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HurricaneOf87

321
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A member registered Mar 21, 2020

Recent community posts

Included A Grave Mistake at 1:20:47 of my compilation of favs from this LD. Always good to see new output from you. :)


Included Pied Piper at 1:09:30 of my compilation of favs from this LD. Happy the final room wasn't as tough as it looked at first glance.

Included Genomancer at 58:48 of my compilation of favs from this LD. I just kept the one successful run to cut down on run time.

Included Throes Of The Javelin at 42:30 of my compilation of favs from this LD

Included Resown at 33:36 of my compilation of favs from this LD


Included Jelly Rush at 14:46 of my compilation of favs from this LD.

Really satisfying movements from the masses of mini-blobs. Right amount of drama in seeing if they could suceed each level. 


Included The Royal Writ at the start of my compilation of favs from this LD

Nice game. Letting go of space to shorten the jump definitely made it a lot easier to make jump that the way JK did their jumping. 

A handful of failed jumps, but there were some very conveniently placed platforms that made it very forgiving.

Another excellent puzzler, everything after level 5 was a headscratcher so you really delivered some of your best here.

Always appreciate a jam entry that can still work in a plotline.

Interesting ending if you plan on taking this further!

It's been a while since I played this but the only issue I recall was that I had no idea what I was buying when it came to the bridges in the store. Bridges, of course, but their uncertain placement on the map had me stratching my head if they were even mandatory at the time.

The art style gave this some interesting restrictions to work around as you couldn't signify areas where future abilities would be used with different floor/wall textures.

It did restrict the abilities to merely extra jump heights and dashing, but they were movement oriented in a game where moving felt good (though I had some issues moving at the beginning, they seemed to iron themself out).

Presenting the game with a wide zoomed out view was good too, as active gameplay still functioned as viewing your typical MV map without having to pause constantly.

The fog of war was a nice touch for keeping the exploration a mystery with the camera scope, but even within rooms themselves you had no idea of their enormity such as the big room towards the end with the single pixel platforms hovering around.

This all came together excellently.

Died during a text box

Here's my gameplay. The wall ride was a little iffy, I couldn't tell when I was going to drop off the wall. I like the use of the fixed camera angle, keeps the mind thinkin gof what potential secrets could be *just* out of sight but we don't yet have the angle or ability to see for sure.

It's a 1.0.0 playthrough FWIW.

This was somewhat sinister feeling. 

The only problem I had was thinking certain BG elements were viable platforms, but I can overlook that in a game jam production.

Good stuff, a bit of a sudden end, but that's game jams for you.

It was a love-hate relationship, but I made it to the end. Great atmosphere and lighting. Lot of nuance to the control too which made me persevere.

I gave this a playthrough if that's any curiosity to you.

Just getting a black screen with the win 64 version

Here's the playthrough if you're looking for any feedback.  

Came across a visual glitch in this corner

https://streamable.com/0swzor

Very nice

I'm all for a new approach at this point for the reasons colter has mentioned below.

Great work.

Good stuff, not a fan of the key resetting if it fell through the screen transition though.

Can confirm that this worked.


1) It's pretty cool that you can still dodge projectiles even when pinned into a corner, by pressing the direction and the dodge frames still being active even though you get bumped back.


2) When it comes down to just you and the eyes it can just become a waiting game until you hit the Action Phase, as they rarely approach the front.


3) Those guys with the staves/orbital lasers are the most annoying by far, which is great, since it gives you an enemy to prioritise. Though, almost like the opposite of the eye they have a habit of approaching the front line and getting shanked to oblivion.

https://www.twitch.tv/videos/1971439697

There were two occasions where I had two functional spears on screen, one in my hand and one stuck in the walls that eventually merged back together if they both got to my hand.

Sure, I'll try to get around to it sometime this week.

I've included Packed To The Gills in a compilation of games from the Ludum Dare 54 game jam @ 1:19:07

I've included Safe Space Passage in a compilation of games from the Ludum Dare 54 game jam @ 1:07:43

SPOILER: I got the T-Shape box stuck around a moving platform. :( Oh well. Very good experience otherwise, for something based around intentional awkwardness.

I've included Wrecking Jail in a compilation of games from the Ludum Dare 54 game jam @ 1:03:25

I've included Ribbon 2 in a compilation of games from the Ludum Dare 54 game jam @ 55:05

I've included Troglo in a compilation of games from the Ludum Dare 54 game jam @ 50:46

The platforming felt great, going back down the vines added a nice visual and the visuals were cleeeeean.

I've included Hazel & Hector in a compilation of games from the Ludum Dare 54 game jam @ 45:50

Looking forward to your next outing!

I've included Floodwater in a compilation of games from the Ludum Dare 54 game jam @ 41:05.

Good spin on the typical sokoban formula.

I've included Expedition 32 in a compilation of games from the Ludum Dare 54 game jam @ 31:52.

I'm willing to except the bipedal monster walking over the orange lines sometimes, because they're fictional and not real and can't hurt me and I wasn't scared. Nuh uh.