Skip to main content

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

SheerAweso

99
Posts
12
Followers
5
Following
A member registered Jun 11, 2020 · View creator page →

Creator of

Recent community posts

This game is such a cool concept! The time loop idea is really cool, I love it. It's really really hard though. And I wish there was a "Fast Forward" function so I don't have to sit through the whole loop when I know I can easily survive up until a certain point

Yeah this game rules. Couldn't figure out how to use my active item though!

This game ruled. One of my favorites so far. But that fuckin blue guy is sooo useless.


Gameplay was really fun! Really enjoyed the minigame, but damn is that throwing the brain into the bin game hard. 

One thing I noticed tho were that sometimes I felt like the pathing to the computers was a little strange, especially at the end level. Like the brains wouldn't path to the closest possible computer. And also, flicking the yellow guy could be really finnicky due to the camera perspective.

Also, I kinda felt like I was "gaming" the system a bit. if I just tapped my mouse on the yellow or pink guys, I could reset their timer to stop working which I did a lot before I thought a minigame would show up. works the same with the green guy, just with W.

But overall, really enjoyed this one. Stellar gameplay tbh.

Great art! The art at the start is especially good. The lore was also a nice touch, it made the world much more interesting!

Tho, I had a really hard time hearing the music. I tend to turn up music and turn down sfx in games, which I really wished I could do here.

Also, I kind of just ran past all of the enemies for most of the game lol. When I shot, I wasn't getting any visual feedback for hitting them, so I wasn't sure if they were actually taking damage or not.

Glad you liked it! Turns out the reason the events feel repetitive were because that there is currently a bug where only half of the provinces can give you an event, unfortunately! So many of the events and characters we made cannot even show up. Will definitely be fixed after the voting window is up haha

honestly some sort of visual feedback for pass/fails is a really good idea. Thanks for playing!

I really really like the concept of this game!

But I feel like this game could've used more of a tutorial. I didn't really know what i was doing, I kinda just hired and fired random people at random for the first week or so and  it worked out until I figured out what was happening exactly.
(funnily enough our game is also very similar i feel in terms of gameplay, and also has a tutorial problem in my opinion haha)

One thing that was kind of unclear was what the events did exactly at first. It took me longer that it should've to  realize that G is Governance lol.

Also the ending felt very abrupt! I wish I got to see liftoff at least!

(1 edit)

Cool idea! The slow down is cool but I feel like it should only happen if you click the leap. There were some times I was falling without clicking the leap beforehand, and it was annoying when the slow down happened. Also, maybe there should be a way to pause and click a  retry button if you know you've already failed?

Cool game! The game lagged a bit for me here and there, but it might've been cause of the web build. 

Sorry for your loss. Great use of the theme though, I thought the game was really nice and thoughtful.

Oh no! That was indeed the final boss! I'm sorry that happened, it's been happening to a lot of people unfortunately, even on the download version :(. I've fixed this issue already but I can't update it yet obviously. But I'm really glad you liked everything else!! Thanks for playing!

(1 edit)

Gotta say, at first I was unimpressed, but I stuck with it and I'm really glad I did. The grapple ball ability is so much fun to use haha. To the point it feels like I'm breaking the game, which is definitely a good thing! I do feel like it's a bit overpowered tho. I basically could just scale a wall and reach the end of the game. But before you get that ability, the game is fun, but the movement just feels clunky at times. I like and understand  the "braking" mechanic, but I do wish I had a bit more control when I used it. Also in general, I'm not a fan of games that make you charge your jump. I wish I just jumped when a pressed space. Just a personal preference obviously.  But overall, I really liked it. Nice cinematic ending too. The aesthetics are on point, the music and the style of the game is super cool. I do wish there were some sound effects though! 

(2 edits)

Really cool entry. Visuals and sound effects were extremely pleasing! When I realized how to unlock abilities it was a super cool moment! I really do like games where you can technically do everything from the start, you jsut don't know it yet. Unfortunately for that I doesn't really much like a metroidvania to me in the truest sense, but I guess the definition is ambiguous for the jam haha. While I do like the mechanic to get abilities, I did find it a bit annoying after a while when I only need it to get a single star. Also, maybe a way to more easily shoot up? Oh and, I wish pausing wouldn't take me back to the title screen! But regardless, I liked your game a lot!

I loved the artsyle so much! To be honest I thought it was too detailed to fit the theme but definitely keep it haha. Really enjoyed this though, just wish there was more. Cool abilities for sure. The projectile felt a little jank at first since it wasn't always going where I was aimed, but then I realized that you just have to jump. Personally, I would change it so it always goes where you're aimed! The slam ability feels a little stiff, I'm not sure how to explain it. The eyeball enemies felt a little unfair, I understand its intention but It's practically an instakill if you can't kill it or move away in time (and those areas they were in are very wide open) Overall, good work!

Glad you liked it, thanks for playing!

Fair point about the timer (I assume you're talking about the Graveyard section), I definitely feel like I should've tried to make things more clear. I did include a logbook before hand to explain how it works a little, but I can definitely make it make sense more. About the monitor- yeah the game is kind of messed up on any resolution that's not 1920x1080- sorry about that! i didn't have time to add those settings unfortunately, but it will definitely be improved upon in the post-jam update. And the artsyle admittedly could use some work, I'm not really an artist, I was just trying to abide by the Theme :). Thanks for playing though and the detailed write up!

Wow thanks for the kind words! I definitely agree that the camera could be improved! I like the idea of it following the cursor, but I'll definitely try to strike a balance. Controller support will definitely come in the post-jam update. Thanks for playing!

I really like idea of a one-screen metroidvania, really cool idea! I also thought the UI and pause menu was really creative. I also thought the ball mechanic to cycle through abilities was pretty cool and unique. I was only able to get 2 items though. I got Sundance second (after Starstruck) and it feels like I got stuck/softlocked. As I'm typing this I definitely feel like I went the unintended route. I probably could've found a dash but I was able to 'levitate' by throwing the orb into the floor and timing it correctly. I could be wrong, but I could not figure out for the life of me how to use it. Also, there were oftentimes I felt like I had to take "unavoidable" damage due to where enemies were placed, and sometimes they blocked my Sundance despite being dead.

I'm glad you liked the movement and the game! Sorry to hear about you getting stuck, I actually added a failsafe for that happening in the 24-hour patch but I somehow accidentally removed it before pushing the update, I'm still not sure how it happened ;(. But thanks for playing regardless!

(1 edit)

Thank you! Interesting point about the movement. I added some speed pickups around the map that hopefully would help with that, but I can definitely look into tweaking that. As for the frame rate, good to know! The game probably isn’t the best optimized with everything being on one map. But I will ask, were you playing on the web version? I’ve had a lot of people tell me they’ve had problems playing  the web version, unfortunately. Thanks for playing!

Yeah good point, I wanted to add more bosses and enemies but I ran out of time! But I’m glad you like the movement and atmosphere! It’s definitely what I spent the longest doing haha. Thanks for playing !

wow this is a really really cool idea. I'd absolutely play the hell out of a full version of this. Amazing use of the theme, and I felt like this idea has so much potential!

(1 edit)

I beat it! I really liked how the environment changed to be more beautiful as you unlocked items! Was a really cool way to showcase where to go as well (even if the game felt a little too linear ;) ) Final boss fight was cool as well. Definitely felt hollow knight and souls inspired. I wish the abilities were a bit more interesting but you can't go wrong with a double jump and a dash! But overall, good job!

I'm really glad you enjoyed it! Thanks for playing!

Glad you like it! Thanks for playing!

(1 edit)

Woah this is super cool. Gives me a lot of minecraft parkour nostalgia, and the movement is a lot of fun. That post room secret is HARD but I got so close. I might come back to it. My only gripe is that I wish it was longer, with more abilities! A parkour metroidvania as a full game is actually a super cool idea, I feel like you could do a lot with that. 

I really liked your game, I beat it!The concept is really cool for a metroidvania, It's super cool how you were able to fit so many clever puzzles into like 8 rooms lol. A lot of the puzzles were very neat, and I really liked the concept of the star orb. But it kept glitching out which was a bit annoying! The web was bit janky to work with too, but I liked the concept! And in one of the rooms one of the swinging boxes kept glitching into the wall. And the last room was cool, but I thought the tongue attack was super annoying. like I could be so close to beating it then suddenly I have to reset if it takes one of the harder boxes. But, I guess that's the point. But I thought it was really cool how you incorporated (almost) all the mechanics into the boss fight. I wish you had to use the magnet more. But overall, my favorite game so far! Seeing such a cool mechanic implemented in Godot is inspiring!

I'm glad you enjoyed the music! I could definitely see myself expanding the world to be much bigger in the future!

(1 edit)

The movement took a while to get right- I'm glad you liked it!

This really was an odyssea huh...

Thanks for playing!

Thank you for playing!

I'm really glad you liked it! You actually can jump while boosting, but I admit it sometimes doesn't work like it should 100% of the time haha. Fair point about the anchor! I could definitely make it more intuitive in a future update. Thanks for playing!

(1 edit)

I beat it! I thought the game was really cool. the music matches the vibe pretty well, and the environment is really intriguing, I wish I knew more about it! The worm ability was cool, and I thought the level design around it once you get it was pretty cool. Wish you got to use it more later though! I also wish there was a boss of some sort at the end. Would have been a pretty cool moment! Though I do like the ending. The map is so big for a jam, good job!


Also, is there a point in collecting the green orbs?


Some nitpicks:

-Movement feels a little stiff. I feel like if the controls were a lot tighter, I'd have a lot more fun moving around the world. I think turning down the acceleration when you change directions would help

-what's the point of health if almost everything instakills you?

-I wish you could look down! especially if spikes one shot you.

-The Mushrooms should stand out from the background more! I didn't realize they were usable the first time I encountered them.

-I feel like the Heart(?) boss should have indicators for the falling stalagmites

(1 edit)

as an avid Mooncat enjoyer I love the concept of cool control schemes, so I was ready to really like this one! However, these controls feel like an extreme version of mooncat, to the point where it can be super frustrating to do anything. There were often times where I thought I input the right input, but got a different result. Could be a skill issue on my part, but it was very frequent, even happening when I thought I had the controls figured out. Plus with the controls, the enemies feel very punishing. I feel like the game is hard enough as is to get used to the controls.

But overall, its a really cool interpretation of the theme, and the artstyle is really neat for being so simple!

I really really liked the artstyle and aesthetic of the game! I also found the clarity mechanic pretty cool, and the level design surrounding it was neat! Although, I wish the clarity recharged faster, as I was wanting to use it so much to find secrets, so I constantly had to wait around to get my meter back

One thing I noticed was that the combat felt a little janky. The hitboxes of your attacks and the first enemies you encounter felt very unclear, and the sfx felt a bit jarring. And I was a little confused using the clarity mechanic during combat, I wasn't sure if I was doing it correctly.


But overall, super cool game!

Thank you!

I'm glad you like the music!

Glad u like it!

This post was fact-checked by real Polar Bearers. Thank you!