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Henry C

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A member registered 32 days ago · View creator page →

Creator of

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Yeah I've received a lot of complaints about the combat which I think are fair and I'll be making some changes for sure once the jam is finished. I'm glad you were able to complete the game anyways and enjoyed mechanics/story. Thanks for the feedback! 

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Thoughts on the game: in the end, having a delay on the pogo is just not a fun mechanic. If you want to make it similar to jump king make it so that you can hold space and you swing on release, and if you hold space longer you pogo further or something, and design levels around that instead of making purely timing based. The current design of the mechanic just doesn't really make sense since it's clearly arbitrary and only there to make the game artificially hard instead of introducing any interesting decision making (you need to do the exact same thing as you would with no delay, just slightly earlier). Imagine if jump king, in order to make it harder, made it so that instead of jumping when you released space, it would continue charging for a short period of time for no reason. That's how it feels right now, and it just isn't good. 

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This game was peak. That's all I feel the need to say.

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Here you go. Every single boss hitless through and including FWMC, in 16 min. Would have done Nerissa and Biboo too but my changes to reset the boss HP after each death broke with FWMC's shared HP bar so she kept respawning, and I figured since that's as far as you got this proves my point. I'll make a proper "Radiant" difficulty for the game and beat it with the 1.0 Patch I'm planning to drop after the jam ends but yeah. Every single boss attack is not only dodgeable, it's not even that hard considering this includes my practice runs. 

Yeah that would do it lol I expected people to go back one year first, thanks for the reminder, I'll fix it.

 FYI FWMC has a fairly long telegraph before they swap because Fuwawa stops attacking for like 5 seconds before it happens. In fact every single boss should be pretty reasonable to do hitless besides Shiori, maybe I’ll make a vid at some point. Also there should be like 5-10hp worth of pots around the map.

Cool thanks! I'm curious as to how you got stuck on the room on the right, was it at the very start of the game? Because there is a bit of a railroaded tutorial at the start where you are supposed to learn that you can loot corpses from your past lives so the doors shut until you do so). So if this happened at the very start of the game there might be some issue with the flags, if it happens again could you send a screenshot of the game and your inventory and I can try and figure out what happened. But glad you're enjoying it, I can't wait to see your reaction after you beat the game and experience the ending.

Cool game! Really liked the core gameplay loop. I will give my own thoughts on possible additional features to spice it up since I see a lot of potential:

The lack of variation/progression in the map was a problem. Enemies should meaningfully scale with player power so the game doesn't get boring as it gets easier. If you are worried about enemies outscaling the player just make the difficulty increase optional ex. poe2 map mods. Allows for a more satisfying difficulty curve without much more work.

Making lategame soul gated is kinda lame because you don't get them from killing enemies, so you just load into the map, run around and get souls, and leave. It should really be the opposite, early game should require more mats which are easier to get while late game should require more mats that enemies drop. 

Enemies do too little damage. In a game like this it'd be fair for a melee character to do 1/3 of your health and a ranged to do maybe 1/5. Health felt useless and I was literally intentionally tanking like 5 enemies at once because I knew they couldn't kill me. For context I didn't die or fail to extract a single time the whole game. 

Kronii's attacks are just way too fast to avoid. I beat her first try with fairly minimal upgrades by just standing still on the portal and whaling on her because trying to dodge her attacks is a waste of time. Just decrease the projectile speed 5x and increase the number of projectiles by 10x and it'd be a proper bullet hell fight. 

You could try and make upgrades a bit more interesting. Some simple options I can think of are: multiple projectileinstead of just one, penetration of more than one enemy, crits, lifesteal, But I don't have a big complaint honestly, the skill tree is fine for a game of this scope, if anything it's a little too big. 

Overall I still had a lot of fun though, good job!

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Fun little game! Poor grem though, he's seen better days


Cool game but it consistently crashes as soon as I got the time/2 item so never was able to get very far

Cool concept, I really like these types of games, unfortunately it appears to be bugged as soon as I get my 4th character and stops working entirely.

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Looks like this:

https://giphy.com/gifs/YQUAbnZdBQwSOFJNno

Thanks for playing! And to answer your question, the answer is either infinitely many or none, depending on how you define it. The model of time travel I use doesn't place any restrictions on causality once you've gone into the past, which basically bypasses the notion of paradoxes entirely. As you can see from the game it can lead to pretty insane consequences, if you want further examples you can read the Pathfinder series by Orson Scott Card, which has pretty sophisticated time travel mechanics and was one of the inspirations for the main mechanic in this game (note I'm not sure about the quality of the books in general because I read them a long time ago, but I remember the time travel stuff because it stood out to me as being really interesting). 

Unfortunately graphics were bugged for me for some reason, I only saw random flickering the whole time beyond the UI elements.

Cool game! Sadly it crashed so all my pixel art was donezo I think, but I got to playtest it once at least (crashed afterwards on the input time limit screen). 

Great art! I managed to get Biboo and Ina's ending, but I'm still pretty confused as to why they do or don't drink the potion lol.

Overall cool game and mechanics, but could use some tuning. Also quite a few softlocks:



I got the secret ending lol, can you figure out how I did this:


Neat game! I think there's some fairly interesting emergent strategy in it, like the fact that its optimal to always wait with your guys when they're full HP and only attack when they're 1hp. The reason is simple, they can only ever get 1-2 attacks off (unless they kill with an attack but you will always rather let La+ do that), so if they attack ever at full hp, they will be left low hp and will die without getting their attack off. If you just wait next to the enemy and they hit you, then you will be able to hit them back and guarantee your 2 attacks. 

Cool game with the multidimensional platforming concept. I'm not sure if I missed something though, as I beat it twice and nothing changed at all the second time even though I collected all of the Kroniis? Is there something I'm missing? 

Cute game, had a lot of fun playing.

Thanks for playing! And I wouldn’t say anything you did is cheese, figuring out ways to make fights  mechanically easier is one of the things I really like in games, and I wanted that to be the case here as well. Glad you enjoyed it.

Thanks for playing! Also FYI, Nerissa’s fight has both notes and rests. Rests are used in sheet music to indicate a period where no sound is being played, so they don’t do damage. It’s something only a musician would know, so I wasn’t sure how well it’d translate for anyone else,  but I’m glad you were able to sorta figure it out and beat the fight anyways.

A cool concept and amazing visual execution, very impressive. 

Super fun game, art, sound, and gameplay were all great. Really enjoyed it.

Thanks, congrats on being probably the first person (other than me) to finish the game! Glad you liked it.

Thoughts on the game:

I ended up beating this game without dying a single time first try. Proof: I know there is no reward for doing so lol. Also did it without rotating any pieces (didn't know that was possible). As a result the game felt a bit samey as I just did the exact same thing every single level: I stacked blocks below me and jumped up, and rarely used any other blocks than the one and two block high ones (I know now that since you can rotate that's technically all of them but same idea). 

After thinking about it, I think it's because the only things that can actually be a problem are 1. platforms above you where you box yourself in 2. accidentally blocking off your jump with a 3 high wall and 3. falling. Unfortunately all 3 of these are trivialized by simply building wide, I just spammed the 4 wide block and never had any issues with these. 

The boss levels were cool because they added mechanics but the other levels all felt exactly the same, you just tower up and if there's something above you just put a few 4 wides and you're fine. But other than that I would have liked some variety in level design and gameplay, I think not taking away any blocks is a bit of a problem because once I found a strategy that worked I had no reason to deviate from it at all the rest of the game. 

Thoughts on the game:

I ended up beating this game without dying a single time first try. Proof: I know there is no reward for doing so lol. Also did it without rotating any pieces (didn't know that was possible). As a result the game felt a bit samey as I just did the exact same thing every single level: I stacked blocks below me and jumped up, and rarely used any other blocks than the one and two block high ones (I know now that since you can rotate that's technically all of them but same idea). 

After thinking about it, I think it's because the only things that can actually be a problem are 1. platforms above you where you box yourself in 2. accidentally blocking off your jump with a 3 high wall and 3. falling. Unfortunately all 3 of these are trivialized by simply building wide, I just spammed the 4 wide block and never had any issues with these. 

The boss levels were cool because they added mechanics but the other levels all felt exactly the same, you just tower up and if there's something above you just put a few 4 wides and you're fine. But other than that I would have liked some variety in level design and gameplay, I think not taking away any blocks is a bit of a problem because once I found a strategy that worked I had no reason to deviate from it at all the rest of the game. 

If you wouldn't mind, what were you stuck on? I plan on shipping a balance patch tomorrow or the day after so any feedback is appreciated