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Heremeus

23
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2
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A member registered Oct 04, 2021 · View creator page →

Creator of

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I absolutely know that feeling. Took me 20 minutes to beat our last level after the jam finished. Turns out developing & polishing a game while doing great level design is a big task for 48 hours :P

I really like the idea of the game. Turns out I'm choosing poorly when it comes to elements to add. 

Liked the take on the theme. Couldn't survive more than a few rounds though, which quite nicely fits the reversed role (the AI player surviving and beating the horde). Once the wizard gained some abilities, he shredded through the skeletons.

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It's a great concept and well polished! I found the gameplay to be a bit frustrating sometimes. After placing all the board pieces, all I could do is watch the turret miss the pegs until it finally hits the right angle. I just restarted the level instead and tried to make it quicker.

Loved the game! Good idea and great execution. Won using only demons and mages haha

Couldn't try it, the zip files gets deleted by the windows anti virus as "Trojan:Script/Wacatac.H!ml"

Loved the game! The artwork was beautiful!

Did the fourth enemy attack with his block instead of his attack sometimes? I felt like I debuffed it's attack enough to survive but it struck hard. Managed to beat the game in the second attempt though - regen+poison build seems great :)

Followed you in hope of a post-jam version!

Thanks for the feedback! Great to know that firefox (maybe?) works. It didn't work when we tried it after uploading and we had similar experiences with firefox and Unity WebGL games in the past.

Yeah, I wish we had a little more time to work on the level design. Our game/level designer couldn't join this jam due to internet issues, so it was a difficult balance between gameplay, level design and polish in those 48 hours. Didn't help that it took us over 5 hours to come up with the idea haha.

Fun gameplay that is simple to understand. Also nice presentation with coherent art style and music. Great job on the level design and the learning curve!

Thanks! After working on it for 48 hours, I can tell you it doesn't get better haha.

Really enjoyed the game! How can a game be so intuitive and counter-intuitive at the same time? Broke my brain a little before I got the hang of it.

I encountered the already mentioned tutorial crash as well. After the second time, the tutorial got skipped somehow and I could play the endless part.

The jump mechanic was fun! Was a bit hard to control though. I couldn't make it through the level, even with the hunter "cheat" :D

Managed to save the sacred mountain from those pesky climbers, yeay! :)

Would have loved to see the climbers stats (even as simple text) to decide which cards to play. Playing damaging spells wasn't really an option without knowing how much health they had left. But setting up all those landmarks and seeing climbers go down instead of up was very satisfying (until some climbers reached -4 and proceeded to go up again by 3 after the initial descend haha).

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Neat concept. Good job on the soundtrack!

Didn't need to use any power ups but I got soft-locked in the fith level. The agent and a guard spotted each other around a corner but couldn't fire due to lack of sight.

The UI was off-screen in wide mode (3440x1440 resolution) but windowed worked fine.

Impressive code editor! Would have loved more stages with puzzles like driving around obstacles.

I struggled with the angle_to function in the last puzzle though. Why is rad_to_deg((0,-2).angle_to(1,0)) 90°? I ended up calculating the target vector and using the Vector2.angle() function (realised later that angle_to_point does that).

Sweat game with an interesting concept! The initial levels were quite easy. The boss was super hard but fun to beat. I couldn't figure out if switching the crabs on the side of the boss room is helpful or not, so I just sticked to using one side and dodging/deflecting their projectiles.

Wow, this is amazing! I'm surprised how much you guys could get done in only 48 hours. Really solid on all fronts. The art style is really charming, the audio was great (especially the band's song) and the gameplay was full of neat little details (like the crowd reaction to death bumping into them).

Thanks for the feedback! The speed in the first three levels is at ~50% of what we intended (for the tutorial). It picks up in the last level to ~75% but we ran out of time to design a level with full speed.

Wow, I'm impressed that you made it that far! Thanks for the feedback :)
The last level was rushed (we ran out of time) because we wanted at least one level with the faster movement and music in the submission (we had a third speed prepared but ran out of time). Took me over 15 minutes to beat the last level.

Thanks for the input! Yeah, we're working on improving the difficulty and learning curve for a post-jam version. Our level/game designer couldn't participate due to network issues and we ran out of time for proper level design. The collision was improved/fixed but the submission deadline was already over to upload a new version.

Thanks! Yeah, the collision can be a bit wonky sometimes. Took half an hour to improve drastically but the submission deadline was already over to upload a fix.

Thanks for the input! Yeah, the learning curve is far too steep right now. We ran out of time with the level design. That's something we want to fix after the voting period :)

Was fun to try the different weapons and the graphics looked good. Was quite diffucult to survive sometimes - until I realised you can use items that were already used :)