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vellar92

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A member registered May 19, 2024 · View creator page →

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I had fun playing it, but it was a bit too difficult for me. Especially the level in which the point from where I charge the magnet is above spikes. The difficulty curve is a bit steep, but it is in the spirit of flappy bird so I think it is OK.  Curious What are your plans with that game? Are you moving to the next one?

You did a beautiful game, and I really hope you find a job in the industry soon! I know things aren't that great in game dev at the moment, but things will change and it won't always be like that. Best of luck :)

Thank you! Had a blast during the jam!

Great game jam game! Had fun jumping all over the place. Brought me back to my childhood when jumping over rope with other kids were one of my favorite things to do. Great submission.

Thank you for playing and for the feedback. The music and SFX were added last in the last minutes before the build. I will keep your feedback in mind while working. Thank you!

Thank you for playing! I am working on a fix for that. In the current build, I just added a little red fog to warn the player and a tooltip helper saying that there is danger in the red cloud. But I will work on that post jam. Thank you for the feedback as well!

Thank you for playing

Thank you for the kind words. But I have to credit all the UI to the Asset Store, specifically Shift - Complete Sci-Fi UI by Michsky.

Thank you for playing. Did you manage do defeat the big guy trying to beat you with an axe?

thank you I did find the card, then the terminal. Then back, down and did restore time. Making an open world game in two days is quite the task. Congrats!

that was the story in my head too :) glad somebody else saw it too :P

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this is one of the few games I opened, because of screenshots not because they rated my game. I got such a "Punch a bunch"(another great game) vibes from the logo. And the game is actually fun :) great submission, I hope you continue working on it :)

Thank you for the feedback as well :)

Cool environment, loved to fly around as a pumpkin! I really don't know what the scream does, because it didn't affect the birds. I really like the spin animation. Great submission! Keep up the good work!

I had a blast. Thank you for bringing me back to my childhood. To this day I play balloons with children. Technically i got stuck with balloons at the end of the screen, not being able to move them, so that was the reason I died, but non the less great game. With a bit of polish, this could become a simple, but good mobile game.

I love your art style. One of the most beautiful games on this jam. Are you a full time artist, or do you do it as a hobby? I am just wondering - because  this is beautiful. (You don't have to respond to my curiosity) And the story is a sad, but then again it is, what it is! Awesome job!

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Really love your intro art. I did leave it as my background for a couple of days. Really beautiful. The game has crazy amount of content. I really liked shooting, but the low FPS prevented me from playing a lot. I do test games on an older PC, because currently stuck on MacOS, so needed to resort to my old pc.

Hey, I know that there are a lot of monster truck lovers out there! I endless clicking to send all the rockets flying, and everything reacted. The jump over bombs mechanic is quite tricky. I have done it in on of the games I worked on called Don Zombie. Really solid submission!

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WOW, Like I promised, the moment I found a PC, I tried your game. It was an awesome 5 minute experience. Your gameplay with changing epochs of time to unlock the path forwards was awesome. I did reach the end of the tunnel and cleverly dealt with the enemies. Your avoidance of substances is quite good. The only comment is that the conversations were a bit longer, but I am fine with it.  Clever!

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Thank you! Glad you liked it! And I did take a breath. I think it was really cool being part of the Unity 20 year anniversary. 

I had a lot of luck. I managed to get everything to like level 9, with just going all in. It was really enjoyable watching these bounce. This is really popular game, Kudos for submission!

Nice concept. I really like your cutout shader effect. But I find it too difficult and frustrating.  I won two levels by luck. I would give a player a couple of seconds to memorize the level before I start. Alternatively,  I would add coins for collection and a purchase to reveal the level for a couple of seconds to try and memorize. And of course there will be players who screenshot it, but this is still fine.

Felt like I was diffusing a bomb. Good job. The music does help increase the tension. Good job on the submission. (I did finish it and I did die, both outcomes were not disappointing) 

Wow, I got a trip back in time to fight some templiers. Good job on the game, was really fun to take slay down my enemies with the crowds cheering for me. And the nice little touch of throwing my sword gave me an extra dopamine boost. I did fell beneath the world on a red plane, but my fellow enemies got down with me so the fight did continue on! Great submission. I do love, that you told me to pick up my sword! Would love to see how this game plays out, so I am following you. Hope you do continue development.

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I really liked exploring your world. But it was a bit too difficult for me, so I resorted to the itch io page for hits, and I was right to look there. Great work on the submission, I am glad I waited for the 750MB file to download. And the music really fits nicely into this first person puzzle solving journey.

I love your design. The phrase plenty of fish out there comes to mind. I like that some of them are dangerous and they stick around if I accidentally catch one of them. Love the play with the letters(I think one of them was from Jack to Rose, or the other way around). Really had fun. If I had to give you feedback, I would put the messages in bottles. Also if you decide to polish it a bit more, do a parallax effect on the mountains. They does help a lot.

Hey, great looking characters. My first play I just started running around looking for weapons. Being silly, I just started going up and to the right. Nobody told me I should protect something. And for like 2 minutes nothing happened. I thought that the project was unfinished. And than BAM - Game Over, something was destroyed. Then I read your description, and tried again. Well, I have to say awesome work. But to explain your controls and guide the player a bit. You as a developer know the goal of the game, be me as a first time player didn't. If you decide to continue development, do take that into account. Keep up the good work!

Really great environment! The creatures hidden, the crystals glowing. Even the flowers are radiated. I really appreciate the controls on screen and the mouse sensitivity being normal. What I miss though were directions. I wondered around exploring with nothing to do in the house, until I found that I can interact with the hole in the ground. Maybe some player guidance would go a long way. I read on Discord that you plan to continue work on it. My advice is, do a little(like a minute or two) introduction level with all the game mechanics being introduced one by one and then leave the player be. Currently I ender an awesome world with nothing to do in it(atleast at first glance, cuz people don't play the games they purchase at the moment they purchase them, so you can't expect them to remember what they red on the description of the game). Good luck on the game development, and continue polishing it like, you have done until now!

Cool game. Your art is really good. The screenshots made me play the game, which means your game stood out, it wasn't a response to somebody playing my game. It is a real shame that you only have 3 votes, but it is awesome that you delivered this. Dev wise: I like that everything has feedback, I think it would be nice if you add knockback to your enemies. And of course if you decide to continue working, add some upgrades and different weapons, and from time to time - do force the player to chose a different weapon with some being better than others. This will give an extra layer of difficulty, even if you go for short game rounds. 


P.S. here is another screenshot, I got protected!

I  really like your screenshots, but at my PC it ran like 10FPS and was unplayable. If you one day, decide to make a WebGL build, please reply to my comment. I will play it and give feedback.

I find it quite relaxing and reminded me of a cool little mobile game called Draw Something(I think released in 2012) , in which you had to draw an object and send it to a random person to guess. Then he draws another. Kind of like pay it forward. It was a cool experience back than. Really cool experience, nice painter model. Do you think I can become a timeless painter?

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I really do think that a lot of the government jobs are like this, figure out what to sacrifice to maximize your votes. But, what I missed in the game was corruption(animation wise).  At some moment I just started to optimize the numbers to win and stopped reading. I expected some random dude, who look suspicious to come with a suitcase and offer me a bribe(maybe as a random event if you decide do go further). And I think the Synty office pack has that. Great experience overall, straight forward game with no confusion what so ever. Good Job! I won the elections with 190K in funds, without spending any money on approval at the end of the game.

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Hey, the visuals look great. Good work with the post processing. I love the ghost visual during rewind. The screenshots made me open the game, so kudos. Now for technical feedback, add some feedback when a key can be pressed. You as a developer know, but the player doesn't. CodeMonkey has a great tutorial on interacting with objects on youtube. Check it out!

Than explain the objective to the player. I tried collecting crystals and died. And didn't know why I died. With better introduction, your retention will go up. So when updating the game - explain the goal to the player ingame, add feedback on when something can/can not happen(Lets say if a door is locked, say to the user "The door is locked"). And some visual feedback near the crystals. What changes when you get to them? 

If you decide to improve upon the game, do reply to me and I will play  it again. Kudos on the submission!

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I am really sorry. I again posted a response to the wrong game. I have to stop opening Itch IO pages. This was the response I wanted to give to you. Please, keep in mid that I did play your game, just posted your feedback on another page, and their feedback on yours! :)

Really fun game. Simple enough for a casual player like myself. I started just using the multipliers, but that isn't always the best option which is nice. Great game for game jam with good visual feedback on events happening on screen. Also maybe config the itch io page a bit better -> to play the game on a standalone page, because during gameplay I couldn't see my health without scrolling down(or the enemy character visual without scrolling up). And every time I killed a creature I did scroll to see the visual for the new one.

The music is awesome as well and the game mechanics are really fun - like boosting the magnet with DUCK POWER. I even sent that game to challenge my coworkers. 

Funny thing, I played your game two days ago. But because I had opened like 30 itch io pages with games to try out, posted the comment to another game. Here is my original response ["I remember in 2013 or so, when Flappy bird came out. I was working in a small studio building small games and iOS applications. For a week we played flappy bird during half the work day beating each other scores. Playing this game braught me back to these times."

ooops... a bit of a mistake! the story is still valid, but the comment was about another game. Sorry, I did like yours I just posted the comment on the wrong page. I had like 20 Itch IO pages opened at the same time! Too many games to play!

hehe, thank you for the feedback!

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Thank you for playing! Which enemy did you like better?

Thank you for playing and for the kind words. Which weapon did you prefer?

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I started in 2017 and was lucky enough to work for a company that was willing to invest in me learning. They gave me time to learn, and during that process gave me tasks related to building UI elements. Since I had experience with iOS development and web development, building layout came easy for me during that period.

Advice I want to give is make a lot of games. But focus on polish. It is better to complete 5 small, but polished games, instead of 10 unfinished projects. And do make them full, with complete UI, Tutorial, possibly leaderboard and/or whatever the game needs to be completed. Make builds and give it to players to try. Not family and friends, because they will be supportive no matter what, random people. With enough players, you will get feedback - which will improve your skills.

 I did release like 3 games, before I felt confident enough as a game developer, and man it was scary. And technically those games we not build the right way, but it is a learning journey. I then released a game that technically was OK, but still had bad practices. It was at that moment I started doing courses(from start to finish) that included things that were not directly related to my work. That was the moment that everything clicked together. I started exploring everything Unity had to offer as advice. They wrote a lot of e-books on best practices, which are golden.

Now I have invested years into one project, but only after I did release a couple of games. And I can see what I learned in those years, when I refactor code that was written two years ago. That is my final advice, do refactor your code when you find it difficult to maintain. And continue learning. Good luck! I hope that was useful.