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SimplyCuriosity

18
Posts
6
Followers
12
Following
A member registered Aug 21, 2023 ·View creator page →

Creator of

Control both body and soul—gather, craft, and fight as a mechanical genius with a ghostly twist!
Action
Play in browser
Control both body and soul—gather, craft, and fight as a mechanical genius with a ghostly twist!
Action
Play in browser
Experimenting on gravity manipulations as main mechaning, collecting items as secondary
Play in browser
Play sudoku in space, nothing much to do between long trips
Simulation
Play in browser
How do the constellations light up?
Platformer
Play in browser
Cooking like game
Simulation
Play in browser

Recent community posts

Ay that going over water part cheeky, Took me a bit before realising I could shoot diagonally  lol. Did manage to get to past "master of jumping" and get to  "Almost there" though! Neat puzzle game!

Awesome concept for a game! Personally managed to get to round 7 twice before getting overwhelmed. If you are planning to add more UI things that can be dragged and used perhaps try the Core hp remaining and round/wave number text that moves up and fades away, they could be like a quick time grab thing. Good job!

What an experience! Enjoyed the storytelling and how both the art and the atmospheric audios complement each other. It was wild with the timer, for some reason I thought that I needed to hack/overwrite to stop the shooting process, not realising that doing nothing was the play. Poor humans, I thought might as well shoot and see what this ending is like XD. I proceed to speed ran the other ending and listen to the music player the remaining 5 minutes lol

Thanks for trying and being the first to beat it! what you called ghost dashing was indeed intended(feature that comes from bug but I decided it should stay hehe). I was honestly debating removing the cooldown completely, instead having the dash be available only once if you don't hit an enemy and do the combo. Yes the way the level currently work isn't perfect per se. The original plan was to have level/stages where the game teaches you the mechanic once at a time(dashing & combo at first level, how to operate and transfer item between stations on second level, how to deal with armored commanders in third, boss who spawns armored commander in the last) but we ran out of time. The level at present is a way to showcase all available mechanic at bare minimum. Now the dash is interesting, I couldn't quite get the mouse motion for dash to not "teleport" at times in the web version(not sure if this is what you mean but I agree dash can be improved).

Thanks for the feedback! The turret will be more satisfying to use(more blasting less crafting) in the future levels :D

Others have mentioned it but the swinging mechanic has been handled masterfully! It feels smooth and is pretty fun to do. I did not realize there was a timer at first but the second time I did it in the nick of time. Level design was great, its a quick fun experience, would love to see more level in the future!

A simple and enjoyable game! Its straightforward and have good replayability value. I'm not sure why my browser doesn't work to load the game but the window's executable works!

Hey, I like where this is going. How far did you get in implementing them(in case I missed some secret)? I played in the browser and managed to get into the town area(There was no path there but one of the collision is missing on the right side by the sea so I get to see the village arts and the blue slime enemies). I really like them! They are well drawn! I also love all the chill atmospheric music!

The combination of color palette and audio compliments each other, I like the fight against the boss most, It requires a bit of strategizing instead of spam attacking(I actually entered with zero blocks, found that the extra blocks lying around weren't enough for spamming, so I have to pause and decided to drain the boss's blocks, throw them to the confined spaces left and right whenever I'm full of blocks, and land the finishing blow after).

If I have to add about what I personally think would make the game more enjoyable, its that the travel distance between enemies where you just have to move left and right for a while can be reduced but areas where active user actions like the wall jumping(really like that) can be increased!

Overall, nice job!

Gotcha, I'll reduce the cooldown for the dash! Just curious, did you manage to utilize the 1 second window after dashing through the enemy to dash again right away or to turn off and on ghost mode to  reset the cooldown entirely? Will add more levels/tutorial once its allowed, enemy spawns shall be more balanced, thx for playing!

Hi, Thanks for trying it out! Entering the turret is the same as entering the miner & the furnace, by clicking E in ghost form. To then shoot, try holding left click with the mouse! It has a build up to max speed and it'll fire so long as there is ammo left in it, once its empty more have to be crafted via the miner and the furnace :)



I had great fun playing this game! Most impressive one I've seen so far! I like everything about it, the color palette, art, music, card gameplay mechanic combination with player position. You mention about the bug and yes it is very unfortunate, I got stuck 4 times before my playing rng by reloading the game leads me to the above map structure (I only take bats and blood ) so I could experience the boss battle stage. I love it! Good job!


Had fun playing! I think I made an op orientation immediately for the amount of waves that exist in the game. I was just thinking to myself how this tower placement pattern won't work long term as the aoe tower's that are placed further in wouldn't have enough range to attack when the game told me I won soon after.

I think having more waves would make this game even more fun, as it will give player more chance to mess up and to keep iterating through their strategies until they could make one that works, enjoying a longer game.

I think your focus seems to be in the programming & making a gameplay loop that works so good job on doing so! I can see that it must be fun trying to code it.

It took me a bit to notice that the plane flew by it self lol, when the audio and red planes are gone I still keep pressing the button and only noticed moments before the audio clue plays XD. I do find that manual off mode to be pretty cool, the plane moving by it self would make for a good main menu screen background. 

I also like the color palette of the game & for quality of live improvement I would like as a player:
- A retry button so that the player won't need to go back to the main menu & have to select the plane again(2 less button to navigate).

- Some sort of way to keep track of how far you have gone/performance like for example score from collectible, distance travelled, or time spent.

Good job on the game! and the trolling too!

Thanks for the feedbacks! I totally missed the fact that just because 17 clues is the minimum amount required to construct a unique answer doesn't mean that automatically there is only one answer for all sudoku with at least 17 clues.

Thank you! I hope you gave it a try once more after the voting period ends and we upload the fixed version :) 

Thanks for the kind word! bit sad since I have it with me the build that works all the way till the end right now but oh well. Last time I fail to submit on time for the Pirate software jam but at least this time something is submitted!

It was unfortunate that the final built submitted ended up with bugging the respawn point(green pillar) that leads to a crash. The only way to explore the game the furthest is to avoid interacting with the turned off pillars and levers. 

Lesson learned to upload final build earlier next time and to not  accidentally let the program use the queue_free() function twice

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