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Varii

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A member registered Jan 30, 2024 · View creator page →

Creator of

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Is the entire game AI? or just the capsule art...

GREAT JOB!!! IM SO GLAD THE PUZZLE ASPECT ENDED UP GOOD

we really didnt playtest it as much as i wanted so it was a bit of a gamble whether the puzzle mechanics would be fun aha. I hope you liked the textbook page i wrote 

Unironically this is the best typing game i've ever played. Everything about it is clever and engaging, even the bloody credits. well done

Well this sure is an experience LOL and a really good one at that

I really liked 99% of this, but i think last two images you flashed were redundant - I thought they made story too explicit for this kind of game, and really didnt make much lore sense (why would your final moment be spent thinking of a noose?). I felt clever when i figured out what was going on from just the 3d enviromnent, and that was undercut by seeing a png of a noose.

Presentation here is really top-tier, and i love how quick resets are. Only thing this game needs is a controls popup onscreen (i spent my first 3 runs thinking it was mouse-only LOL)

This game is ridiculous and i love it... i was smiling so much at the stock photo win/lose screens :sob:

Managed to date all 3 of the creatures and i love them... though i find it funny that my genuine response (which is usually of confusion) always had me as a red flag... does that suggest anything about me as a person?!

I read all of the text and i dont really understand the story here? The character was panicking or something and we had to get them home in 20s? i think? the presentation is really really cool but i think the story got a bit muddled unfortunately

animations here are nice, and really make the game what it is. good job with them

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Absolute cinema on the atmosphere and narrative, but the main mechanic was just confusing. I never figured out what to do or felt i was getting any feedback on my inputs. 

the window cuts off the top and bottom of the screen, meaning its impossible to read the text on the buttons.

Awh this game is really adorable... nice job making a 3d game and blending the 2d assets. 

Only thing is, i wish i could interact with objects from slightly further away somehow. I have to be so close to them that i miss the animation :(

This is certainly a clever idea, but it's not really possible to make any proper levels because the player can jump at any time, even in midair.

You clearly had a great game concept when coming up with this though. I can see a version of this gameplay loop where the player is presented with an impossible premade level, has 10s to edit it, then 10s to beat it. I might make that myself actually i quite like that idea LOL

I love a pico-8 game! This game would be impressive even without your engine constraint, but considering it im even more impressed. 

The art here was pretty, and the design of having one map with multiple starting points was actually a really clever way to add a bunch of replayability. 

That being said, i didnt really enjoy how the character controlled. They felt very weighty and sluggish, which really hurt the overall gamefeel. I think you were also lacking coyote time, at least when jumping from ladders i'd often feel the input get eaten by the game.

That didnt ruin the overall package though, which i had a great time with, good job!

Its really cute! this is a first game you should be proud of :)

The art in particularstands out with this project, everything is really cohesive and generally nice-looking. 

The gameplay left a little to be desired and wasnt really replayable, and there were some places where additional polish wouldve improved this even more (y-sorting, my #1 enemy) but this is *way* better than my first game ever was, so good job.

thank you Mr shovel (btw if you're here looking for IGTAP there's an updated private version I can send you)

🤡

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i mean,,, sorry that offended you,,,,, but no its not joules youre collecting, its watts because this is a game where you collect a currency called watts, not a game where you collect a currency called joules. i've never claimed you're collecting energy, only ever that youre collecting power.

your history is public and i really wonder if IGR would be comfortable with how toxic you are all across itch?

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Im glad you (mostly) liked it! and i do wanna reiterate, im not mad i didnt win the jam, im mad that a many of the games that did were much worse than non-winning games, including mine but also including lots of others. If the entire top-10 was made of games like 'staff only', 'world break' and 'back to square 1' then i'd be more than happy to not rank among them.

we're working this into a full game! i did a rebalance of the entire gameloop so itll hopefully be a *little* faster, and ngl the last bit of the game was made on submission day between the hours of 12 and 3am, so its not my finest work.

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ohhhh ok what you noticed there i think was the low clone speed - level 4 starts out with very slow clones, and because of their very limited logic, i can only change clone speed by reducing the framerate the clones play back at. 

i've changed it since players universally disliked it

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Performance issues have never been reported, and i've done tests with 250+ clones onscreen and seen no hit. They cull. i dont know whats up with your PC but its not my game's fault. it runs without lag in browser on my chromebook, which is,,,, a chromebook.

everything else you've mentioned has been fixed. 

about half of the winning games of this jam are batshit insane choices. it's obvious to everyone who isnt a pirate sycophant.

they're in the community discord - https://discord.gg/z4agXcsM


you might have better luck reaching them there

im really glad you saw it - i didnt write it out of malace as the mods assume, i was genuinely critiquing your game.

Keep going :) you show a lot of promise

This game is really cool! The puzzles you've created are great, and the time loop mechanic let you add a lot of gameplay for little dev time. Definitely a game deserving of jam-winner status! The only nitpick i can give is that certain items being single-use (teleporter and especially fishing rod) is a real QoL issue - missing the fishing rod just ends up sad and causes the player to walk back for no reason.

Sorry you wont get my feedback, but i did a fairly long write-up on the jam page and the mods both deleted it and banned me from their server. 

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Mods are deleting all critical feedback on this game.

i thought thats what it mightve been! We've since changed the font, in the release version it should be more obvious!

https://varii.itch.io/igtap-but-patched 

This version might work better for you? not sure though.

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more is coming!

The wall jump being broken is strange, its not something i've seen anyone else have issue with. ill have to look into it. 

oh theres a map?! i didnt even notice aha. nothing seemed to point me towards going outside

You had some really cool ideas here actually! Good job!

The camera needed a lot of work, since it spend a lot of its time clipped into walls. I dont know if there was a gameplay loop? nothing could be interacted with, and the time never advanced. Still though, i could see a cool game being built on these foundations with some QoL tweaks and a gameplay loop

we are continuing development! playtest versions will be posted here leading up to full release https://discord.gg/HMu5SkVwt9

we are continuing! we've set up a discord if you're interested, https://discord.gg/HMu5SkVwt9

ah sorry about that :( I already fixed that bug in the non-jam version, and I just got saves working on my end. I hope you're interested enough to play again once the big update is out 

coming from you, that means a lot. thank you sooooo much :)

I don't think you can shortcut them, only lvl1 and 2 

for the full release I'll fix the dash bug, though I've already got quite a few changes piling up that I don't really wanna make free & public. You know who to ask about em

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This is a really good looking game with compelling upgrade and progression systems that unfortunately falls very short in the gamefeel department, which is a shame because had you gotten it right, this would be a smash hit

I think my biggest question is why the map scrolls *so* far? I dont know if you ever do this, i didnt get far enough, but i imagine enemies placed at the complete edge of the map would be just awful to fight - it would take a lot of scrolling to see where your shot landed. I assume that you push the gameplay in that direction because of just how far the catapult can shoot: it is *very* powerful, and fine adjustments are very, very difficult due to how powerful it is. Fighting anything at mid range felt like straddling a very, very thin line between launching 0.1m and the entire map; there didnt feel like much room for precision here, which is a shame. 

Level 2 was particularly frustrating - it seems *very* precise. placing demands of precision on the player with imprecise controls (why is it so easy to undershoot???) is a recipe for disaster honestly - if your game was any worse presented i wouldve quit there and then, but you'd built up just enough goodwill for me to push through that major moment of friction.

The main issue that made me want to stop playing was just a lot of clunk that i'll list below

  • Sometimes i'd lose and have to restart the level, and i *never* figured out why. I assume there's some kind of counter? but i dont know where
  •  The tutorial doesnt play automatically - you have to click the "help" button in order to see it. it should really have played by itself
  • The tutorial only seems to cover the *very* basics of "click to shoot the catapult". idk 
  • the "ammo" was quite obviously from an asset pack to me, and not integrated amazingly. Why is there a woman swaying her hips stood in a catapult? Sure, we can launch people as ammo, but why are they happy about it?
  • The lore tab was,,,, presented in a way where i doubt anyone read it. It'd be better split up and trickled throughout the game
  • Effects felt very inconsistent - they often just wouldnt work? Poison seemed consistent, but the chain lighting one only sometimes activated and I never saw the effects of magic arrow
  • On my second playthrough, level 2 bugged out. The clear only registered on my 5th success.
  • and for the second time - the catapult controls were so, so finnickly. They need significant changes to feel good IMO.

I do see some of these concerns addressed on the jam page; Inconsistent effects mightve been partially due to your system where you get +1 effect per shot (which i dont love, but dont have much to say about), though that doesnt explain why i never saw the magic arrow do anything. This isnt nescessarily a bug with the upgrade itself - it might be a deficiency in VFX. 
 

The ammo counter, too, seems to be based on the number of total effects you have, but again that system was never conveyed to me through gameplay. I intentionally never read the jam/itch page because i want to judge games on how they tutorialise, and i dont think your game did a the best job in that department (though you tried - which is way more than most aha)

This sounds very negative, but the core of the game is very compelling! Your systems are very interesting, and i genuinely wish they were packaged alongside a better-controlling catapult so i could experience them more 


nah, its watts

that bugs already fixed in the patched version 

it definitely does increase real gains! clones just gain 50% of the listed amount.


In future, I'm gonna just halve the listed amount - game balance won't change, but it'll probably feel better that way.