Hello! I am also interested in collaborating with you on this project. I'm comfortable with doing NSFW and I specialize in pixelart. I would like to share some of my work with you and talk about the possibility of collaborating! My Discord username is Rojatzo.
Rojatzo
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Love the art, the sound design is hilarious and the story made the whole experience even better. Jumping off and onto the tiles sometimes bugged out and I was softlocked for a moment until I decided to spam spacebar. I really like the challenge and the level design and was constantly running for my life with a grin in my face. Truly, this game made me FEEL like I was a cat. I loved it!
Okay, I gave it another shot and I am now able to fangirl over the game.
I would like to share a little 'pro-tip' I figured out: The point in which you grab the weapon in order to throw it greatly determines the momentum applied to the spin. The purple dot in the middle of the handle represents the 'neutral point' in which the spin is really low, while the closer you get to the edges of the axe, the spin is more aggresive.
Isn't that impressive? The way this game controlls and feels is just right for the kind of experience it wants to provide. Not a lot of rage inducers provide the player with the feedback this one does (the preview of the throw is just fantastic and helps reduce the unfairness since it is usually spot-on with the predictions). Unfortunately, I don't have enough patience to pass through the first stage and get the other tools besides the axe... ISN'T THAT IMPRESSIVE?? THEY HAVE MULTIPLE TOOLS! WHAT??? I'm so glad the mechanics are as simple as they can get for this game so the devs could focus more on the level design and expanding the scope of the game. I wish I was as good at games as I am fangirling so I could see the complete potential of this game. Your game sure deserves the popularity it has! Congratulations!
A short, but neat experience! I like the sound design and the art. The level design is another thing that surprised me with the ammount of polish it had (especialy considering that you guys not only did one but THREE levels). It kind of reminded me of that old Sonic the Hedgehog where you chase Eggman which, for some reason, can outrun you for a good while. I would suggest you change the thumbnail of your game to call a little bit more attention to it, because it definetly deserves it!
A fun 'what if dnd met pokemon?'.
I think the game is really short considering how simple the mechanics are. I think it could have been a lot longer, but I really don't know the kinds of struggles you guys had during the jam, so I really can't say. I think the different kinds of attacks should have a little bit more description on the effects that they might do; while playing I figured out one attack can cause sleep, other confusion and so, but at first I didn't really feel like I needed to do the sweep at all since it did less damage than a normal slash and it costed more stamina. Speaking of stamina, I didn't really feel like it was that valuable of a resource. Since the normal slash costs 0 stamina, I could just keep on attacking and it would eventually just become OP since I upgrated my strenght by a lot and was doing 30 dmg for 0 stamina cost.
I think the mix of pokémon and a roguelike is a neat idea, so I really hope you guys can iron out the balancing and make the game a bit longer, as well as finish the story between the princess and the knight. I wonder if he's going to turn his back on the kingdom and start slashing through the royal guard?
Awesome game! I really appreciate amazing pixel art in games, and this one nailed it. I loved the customization system for the swords and love the variety, although the gameplay turned a little repetitive since the difficulty didn't scale as much. I managed to max out my swords pretty quickly and the replayability wasn't giving me that much of a reward since I had already collected all of the swords. Still, I'm sure the future updates for the game will turn this into an amazing roguelike with tons of different swords and new effects that will entretain us for hours on end!
There is nothing much to say about the art that hasn't already been said. Truly a gorgeous style and great character design that really helps the whole game stand out in terms of quality. In my experience while playing the game, I didn't have any issues with bugs and the game always worked like it was supposed to, so I am able to say that I had a nice experience. The concept is simple and it reminds me of an old flash game called 'Infectionator', which is something I used to play nonstop in my childhood, so that was nice. The lore of the game seems like it can be expanded a lot too, so I'm excited to learn if you're continuing the development further. Very ncie work! Kudos to the whole team.
I remember when I used to play duck hunt in my childhood! Glad to see it's spirit is still alive (deranged and possessed, but alive). This little and game is as simple as it can get, but then again so was its spiritual predecessor, and I really love it. I don't know why the team decided to make it hilariously deranged, but it adds a layer of charm and personality that really makes the whole thing even better. The hitboxes are nice, the art is amazing, the playability is addicting and the leaderbord will drive me nuts. So freaking good.
I really like this. I managed to reach level 23 before I finally failed. I love how the rng upgrades after a set of levels can convert a weapon into an OP juggernaut (I had a boomerang that did 1100 dmg in a single turn) and the animations are satisfying, especially when you watch the orb crumble away after each hit. Enjoyed each moment playing
I liked the game. The art really has that Undertale/Earthbound to it and the ethereal music is pretty cool! (plus the final boss music is sick! definetly a highlight of the whole experience.) The level design is pretty nice, but it's not that intuitive. A little feedback on the type of powerup you pick up would be nice as well (just a little text when interacting with the upgrade saying which one it is.) I feel like it's kind of messy that you need the shadow in order to actually be able to reach the switch on the final room to the left hallway, since you don't need the explosion in order to reach the switch in the shadow room. i went left instead of right at first and I ended up getting a bit frustrated that the room was too difficult due to the amount of enemies (shadow solved it no problem). Also, although I think it is a neat little detail, the fact that the shadow pushes my character back whenever it merges back got me killed a couple of times lmao.
The last thing I have to say is that the final boss is a little unforgiving. It would be nice to have a windup animation for some of his attacks so the player could get ready for whatever action he's about to pull off. (The ground explosions are a little too broken, since the windup animation is almost instant and there is no warning on where they are going to spawn.) And I think my bigguest critique is that you really don't let your mechanics made for the abilities shine in the final boss, since you basically just need to avoid him to lelt him consume his own energy until he basically kills himself, so really I just had to run around, and that is a little bit anticlimactic for a final boss fight (especially with such epic music).
That's pretty much what i have to say about it. Kudos to the whole team and I hope you can expand on the game's lore a bit further, since the characters really seem like they come from an amazing world!
I really like the art and the brain drone's design, plus, I think the UI is pretty good and the ambientation is cool. i think the enemies are a little bit unforgiving, especially when I wanted to exit one of the cryopods' rooms. The doorway is pretty narrow and, since I don't have a way to defend myself, I kept getting bombarded by enemy after enemy without the chance to even leave the room. I feel like the controls are a little bit off and the double jump doesn't work that well (I needed to hold spacebar to fully jump and the moment I let go the gravity dragged me down with such force the second jump pretty much didn't work). I feel like a little bit of visual or audio feedback when interacting with the pods would be great. I just didn't know if I was doing anything whenever I pressed E and got pretty confused. Plus, I think the map design is a little bit desorienting, since I couldn't really get to the third cryopod without first finding the main computer and the double jump (at first I honestly didn't know you could pause to see the map, so that's my bad), but I think it's kind of awkward that the third pod is the first one to get attacked and you basically need to course through the whole map and get all of the upgrades in order to reach it. But anyway, I still think the concept has a lot of potential as a cool sort of tower defender. Maybe it would be nice if we could shoot back at the enemies? IDK, still had fun tho!
This is FUCKING NICE!!! It is incredibly satisfying to chain combos of two, five, heck, even ten successfull kills while I see that bar fill up! Everything about the design in the playability is incredibly rewarding for the player. From the moment the arrow appears in the direction I'm launching myself to, I get that feeling of 'oh yeah, here we go baby!'. And god, let me talk about the sound design. Those loud electric THUNKS are so satisfying, even more so when you hit big groups of enemies, added to the fact that the visual queue of the enemies desintegrating into a blood splatter is fun af too! Watching as a horde comes running and feeling the anticipation of getting to kill all of those poor victims, especially when you know you are able to posess one of them to do a tremendous attack, is just so good... I better stop here before I embarass myself by fangirling. All I have to say is DAMN THAT SHI PRETTY GOOD.
This is my time. I know it's not exactly 'speedrun worthy', but I think it's not bad for my first playthrough. I think the level design is great and the controls are very very nice. I like that it actually listens to the directional input of the mouse in order to determine de direction of the dagger's jump. At first I was a bit skeptical about the movement speed of the regular AD controls, but after mastering the ability to stop midair with a swing I found it ultra fun! The level design is top notch as well, although some of the levels have cheese potential since you're able to bounce off a single wall and pogo jump to the top. other than that, I loved every minute I played. Art is simple, yet it appeals to the eyes and the music is fun. 10/10 would speedrun again.
Hey! I managed to beat my opponent first try, but, just as other gamers, the end screen froze for me, so I couldn't get my victory lap around, which is too bad. It is an interesting take on a card game and I wish my opponent (and my character) had more things to say other than responses to my notes. But yeah, I like the idea and the art and also love the chat.
I felt like the game was well designed and planned out! I did actually managed to understand the way it works, but I think I'm not smart enough to get through the first levels without some guidance lmao. Still, what I love most about the game is your take on the theme. I never would've thought of a cybernetic sword that boosts the stats of the player via energy management! Again, I'm sorry for not fully diving into the gameplay, but I gave up pretty quickly. Great job, though! Very polished!
Wow! I'm impressed with the mechanics for the game! (the metal bounce and the rope cut are really cool aditions). The cover art is amazing and I love the title. I got a little dizzy at times when I bounced off of a bell or the coin and the camera not only was really slow to turn towards the bullet's direction, but also rotated and it messed up my mouse control; it felt pretty jarring at times. Other than that, good job! I liked it.
Hey! I played your game and would like to offer you some feedback!: Firstly, I think the UI could use some work. The font for the upgrades is really really small and I could barely make out what each of the tiles did. Another thing is that the space management is kinda defeated if you can mount pillars over columns over altars. I could pile up three or more columns on a single tile and I don't know if that should be allowed. The sound design could also use a little bit more work, the noises the enemies make when defeated sounded like a squeaky toy each time multiple instances of them died by my totem. Anyway, I still think it is a really impressive work by a solodev. I look forwaard to the future updates the game might recieve. Great work!
Really short, but charming as well! It was fun to be chased around while just causing mayhem and wrecking everything I touched. Although the game lasts 30 seconds, it is a good concept. I'm not too sure of why we have dynamite on our pack, but who cares? It go BOOM! The controls are swell, the sound design is spot on and the AI is well implemented. Love the art as well, I'm guessing you could put a lot more focus into it since the gameplay is really simple. Overall pretty good! Wish it was longer (or could have more than one stage) 7/10 would KA-BOOM again.
Alright. I don't know if the game had an ending, but I got as far as wave 16 before calling it quits. The game is fun and hectic, plus the art is really cute. One thing I notice though is that the quantity of animals that spawn in the island reduce significantly the farther I got into the waves, but I managed to figure out that it directly correlates with the number of other items that were spawned already (I'm guessing you put a limit in how many item assets can be loaded into the scene in order to not crash the game), but I had to do a bit of grinding before figuring it out. I also feel like the game drags on too long (again, I was ready for the game to wrap up by level 11, but I kept going because I thought I could reach the ending, but by wave 16 I had enough). The controls are nice and I actually came close to dying a couple of times, so de balance is good. And I got pretty far, so I'm posting my score>
I think I got pretty frustrated by the all of the times I got caught by walking past one of the stairways and one of the people just spawning without me having a chance to escape. I also got pretty annoyed that I had to walk out of the rooms because not all of the vents were connected (although I'm pretty sure that was intentional.) I wish the vents on the opposite sides of one floor were connected so that way I could course through the hallway without risking a jumpscare from one of the residents when walking past the goddamn stairway lmao. Also is that Ronald Raegan in the heart locket? I feel like it is a really interesting idea as well, but it just takes too long to be able to explode. Why can't I just blow up when I've already found out who the suspect is? Like I already figured out number 2 is the criminal, yet I have to wait like 20 minutes to explode? (maybe I'm getting it wrong here). Anyways, it has a lot of potential, but I really think the design needs a bit more work. Still, good job! 6/10
I really liked it. It was so SO satisfying when I managed to chain four or five kills by shooting out of the slow-mo. I liked the simple sprites and the time element also made it way more fun! I think the only thing you should work on is the fact that you should make the player eliminate all of the workers before being able to go into the next stage (I was able to just shoot myself inside the elevator by accident and leave some workers alive behind). The main art is also cool, although I wish you could see that character controlling the pen by some way like Yondu does with his arrow. But I'm starting to nitpick here. Great job! Really fun! 9/10
All I have to say is wow! The slingshot mechanic was a bit faulty at times, because I would press m1 and it wouldn't activate, but once I figured out I have to click closer to the pixel character, it was smooth sailing from there! I like the map design, since it allowed me to navigate freely and use the tight spaces to shoot through multiple enemies at once and I also liked the dead ends, which made me feel a sense of dread and feeling cornered. I love the gameplay and how satisfying the sound design is at the moment I shoot myself through a giant wave of enemies. The fact that I'm briefly invulnerable when attacking and dodging really adds to the satisfaction of shooting myself into all of those mobs and coming out with my data still intact. So really there is nothing else to say but bravo! 9/10
I really liked it! I love that you are able to unlock different kinds of weapons and abilities with each different interaction you have with your weilder. I wish there were a bit more of a visual feedback on those different attacks, though, but for now I think having the sword attack looks nice enough. The sound design is pretty cool with the sword too. The only true frustration for me is that I can't keep playing after surviving through the day. I wish I could retain my upgrades and weapons after one full night so that I can feel even more powerful! Oh, I also forgot that I like the different endings. I was ready to give out my review after I finished my first playthrough (where I completed the day on the first try), but I'm glad I decided to hold back and throw myself into death's arms to get a full sense of what the game is supposed to make me experience. I really didn't feel like it was too hard, so no complaints in that department. lastly, I feel like the UI for the arena should be a little smaller. I kinda got annoyed at getting hit by enemies that appeared from behind the weapon bar because I couldn't see them.
And really that's all I have to say on this. Great game! I hope we can get more on the story for this, I would love to keep playing. 8/10
Hey! I managed to get until level 21 till I decided I've had had enough, but once I realized there was a registered scoreboard I've decided maybe I'll give it another shot and claim a higher place than 13th!
I wanted to give some feedback so here it goes:
I really liked the art. I think everything (except for the fish head) was made with vectors? It looks really clean and stylized, so no arguments for it other than being top tier! I love how floaty the controls are and how it makes me FEEL like I'm a bubble. The enemy design is nice and I love the bubble buddy.
I do have some things to say about the gameplay, though. Even though the controlls respond nicely and the movement is great, I think the design of it needs a little bit more work. My major issue with it is that there is really no downside to bubble spamming towards all directions (I think the only downside of this is that enemies won't dissapear if you keep hitting them with bubbles and they still take damage, so it blocks me from hitting the enemies behind them.). After I realized that the bubbles I shoot out don't consume my health bar, I started clicking like craz each time I saw an enemy, which worked especially well against the angler fish, since my projectiles also deleted theirs. Another thing I think needs a but more work is the size mechanic: I understand that bigger == slower and tiny == faster, but there really isn't a motive for me to have any other size than the biggest one since I have more health that way and my speed isn't slow enough to avoid all of the enemies. I really didn't struggle with dodging the spear fish, I could easily counter the angler fish and the puffer fish didn't blow up fast enough so I could just walk away at my slowest speed out of its radius; also, added to that, the bubble regen spawns are crazy high! So never did I really feel like I was in any danger of losing at all. I think the best way to raise the skill floor would be to make the bubble bullets consume your health bar; that way you can avoid encouraging click spamming and be more precise with your shots, while giving the player the feeling that they actually have to be careful with their resource management. I would like to see some upgrades for our bubble buddy in the future as well, and hope we can get some different enemies with more challenging mechanics.
That's all I had to say. Sorry for the bible lmao.
7/10 would fishead again.
Hey! I just wanted to say that I think the story has a great amount of potential and the writing is really good, even for such the short time it lasted! I really felt like a little kid caught in the middle of a crossfire. The art was really nice and polished and I liked the design of the mother.
One thing I really wished for was to get the dad's side of the story. I despise cheating as well, but if we're supposed to be weaponized by one against the other, shouldn't we get a bit of an interaction with the father as well? Make us really struggle with the decision on who to trust and believe? Either way, I understand this is a really personal story and maybe nit-picking is not really appropriate. I really hope we can get more of the story and characters since I think it has a really important message to tell. I hope you continue development and I want to thank you for sharing your story. Cheers.
Hey! So I actually played through the whole thing and I've got a couple of notes I would like to give as feedback!
I think the mechanics are pretty clever, but they are not that intuitive. Using J as the duplication key is kind of awkward since I have to use both of my hands when I could just use one if it being Q or E.
A tutorial on the duplication mechannics could have been nice, but once I figured out that my main character positions itself around the clone in the direction I pressed, combat became a lot easier. Speaking about combat, I spent more time running and avoiding the cells that were attacking me rather than platforming. It also got pretty annoying when I had three or more cells chasing me and had to run back in the level to wait for my clone to be back up in order to give one hit, and then run away again; I had to do a lot of back-tracking.
The level design was a little bit weird as well. If I hadn't figured out that you can glitch through the walls thanks to the clone mechanic, I would have been stuck in the gut part. Some of the narrow spaces you're supposed to walk through are just too narrow and I couldn't fit through them.
Lastly, I'm guessing the bone platforming part was meant to do damage if you touch them, but you didn't have time to implement that? I could slide through the whole spine without taking any damage, which made the platforms above it pretty much useless. A lack of direction was also a little bit of an issue here; some non experienced gamers would pretty much give up without a sense of direction or a clear view of what they are supposed to do.
That being said, what I did like about the game are a bunch of things as well!
I really liked the cloning mechanic. I loved the fact that you could use your own clones to do platforming (which I guess was essential to learn for the spine part, which would have made it more interesting) and the fact you need to use them as your defense (hence the 'you are the weapon' part.). The art was nice and the rat sprite really shook me up! The brain is nicely detailed and I could really tell which body part I was in at all times.
The AI on the enemies was nice. I liked the wobbly movement the cells had and how far they were pushed back in order for me to have time on my clone cooldown.
I was also expecting it to continue once I got to controlling the rat, which I was also surprised by! I thought I would continue as the rat for longer, but I guess just arriving to the food factory is great as a gateway for the next part of your story.
So yeah! Nice gameplay, could really shine with more time and work! 6/10
congratulations on a great first game as solodev! You should be proud!