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Amsonia

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A member registered Oct 18, 2022 · View creator page →

Creator of

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hiya thanks for playing!

Yeah, the attack delay is something I wanted to have, it was 5 frames before I cut it down to 4. The thing is this was mostly inspired by jumpking instead of downwell. In jumpking you learn how long to press space to adjust your jump, here you learn when to press space if you're already at a certain point of acceleration.

I'll adjust the death trigger so it'll be instant, the death animation was something we added last minute.

the hitbox is something that we'll need to test a lot more of, the game was mostly testing levels and how long it'll take to clear it. I guess we need a lot more casual gamers to test it to make an easy mode hitbox(?). Since this was tested for hours just to the point that people can clear it.

thanks for playing, yeah the audio settings was something that needs to be adjusted

for the hitbox it's something that's hard to give justification to adjusting because in 1/4 people could actually finish this in 10 minutes.

making a new difficulty option is what I'm considering or maybe just more toggleable settings with score multipliers. Heck the checkpoint system was something that was decided after seeing someone trying the game for 30 minutes and not being able to finish the game.

kind of hard to balance the difficulty when I was mostly the one testing it and I've been clearing it with no checkpoints.

anyways I'll be sure to take some notes and maybe work on the game again later on

also, my friend tried your game. he reduced the cooldown of the 1x1 box to 0 but the box couldn't be spawned anymore.

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Thanks, but yeah made a timer and then when we were playing we had no time to make an easy mode so we decided to scrap it. We wanted the game to be finishable by everyone and putting a timer where you get restarted from the beginning when 1 out of 4 people can take 30+ minutes to clear the last section felt a little off-putting for us. 

A lot more time was spent on testing the game, making sure the third section was hard enough. That way most people won't get it on their first try but looked clearable and also hard enough that it gets you to learn deeper about your movement if you took the right route. Or the falling acceleration and attack frame if you took the left route.

The level designer and I wanted more freedom to the player to learn and play or just close the game haha...

by the end of it all maybe the theme was just how much time/patience are you willing to give to actually try and finish this game? when you've already tried for 20 minutes and still stuck at the final checkpoint while thinking I got this next time.

Thanks for playing!
Not planning on making it a downwell, while downwell looks like a platformer it's more of a action game. We wanted this to be more of a classic spin of "hard" platformers. 

Thanks!
well uhm... the jailbirds were just there as a joke at first and then we kept it like that by we I meant me.... as it looked like a funny experience

never too old for gaming.
hard platformers are just meant to train your reaction and accuracy. There's always a learning curve with games like this!
Jump king: hold space = longer jumps = misses
This game: faster fall = less frames to slash jump = misses

we basically did the jump king formula but as jump king punishes hard without checkpoints, we decided to make the hitboxes something that also messes you up when you attack. 

thanks for trying the game!
yeah we just flipped it upside down and we wanted the same gameplay where you only press left right and space.

yeah... building wide, did you try to do that in hard mode? and also please don't take away the blocks if the hard mode stays the same

First time playing a game like this!
almost made a 0 death run and then an elephant with a hitbox as big as a house hit me in the face didn't know they fly up and down.
I feel like the difficulty was there and then I tried hard mode....

hard mode is fun
ELEPHANTS ARE NOT. What do you mean it flies randomly? My box wasn't hit there when it passed first, now the second elephant came and it took out my platform? 
even playing against kobo I can build, wait for a shot, and then jump to avoid and then build again, as long as you stay calm it's easy.

Honestly, I've got to give credit where credit is due. Grats for rage baiting me with elephants and making me retry a level a lot more times than in my own game for a 0 checkpoint run.

Amazing visuals
Trying to figure out the gameplay mechanic and clearing everything was fun

only 1 area of improvement just like some other comments would be making the area to put the items larger? or a better detection.
other than that a perfect execution to make a point and click puzzle game fun. 

yeah maybe if we made a full game we would make it more like spikes and set it up so that not every angle is a hitbox

that makes sense, i'll try and do that

finally got to play it, and had some fun.

uhhh hate the elevators and how to open them. But everything else was nice a dimensional concept always has it's own implementation and I liked the way it is here, but would really like a better way to cancel it was stuck at the first elevator of the streaming room level because I accidentally activated it.

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Thought I left a comment here but maybe it just got deleted?

1. New characters doesn't automatically follow you and if you lose once they don't follow you anymore. I bet there's a way to make them follow you but it's not written in the description.

2. maybe making it more of a left click game like a moba or rts
> and selecting the characters with 1-4 keys was great

1 hour of playtime so far tho and I haven't finished it. it's a great game but my hands sometimes couldn't follow what my brain wanted my hands to do 

The fact that I can play what I designed is amazing, would like it if I could change the timer settings for the finished level tho. seems like I made it a bit too hard to finish it in a single try.... 

Thanks for the walkthrough had to go through all 3 bad endings first lmao

yeah, made the hitboxes change with the attack animation. so if you attacked the hitbox goes left to right

Theme is great there's a time limit of 30 days + there's a day time limit
Gameplay is just mining collecting and upgrading, jetpack was a nice touch thoo.
>the fact that you can't mine up is criminal
Controls were simple, going through the elevator took some getting used to but a nice touch to separate the levels and minerals you can collect

Rant:
I know there's a timer for the day cycle when you have to stop working and that's nice. the fact that it took me 15 minutes to complete day 2 has got to be a crime, there's gotta be some way to end the game faster? Maybe getting enough money and submitting it before 30 days is up? If my calculation is right, to complete 30 days if you're playing it from the sun is up until the timer will eventually runs out is a total of 225 minutes. That's 4 hours if you wanna grind up, but I know there's gotta be an upgrade cap somewhere but I already spent 24 minutes on this. 
- if anyone finishes the whole 30 days can you tell me how long it took you? 

overall it's a collecting game, some people will enjoy it! And some people like me will get bored quick, but I tried to be objective too.

Theme was spot on, gameplay was kind of smooth was there innovation yeah definitely with the timer but the attack button was just there to exist and had no effect. The lack there of a control scheme or tutorials or even controls section in the description left me confused. Played 2 runs without jumping then found out you don't press space to jump since this is a temple run-like you jump and go down with your "w" and "s" key. Overall was a good game, might revisit it again later when I've tried the other games to compare to

very fun but for now there's no stopping me to just afk and hold left click