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Zahtahvi

114
Posts
2
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14
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7
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A member registered Feb 16, 2019 · View creator page →

Creator of

Recent community posts

Doritos Acquired!

Love this little fella

Thankyou for playing my game!  Level 2 is a bit difficult, I'll tweak it after the jam period is over.

Quick question though - Could you clarify what you meant by "make the player last slippery?"

Amazing game, you better update this soon - I'm looking forward to a full release!

Great work -Fun to experiment around with, and there's potential for really cool combos.  Visuals and music are very stylized!

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Check my sick gear

Peak character design, great music, slick gameplay!  instant 10/10

 

Sorry about that!  You can wall jump by holding W against a wall and then tapping the opposite direction.

I'm glad you like the visuals!

Update:  Don't play level 2.

It may ruin the game experience.  Not because it's broken, but because it is cruel.  Save it for last.

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I hope you guys enjoy us 2 game devs and our silly rage game for the ps2!!!  The BIOS rights were a nutcase 2 handle. 2 be continued!  

God, I just love the number 2!!!

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If you clear all 5 levels, let me know what level was your favorite!  Although you can clear all of them, it's a fairly difficult to master dashing, wall riding, sliding, and timing slashes without ruining dirt that you need.


I'll use the most popular levels as templates coming back to this project in the future.

The underlying patterns grant an 80s techno vibes to get down to business with, while the ambience and synth give a lot of room for investigation of the attorney at work.  Great job, I love this track!  

Very engaging gameplay, had me invested the whole way through.  

This is really impressive for 12 hours of work - Great job!

Evidently, I'm a terrible barista;  but the game is great!

Great work!

Really innovative idea!

Thankyou!  I'll make sure progression gets balanced at some point - I got carried away with the exponential on the speed stat.  It'll be adjusted after voting is over to remain fair.

Me too, man . . .

Real recognizes real

it does loop!  The first 14 waves are easy, and then it starts to stack some multipliers for forward loops.  There is a wave counter, but I messed up a bit when trying to commit the final build; sorry about that!  

Thanks for your input!  We just wanted to make sure everyone could get through the first 15 waves - after that, you'll find enemies get a lot more difficult! 

The armored enemy has a 95% chance to block attacks coming from the same side as his shield, and the hp bars only render is sufficient enough damage is done to an enemy to track it to save performance.  I hope that clears things up!  

Thankyou!  I'll rework some lighting and see what else I can do to retain the grim atmosphere.

Thankyou for your feedback, we wanted to make sure the game was easy enough for everyone to get into - the real challenge starts when you've looped through all the waves once!  We'll add more quality of life features post jam to make upgrades more clear.

Check out my profile if you want some examples of the games me and my friend SpookyMicMellow(he's been my go-to artist) have been making recently!  I'll show off my animation and music skills if we get in touch.

I'm mostly a programmer, but I have some time put into composing music, and sketching 2-d animation - so I can fill whatever we're missing from our team.  I have plenty of experience in the Unity 2-D development pipeline. - so you don't need to be experienced, but if you're good company and willing to put in the effort, I'd love for you to join!  I've been developing games for years, and am ready to help acquaint anyone to our rag-tag group of devs.  Feel free to add me on discord as well, at Trashbag#7556 if you'd rather get in touch that way.

Crisp audio and a lot of personality in your characters - I'm impressed you managed this in a week!

Absolutely love this game idea -I'm playing overcooked but with fantasy blacksmithing.  If you take this game further, this would be really good as a full release!

Very fun beat-em-up!  What did you use for pathfinding?

Gameplay was surprisingly well balanced - from the slow effect on the bullets to turret management.   Very polished and well put together!

Great work!  The minigames were pretty crisp and responsive.

Very nice!  Had a coolness level of 34k by the end of it - Pirates dead, Triangles stay winning.

Very engaging concept,  I would've loved to see what you had planned if you got to make the full scope of the game!  One problem I did have was that my subordinate just kept talking about staplers?  I'm not sure if what he says has any impact on the objectives.

Creative approach to the theme, and good art assets.

I'll give the camera some better lerp speeds and tweaks in the next update, i had it prioritize where your mouse is rather than where the player is - sorry about that!  As for the charged attack, I'll add in a hit reticle when i can to indicate charge of the attack and an interruption animation for when you are attacked while charging.  I hope that addresses everything!

Thankyou for playing my game!  Music does play, but only as you get injured / lose sanity - until then its just ambience to help reinforce the jam's theme.  As for the invisible fellas, They have a very unique interaction with light sources - they actually receive hitstun as you shed light on them, and they hide their footstep hurt boxes underneath the player when they get to your position.  I think I make more unique sfx for taking damage will make this more clear in the future.

Fun game with a funny sense of humor.

I'm impressed with the amount of content you made within a week!  Great job!

I'm impressed you made all the audio yourself while still having time to get everything else together.  Great work!