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ZAFT

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A member registered May 06, 2024 · View creator page →

Creator of

Recent community posts

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the tragic end card looks very familiar…

well done implementing all these new types of mechanics, can’t wait to see what madness you’re cooking for the next one

first of all… I’m terribly sorry about level 2, it went through about 10 iterations, including small bits of playtesting by others during development. I took a lot of the feedback and I “fixed” in the wrong direction lol

thank you so much for sticking to it despite that major bump and the insanely kind words on top of it. very glad you enjoyed it.

there is normal coyote time that is just 0.2 or so seconds… the dash is a special case, it’s modelled after older platformers (megaman X, donkey kong country for SNES), here’s a random video showing what I mean: https://youtu.be/j1gTS4YOjHQ?si=cae2IVborM9F5TVI&t=100

i’m guessing that’s level 8, there’s a long dash and jump mechanic

you CAN make it to the left ledge from the right one, it’s the very last level!

thank you so much for the super kind words

ooooooooooooo 1.0, nice!

we’re not exactly happy with the way the game ends, in a way you always end up in a stalemate should have put a cap on the decay, probably having this level you reached be the maximum

thank you so much for sharing the playthrough <3

I struggled a ton with getting the right balance (and failed terribly) for the dashes specially on level 2

thank you so much for giving it the time

yeah I’m terribly sorry for all the pain I inflicted with level 2 haha, completely agree on needing some more explicit indicator that your abilities changed too

thank you! rage wasn’t really what I was going for, but I guess it ended up scratching that itch haha

thank you!

i had to stop making levels at some point because I was getting numb to what is hard and what is not, felt it would be better to be too short than too crazy hard

completely agree, thanks for the feedback

that came from a mid-development direction change… button function swaps were meant to be a pickup inside the levels, but I found it too hard to make level design that acomodates that and wouldn’t lead to horrible softlocks if you end up with the wrong button in the wrong place

thank you! those are some really kind words there

I like the interpretation of the theme, the game was actually pretty obvious (in a good way) after I decided to just try it instead of trying to understand the tutorial message (message says to hold both buttons I believe, it confused me)

I had fun with it, my ooooonly wish was that there was a keyboard input too, feels pointless (ironicall) to use the mouse buttons since they are more annoying to press

great entry!

wait…. are you telling me you made a chicken game without knowing the chicken theme meme?

ooooooo you made a similar idea from mine but decided to go for a billion inputs off of the 2 buttons, interesting

definitely lots of room for exploring here, here’s a small nitpick for a potential post-jam improvement (if you agree):

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if you are on the ladder, you can pause and switch to the jump to continue, if you are on TOP of the ladder and try to swap you just fall down through, might want to consider the top of the ladder as a one way platform

really solid entry overall, the choice for including a heal command was spot on considering how much damage you’ll likely to take while fiddling with controls

I changed that second level 10 times based on feedback and still wasn’t enough…

I somehow HAD to make sure to teach players the super coyote dash, and I was committed to not using words because of the ending.

In the end I still think it wasn’t good enough for people to get it AND it is beatable without learning the right mechanic, but oh well…

thanks for the kind words!

thank you so much… this is literally my second time ever trying to make music.

so that comment in particular means the world to me

i love the 2 bit aesthetics with the RED calling attention

i found this extremely hard (you can see how pathetic my score is) but that’s more a me problem than your game’s problem.

i can see people getting super into this, specially since you have a leaderboard

the game feel overall is spot on with a good amount of feedback for each action

well you really discovered some talent for drawing, all the characters are super cute, the transitions are slick and it feels like a real book. the music is very fitting

I found the combat confusing, it’s a lot and shallow at the same time - that can be confusing, not really sure how to improve on that front.

the only other point would be to add some sounds.

specially appreciate the no longer flashbang page : P

we went for a very similar take on the theme, but you have a chicken, so I guess you win : P.

very cute overall, and delivers on the secret theme.

great music, great color palette, a purple platformer… hard to argue against

I like the tile art too

I have 2 suggestions for improvement:

  • could use a bit more leniency on the spike hitboxes, they feel very unfair and you die before you visibly touch them
  • something in the background: clouds, walls, moon, stars, random patterns… anything

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I do love me a solid pun

it’s flappy bird, it’s quite oftenly done in jams and you made a much less annoying version compared to the original.

the art is simple/flat (not a negative) and works well

as points of improvement: could use a bit more juice (particles, shake, flashing, many options) on either being hit or hitting the enemies

interesting clean aesthetics with the eerie heavenly music

simple movement, does the job well… as other said, the colored blocks are a pain, would be nice to have the hitboxes activate/deactivate in a more generous/fair timing with the color

through the power of browser tools I have forgotten my past image.png

persisted and thrived!

very corageous to lock users out of the game permanently (if they are not savvy enough), much respect for that

love the grid, love the movement and theme interpretation

can be very brain breaking and it keeps making me wish this moved to the beat (which would make it even more brain breaking)

some things I could see as potential improvements:

  • the larger ship could have a larger hitbox
  • a bit more oompf when you destroy something (particles, screen shake, not really sure what is missing)

feels quirky enough that it could be a real game (with some more content like bullet patterns and enemy types)

ooooooooooooooooooooo fancy page

bababababbbabab!!

thanks! glad you enjoyed it

thanks for for the hype words

thank you, that’s very kind

(1 edit)

not gonna lie, this broke my brain a bit, puzzlers are not my thing

I like the visuals simple shapes but with reflections and and some eye candy background too. The undo in particular is impressive.

Got a lot of talos principle meets factorissimo (factorio mod) vibe playing through it.

as a point of improvement, entering/exiting the cubes could have some animation or flourish to better communicate where you just came in or exited from, it was a little disorienting for me in some cases.

turns out some speedrun minded people are CRAZY, they are more than 1 minute faster than our own developer best times

super kind words, thank you so much for enduring despite not being your style of game.

thanks for having me, it was a pleasure to talk about our little game and the feedback you gave (better communication, considering different strategies for hitboxes, jump or no jump questions, ideas to fix the broken cycles) was spot on

thanks for the super kind words and detailed feedback!

completely agree with everything you said.

something that we thought about only later was to have a system to highlight the target that you would hook onto if you fire the hookshot at any given moment - that would completely remove all ambiguity (yes, on top of potentially also tweaking the hitboxes a bit more).

flashbang warning

hmmm you gotta dash outside the box ; )

should be fixed now, if not, would you kindly tell me OS/browser? thank you!

much much respect for the ambition going on here.

sure it has some issues and jank (to be expected for something like this done in such a short time) but you guys put together something really cool.

having not seen the images before playing I kept getting surprised by the different levels (space, first person)

very very very cute little ants, love the flat low poly cell shaded aesthetics

minor nitpicks: music seems a bit too high-octane for the vibe of the game at times and UI could use some love (specially because everything else looks incredible, so the contrast is stark)

what a cool concept… music scales has been my favorite interpretation of the theme by far

the game UI looks so much like a real DAW too, lots of attention to detail

I only have very very minor nitpick that the curtain animation is a bit too long and that gets annoying on retries

really excellent entry

extremely stylish, very cool shader/terxtures/models. I’m not even a fan of PS1 style graphics like this and found it appealing visually.

the big monsters are creepy/mysterious and left to imagination.

would be nice to have some reason to not overfill the furnace (pressure buildup or something like that) and the upgrades felt a bit irrelevant (I’m sure they would be more interesting if you guys had a bit more time to work on it).

given more time would be cool to have the propaganda screen announce either weather changes or perils ahead.

and of course, chooooo! choooooooo!