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reyaseith

19
Posts
A member registered Sep 11, 2020

Creator of

Recent community posts

haha took much longer than I originally thought I kept replaying thinking i did something wrong but i finally cleared it~ charming ASCII animations~

Thanks~ We're working on fixing the bugs so that the game can be played as it was meant to be~ please stay tuned for more~

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Thanks~ More to come~

Haha thanks~ We'd hate to waste all the art and Music too~ We'll continue updating the game in the upcoming weeks, please stay tuned for more~

Thanks for checking our game out, William~ 

Ahh that reminds me, I forgot to add the credits for the tilesets that we bastardized to put together our level~ Fixed!

Thanks for the kind words and the feedback!

Hmm yeah we didn't get a chance to do much playtesting during the jam but it certainly feels like the difficulty needs tweaking, not to mention the ludicrous amounts of bugs~ We'll try to improve on it and make it an actual playable game~

Thanks for playing~

Thanks for the feedback~ Parallax would've been lovely!~ Hmmm yea the hypersensitive jumping and the level design definitely need some tweaking~ We'll get on that~ Thanks for the kind words and taking the time to try our game out~ 

NGL, it IS pretty HOT~ *Adjusts Collar Nervously*

Simple and elegant interpretation of the Theme~

I liked that different enemies game you different abilities and found myself intentionally getting killed so that i can posses them and see how they work~

I especially liked that after possessing an enemy in a remote location, enemies in a different locale wont be hostile to the player until he starts attacking, allowing us some leeway to reposition ourselves for more tactical advantage

Lvl 2 was a little confusing since I didn't know where I had to go but other than that, the gameplay was intuitive~ Great work~ pity it didn't make the jam deadline but I'm glad I got to try it out~

Simple and elegant interpretation of the Theme~

I liked that different enemies game you different abilities and found myself intentionally getting killed so that i can posses them and see how they work~

I especially liked that after possessing an enemy in a remote location, enemies in a different locale wont be hostile to the player until he starts attacking, allowing us some leeway to reposition ourselves for more tactical advantage

Lvl 2 was a little confusing since I didn't know where I had to go but other than that, the gameplay was intuitive~ Great work~ pity it didn't make the jam deadline but I'm glad I got to try it out~

Glad you like the art~~ 

Haha we kinda screwed the pooch with the enemies though.. you're not really supposed to be able to kill the enemies cuz it's supposed to only make them evolve into a stronger form~ Sadly we couldn't make it work in time but we'll keep at it~

In the meantime, we just uploaded the game files along with the cutscenes to help explain the game~ 

Thx for playing

haha thx for the kind words~

Actually we ran into a hitch.. you're not really supposed to be able to kill the monsters in this game. As with the title, killing monsters was supposed to only make them go into a stronger form and defeating that will unlock their third form and so and so forth (hopefully fitting the "Death is not the End" theme. We'll work on fixing this issue so you can experience the game as it's meant to  be~

Thx for playing~

WOW. The polish on this! Super easy to get into, responsive controls, nice and gradual difficulty curve, UI elements are cute as heck (Really appreciate the health bar looking like hand drawn cardboard), the music is cute as well! sounds like a janky medieval gigue~ and motion graphics?! What?!~ 

The only areas that i can even nitpick is that the environmental elements like the geyser and the glue patches don't feel impactful enough.. Overall a super amazing job~ 

I'd be super into seeing the alternate skins if yall end up developing it~ Great job you guys~

Some suggestions from a noob: 

  • If the players didn't have the 3 lives from the beginning, and instead had to earn their 1ups through the gameplay, it would've fit the "death is not the end" theme a bit better imho~
  • small tweak to inverse the upper body rotation in relation to the hip's rotation will drastically improve the animation quality (hip points to the Right, shoulder points to the Left, head points to the Right)
  • adding supporting lights to simulate bounce lights will reduce the harshness of the shadows and help with the overall aesthetics
  • the ground looks a tad flat and can get boring to look at after awhile, can be changed up  with a blend of tileable ground textures

The fastest submission and it's a solo project? Yall are amazing! The concept is easy to understand i really like that the tutorial felt so organic~ 

Would've loved to play more cuz it it looks like considerable effort was put into the level design.. sadly, I can't seem to progress pass one of those moving platforms because it apparently assumes im already midjump and won't allow me to jump again. Great work overall though~

Beautiful and challenging~ Super easy to pick up~ As with what @TheGamerUrso said, some audio/visual feedback would make playing much more satisfying~ simple and elegant design~ way cool~

Very surreal experience.. Amazing showcase of technical skills and artistic skills~ Can definitely see it being expanded upon~

Simple and elegant pixel art~ perfectly functional gameplay. how is this done in one week?

Very interesting take on the TD Genre! A tad morbid but with "Death" is not the End", it is to be expected~