and full damage + crit, but I'm already working on a post-jam version with better progression, thank you for the feedback.

I liked the idea, I wish the battle had like little speechs on each part so it feels more like a talk than a battle, and the game is too short TT, but you artstyle is veryyyy cooll

Cool mechanics and nice final animation, it could have more puzzles, keep going with the hard work!

I like lightspeed dwarfs mining ores, everything is perfect!  I just think it could fit more to the theme but doommining till you're dead is good enough!

Eu vi um comentário em pt na página, n sei se todos falam português mas parabéns aí caras, um dos melhores da jam.

Very cool game, theme is perfect and it's a cool tribute to Zelda, the thing it could be better is in controls, it's very hard to control + the insane amount of information to process, I wish I could set mouse button to shoot the arrow, and I think the knight is kind of weak, how ould he deafeat the Evil King? hehe
Besides that, the scroll mehanic is very cool, congrats!

(1 edit)

Game freezed when I got to the top of the climb challenge part so I assume it's the end of the game, it's a very good idea, the new game mechanics introduction are very well done and I like precision platforms like these, but the movement could be more fluid for that there's a lot of content on the internet about building precision platform out there, I'm sure it will be worth to follow some of those. 

There's this part, when you get the wall jump upgrade that is very pixel perfect, I had to try it like 50 times until I hit the spot to make this jump, I think a lot of people will not finish the game because of this, I thought of 2 ways of making it easier without changing the challenge so much, either you could add a ceiling gap or move that extra tile to 1 position below. In my opinion I think moving the tile down is more interesting. 

Anyway, congrats on your first game!!! I hope you keep going on building new games ;)

Very good submission, it's scope is perfect so you could spend time polishing it and it's very polished indeed, specially on the visual part and the theme is well interpreted in my opinion. I've just catched some things:

  • The gap on the difficult from the first run to the second run is very high, maybe keep it progressively getting harder. Also, adding more types of enemies help with that.
  • Sometimes the exp are is out of bounds (in the red area), I don't know if it's on purpose but maybe check when the cloister shrink to update it's position if out of bounds.
  • Some bugs noticed: the exp/coins sounds accumulate very fast and it hurts to hear, maybe setting polyphony or something like that would solve. Sometimes I do a lot of damage on the cloister, specially when shooting to one side and flying to the other side, idk if it's just the crit damage tho. And last I think just some optimization would be nice for a browser version, on late game it was very low fps. 

 Anyway, it's still a very good submission, congrats!

Nice Educational Software!

That was funnier than I thought it would be, congrats!

Sorry for the issues, I did not make a fix in this game after the jam. There's a lot of things I would change with the experience I have now, this game is actually unlisted on the website so you probably got here by an external link, thanks for that and for playing!

(3 edits)

I think WASD + Z/X is not the right combination, there are two keymaps in the game, one is [Arrow Keys + Z/X] as classic game boy emulators use, and the other is [WASD + J/K]. That is a callback for keyboards without the arrow keys. 

This explanation in the description is missing.

Thank you for playing, this problem is a bug that happened with a lot of people but I myself never experienced it even after playing hundreds of times. I remade the spawning system completely hoping to stop this bug, but as I have never experienced it myself, I cannot know if this solved the problem or not. I'll be updating the game after the jam voting is over!

Thank you so much for playing!

As promised I've tried again and finished the canonical way, but I wanted to see the crown so I did another run and recorded that ;p

Thank you for playing!

The delay you felt is probably the acceleration implementation on the movement to avoid hard turns, you can surpass it by making a fast small jump to the other direction. And I've had this jump issue early in the project but I thought I solved it, thank you for reporting, I will try to reproduce it to see what's happening.

I'll make sure to add your suggestions after the jam ends, I agree that the enemies projectiles are hard to track and it would be much more familiar if you could navigate things with your keyboard!

(1 edit)

Perfect submission, I've really liked that. But I think I'm gonna argue about the choice of making the movement less familiar to the genre in order to make it speedrunnable. For reaching a lot of velocity you should probably add another elements to the game, maybe dashes that accelerates the player, bunnyhop, moving platforms that add velocity, etc. One thing that felt very odd to me was the wall jump not impulsioning you to the other direction, that allows corner jumps but makes climbing harder, I think a solution for this is adding a grab button just like Celeste, this allows corner jumps while still making wall jumps familiar.

Overall, one of the best submissions of the game jam, the visual and the audio are amazing too!

You definitely won the jam, the Idea of a jump rage game is awesome, the visual is nuts and the audio is perfect, I've been too greedy reading those hoax signs  and suddenly I was back to the beginning, I will certainly try to finish it later, my deadly curiosity will probably push me down again ;p

Congrats in the game, it's really awesome.

Very smooth and good visual, the gameplay can be really fast also, I've just found the wall jump quite hard without a "wall slide" state.

Nice game!

I took a while to realise that the guns are destroyed after shooting some times, the game is very fun to play and the voxel stilized character and guns are pretty nice.

Really cool mechanics, I think if you well polish them it can be a really nice game.

Congrats on making it!

Nice done! Hope you keep making games and getting better and better!