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StarDDDude

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A member registered Jan 08, 2023 · View creator page →

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Ok, where to begin. First off, one opf the best games I’ve played on itch. Was overall fantastic.

I really like the story/dialogue, it’s very fun and feels perfectly in line with fun precision platformers. The music is also fantastic.

I think the majority of the levels is great. There were few which I didn’t find interesting. The Different modes are always fun to play through, though sadly offer little variety.

Except for during the Final Boss. Where each mode feels really unique to play.

However that final fight is definetly too much “RNG”. Not in the sense that it is actual RNG, after all when you do the same you did previous run it does the same too. The problem is that, especially during the 3rd phase on growth it just starts moving into the player constantly. I don’t care anymore. I beat this boss, even if the game says no. But seriously I would love to have a little fix on the bosses behaviour so it is more easily predictable when you’ve gotten yourself into a situation where the boss will just move into you.

Yeah, this was very funny. I love how the cube just… spins. The level Design is also seriously funny, most of the jokes work really well.

Though I had to stop on the falling platforms, I’d continue, but only if there was a checkpoint before that. Those platforms seem like they need some insane precision. And it’d take another 10 minutes to get there with how often I fall for the fall-through Ground.

Been way too long since I played some PICO-8.

Love how some levels look impossible or like they have some weird trickery, just for you to notice that you have to push some blocks to the side and walk outside of the area.

Also explosions are great.

Oh god I love that this is a remake of an older jam game. The polish of this version makes it a billion times more hilarious than the concept itself already is.

Also, as a European I can confirm this is how the average day works over here.

Okay, finally got my hands on this a while back. I am not an expert on soundeffects and am also rather new to using them. So don’t take anything I say too serious.

First off the soundeffects themselves are nice. My favourites are likely the Menu soundeffects, they are a nice mixture of Wii-Era Menu Sounds and Musical sound thingies. Or maybe that’s just me usually liking UI sound packs. The Terrain/Nature sounds also have some great stuff, but they suffer heavily from an isssue of the pack I’ll mention in a bit. My favourite category overall might be the Charges & Fires.

The pack itself is varied. There’s 9 categories of sounds, each ranging between 4 and 23 sounds. And the categories with more sounds usually also have like 3-4 different styles of sound. Leading to the usual soundpack problem of having 100 sounds and like 3 fit your usage. But that’s just the usual thing I experience from sound packs.

Now to the actual problem of this pack: It’s very noticeable this is the first SFX work you’ve done.

The sounds are rather “long”. And by that I don’t mean the sounds themselves, that is perfectly fine depending on the game. The files all have 3-5 seconds of nothing in them. Even on effects I think should be used in a loop they have this nothing at the end. EXCEPT for Engine Stationary (1), that one has no empty space at the end and actually loops… Except it doesn’t because the files are all exported in MP3.

MP3 is fine for casual music listening. But due to it being lossy and a peculiarity in how it saves data it just doesn’t work well with soundeffects. That peculiarity leads to a miniscule amount of nothing when looping a track. Normally soundeffects are exported as .wav (Higher Quality) or .ogg (lower quality).

Overall this pack definitely needs a reexport of all sounds with more sensible length and filetypes. Also, while there are indeed 102 unique soundeffects, which is quite many sounds. But still, when compared to other packs on this site that is among the pricier ones.

Finally I wanna mention a personal issue I had when trying to use the sounds. I tried using the Small-Itemcollect 1 Soundeffect for coins like in a platformer. But I quickly noticed the soundeffect for the coin went on quite long. Meaning that if I spammed some coins around, you could hear the soundeffect stack on top of itself till it got really loud. And it also takes a little while to quiet down. For comparision, Super Mario Worlds Coin Soundeffect is roughly 0.4 seconds long. While your Small-Itemcollect 1 is roughly 2.2 seconds long. I do have some recordings of how it sounds in-game, but I can’t send them here on itch.

Oh my god I love this. If I were actually able to use 10 finger stytem I would probably grind this.

The gamefeel of this is fantastic and makes me genuinely wanna play this even if it is just typing. I got a score of 33500 points. I love how that score feels high enough to still feel fun even if I am not particularly good.

I also love some of the absurd words put into this project. How does one even find words like Hippopotomonstrosesquipedaliophobia… That sounds nearly as long as some of the German words I can come up with like: Luftschlossautohausbauarbeiterleitergeschäfft.

An important part in development is finding your own process in developing a game. There’s many many different possible approaches to making a game and using the tools at your disposal.

There’s also the issue with Tutorials that they often are made by people who are still learning themselves. I’ve seen some tutorials try teaching some fundamentals without actually understanding them. So whenever you watch a tutorial always question the quality of the tutorial itself and try coming up with other solutions.

The only Godot tutorial I can truly reccommend is Wye’s remake of super mario world. He’s new to godot but already experienced in making Games through ROMhacking. He’s also very carefull when implementing things, always trying to find a good solution. Though the tutorial series focuses more on the structure of solutions that actual direct coding. And as he isn’t finished with the project yet, he hasn’t released the source code for it yet.

Also if you’ve got any direct questions, I wouldn’t mind if you asked me. I’ve already gotten a good bunch of Godot experience by now and feel fairly competent in my personal developing style with the engine.

Oh, I can kinda get how that happens.

I usually donate some money to my top 10 free games on itch each year. But I don’t really bother giving stars. There’s a few reasons why that happens:

First off, I don’t like 1-5 star ratings. I have my own rating system ranging from 0-10 in my notes. And in there, there is no judgement over a game being bad when it has 2 points. I may enjoy a game but still only give it 2 points because there’s just better things.

Then there’s how ratings and their comments aren’t public. you can write a special comment alongside your rating but as far as I know that isn’t publically put into the comments. So when you wanna say some words about the game to the world, you’d rather use the comments than the rating. If these two were properly connected I would probably use ratings a lot more often.

And finally it’s just that… Why would I care about giving a rating when it doesn’t really make much of a difference. From my experience playing and developing games, people usually are a lot more interested in real tangible support. Wether that be money or a players actual thoughts. Those things have an actual value, meanwhile a 1-5 rating doesn’t have any value neither virtual nor real. The best thing about seeing those ratings is just knowing someone played my game, which is always a great feeling.

However I am thinking about using ratings a bit more often on here.

This is a nice project. I think my favourite part is actually those absurd structures. I don’t know how to explain it, but I just love massive abstract structures. And this game has some absolutely amazing ones.

The gameplay sadly lacks some polish. Though I can understand that, making the scene switching smooth is really hard due to how game engines handle that sort of thing. And grappling hook controls are also hard to do, though honestly I enjoyed how absurdly overpowered the spacebar is on the grappling hook.

At last I kinda wanna mention that “The Heroes Journey” isn’t actually that widespread. It is a somewhat common trope in folkmyths. But by far not common enough to say it is at the core of any myth.

Overall that was really fun to play and had some amazing visuals.

No problem, Lone Ruin is looking really neat. I might check it out if I find the time for it (but my game-list is already quite filled up).

First off, that artstyle is absolutely fantastic. I love the way every enemy has a face. The music too is fantastic and fits so well. I love the presentation of this game.

Gameplay wise I wasn’t too big a fan of the level design, there were a few random sections which felt way harder than the base difficulty (sudden spikes when switching rooms, those bullet ball stairs or those swimming sections with a height of 2 blocks).

But what I reeally loved where the enemies and obstacle designs. They feel really varied. Especially the crystal spikes and floor.

Really makes me wanna work on more Jump n’ Run things. Will probably try take some inspiration from the spritework and enemies.

Thanks a ton for playing and giving some feedback. The visual spectacle of patterns made up of many many bullets is one of the main reasons I like Bullet Hells, and why I usually call them Danmaku.

Oh and I finally know itchio has a spoiler markdown, that’s fantastic to know. I’ll respong to your gripes in spoiler markdown too.

Spoilery stuff

I absolutely feel you on the pacing issue. It can take a LONG time to beat and when healing the duration of attacks can get tiring towards the end. I do have some ideas that might help in this case, but i got them like yesterday a few hours before release. But I might implement them when I get around to putting in spell practice. The idea is to have the second phase start at around 70/80% of full HP, cutting down a little on the easier start of that phase. And on top maybe reducing the maximum number of sequencial attacks a bit. I might also improve the healing factor a tiny bit. Currently the damage you take is 7, while the heal is at 10. I might put it to 12-13.

I absolutely get that the retry time of the Last Spell is rather long. But I really don’t wanna shorten it further so people don’t exhaust themselves when retrying for 100 times. On games with 1-5 second retry times I sometimes see myself get frustrated from the amount of attempts I do. I don’t give myself any breathing room and just pushing buttons constantly. which is rather stressfull.

However I absolutely get that waiting those 20 seconds when you know you are still atleast 50 attempts away from a win, doesn’t help learning such elaborate patterns. To help that I wanna make a spell practice. So after reaching far enough you can decide to replay a spell as long as you want without any waiting time.

On the “True_Final_Spell_Deluxe” with the returning bullets: Yeah, there is no build-in telegraph when they’ll hit you. The idea is that you find your own telegraph. In games with this level of difficulty that’s nothing too uncommon to do. I myself used either the lasers turning on as my jumping cue, or the bullets being visible again at the edge of the screen.

Though I think the latter one isn’t as easy to discover because of all the visual clutter. I probably should remove the double stars at the start. That way there’s a clean version of the returning bullets that people can more easily practice. Those double stars don’t add anything other than visual noise and lag anyways.

To finish this, thanks for playing my game and of course congrats on beating it. I am really happy to hear that you enjoyed it and reading the feedback was very fun.

Good to hear, I hope it wasn't too difficult to set up.

I just donated a few bucks. Would've done so yesterday but was busy pulling off an all nighter to finish up a game.

Don't worry yourself with getting donations running "soon". It can be a bit of a hassle because of legal issues. I have only done it myself recently when I've had lots of free time on my hands. Though itchio itself wasn't a big hurdle, only the bureaucracy that comes with making money from something.

I also just checked back on the music as that glitched out on my playthrough. It is really good, I like such atmospheric spacey synth tracks. From the very little I know they can be hard to make due to how much possibilities there are with synths. To use that for an atmospheric track needs atleast a basic understanding of sound engineering/sound designing or whatever it is called.

But I shouldn't really try to analyze beyond my own knowledge. What I can say for certain is that you managed to pull off a really good atmosphere with the music on this game.

Eyy thanks a ton for playing!

I spend a lot of effort making the artstyle feel familliar to SMW (so much some people thought I straight up just took assets from there).

I don't feel like this is much of a puzzle platformer. There's a few puzzle-esque things at the first half due to the unique jumping mechanic, but later on it derails into Kaizo.

I might do something more in the puzzle direction though. But first I wanna make a proper level editor so I can more easily make and playtest levels.

But when I finished that I could do some more interesting large-scale levels.

Making small games as hobby is fun, I also don't expect to get anything out of my games too. But I like giving something in return for things I enjoyed.

So I send a few bucks your way, I hope it wasn't too much setup for that little bit.

Heyope, this game ended up my favourite Itch game of 2024 (tied on the top spot).

I already ranted on why I love this right below this comment. So happily I can keep this short (though I am itching to another wall of text here).

Gave it a tiny shoutout on my yearly blogpost (hyperlink), and would absolutely donate 10 bucks if you had them open.

Heyope, this ended up being my favourite game I played on Itch in 2024 (tied on place 1).

I love everything about this little project. It got me so drawn into it I did multiple runs throughout a multitude of days.
This game is insanely satisfying to play, I love the insane comboes you start doing after figuring out how to properly play it.

I feel I should really spend yet another hour with this.

Anyways I did a tiny shoutout for this game on yearly Blogpost. And would donate 10 bucks if the donations were open.

Heyope... I really feel like I am cluttering the comments here (especially that accursed masterpiece right below me).
But hey, this ended up being my secondish favourite itch game of last year.

With my walls of text below I don't think I have to justify myself any more than: 2D PIKMIN LETS GOOOOOOOOOOOOOOOOOOO.

Anyways, I did a small tiny mini shoutout for the game on my yearly blogpost (hyperlink) and WOULD donate 10 bucks if you had them open.

Am excited to get around to checking out future updates.

Heyope, I remember really loving this, and it ended up being my ~3rd favourite Itch game I played in 2024.

I already explained what I liked in my original comment a little below this, so I'm just here to say I did a short shoutout in my tiny yearly Blogpost and am donating 9 bucks... If PayPal didn't glitch out. If you know anything of why that could've happened do inform me. Would really like to throw a few bucks your way.

Also I saw you recently uploaded another project for GGJ. Even if it's just a Jam Project I am really excited to get around to playing it in the next few days.

Heyope, this ended up being in my favourite games of 2024 (place 4).

I really like the level design of this. The gimmick isn't something I'd expect to work that well for so long, but you really managed to make it work for quite a few levels.

On top of that I also just have to place this in my favourites because from what I know ya'll also make Mario Maker Troll levels. Which I've absolutely fallen in love with after watching way too many (I really gotta get around to playing them myself). And I have the deepest respect for the amount of experience it takes to make Levels of that quality.

Anyways, I gave a tiny shoutout on my Blogpost and am donating 9 Bucks.

I see Hifuu Club I like...


Oh yeah, this ended up being in my favourite itch games of 2024 (place 5). It's very cute.

I gave it a little shoutout via my Blogpost and would give 8€ if you had donations on.

Nothing else to say really, I gotta play more of your other titles too, they are also fantastic (especially touhou flight simulator)

Heyope, this ended up being in my favourite itch games of 2024 (place 6).

I really like boss battles and this game has some fun ones. Especially the last boss seemed insanely interesting. Though sadly I didn't beat it because of how long replays took.

Maybe I'll get around to it now.

Anyways I gave the game a little shoutout on my yearly Blogpost. And I would absolutely donate 8 Bucks if you had them open.

Anyways, sorry for the second comment just to advertise my Blogpost, your other games are looking real good too I'm really excited to find the time to play them.

Heyope, just wanted to notify you that this ended up being in my favourite free itch games of 2024 (place 7).

I don't think I gotta mention my thoughts on the game anymore.

I gave it a little shoutout in my Blogpost and would be willing to donate 7 bucks if possible.

Heyope, this ended up being in my top free games of 2024 (place 8).

Despite the insanely bleak setting, I don't particularly remember my time with it being bleak. It was somewhat fun flying thought that dystopian future.

And I really gotta say looking at your other stuff I am getting excited to play more from you. Especially LiDAR Exploration Program is looking absolutely gorgeous. Even if horror isn't my vibe I love too much when people do such cool things.

Anyways, I have a short shoutout to this project on my yearly Blogpost (hyperlink) and donated 7 bucks.

Heyope, just wanted to say I enjoyed this game enough it landed in my favourite itch games of last year (place 9).

I think the comment I made earlier reflects well enough why I love this game lots, so I won't reiterate.

I gave it a little shoutout on my yearly Blogpost, and would be happy to send a few bucks your way if you had donations on.

Heyope, this landed in my list of favourite free itch games I played 2024 (place 10).

Just wanted to say I've shouted it out in my blogpost and would give 6 bucks if you had donations on.

I think my score showcase right below this should be explanation enough of why this ended up on my list.

Heyope. Ah, yes the classic "battle against some cubes", because there wasn't enough need for proper enemy design... I like myself some fancy looking cubes. I just spend 59 minutes grinding this. Sadly only got to 140 seconds (goal was 200). Without using cheese of course, I got some good RNG where I could've just hidden away between some blocks, but that wasn't any fun.

Anyways the real reason I am here and posting is because of Robes. It ended up being one of my favourite games I played on itch last year (place 11).

I really like the styling you did on that game. Same goes for this project. Really makes me try some simmilar styling with that harsh contrast in the shadow and the neon 3D-Sprites.

So I gave it some shoutout on my yearly Blogpost (which this game delayed further by one hour, and donated 5 Bucks to Robes.

Heyope, this ended up being one of my favourite Itch games I ended up playing in 2024 (place 12).

I really like the atmosphere of this thing. I think the Ice area is my favourite one. It has a great sunset and I remember the nightsky being rather good. Though the godrays in the high grass are also fantastic. (I really gotta replay this sometime, this is mostly base don my notes from a year back)

As little thanks I gave this a small shoutout in my yearly Blogpost (hyperlink) and spend some bucks for 0n0w.

This was cool.

Am really impressed with how varied the levens get. I really like the use of fake blocks as clouds and obstrucing... uhh.. somethings.

The Trampoline also got some fun usage especially in W3 L3. Having to jump between the spikes in the upper layers of the cloouds was fun.

Sadly I couldn't find the exit in that level, so that was my endpoint. I had a simmilar issue with W2 L3. A labyrinth kind of level which had some ok ieda but felt a bit too over the place, especially as I never had any idea where to go (Did find a cool hidden cross-thingy though... But I think I was soft-locked in that area... still cool secret).

Some of the levels are lagging for me (playing on Firefox). Especially W2 L3.


Had a fun time with this even if it was a bit rough around the edges. 

I got 221... So I can verify that yes: You are cool!

(1 edit)

Very fun and cute. The gameplay is really well implemented and quite intuitive.

I'd say the biggest issue is how many enemies appear in later stages. Especially due to them stacking up it becomes hard to play the game the "proper way". The most effective gameplay-style starts becoming a "circle the Aunns around". Which is REALLY fun, but also feels a little bit like playing the game wrong (though it is fun so this isn't a big issue).

Also really happy about the amount of enemy variety this little project has. It gives it a neat amount of extra spice, especially the snails.


(1 edit)

Just spend around 2 hours making and validating a level called "TheRainbowCave". I didn't know there was a time limit when building so I had to speedrun it extremely tight.
Game crashed while uploading... really hoping it finished that.
Should've screenshotted the level atleast.

Well was still fun. I really like the deflecting mechanic. Lead to some interesting passages in my level. Didn't play any online maps.

EDIT: IT GOT UPLOADED YAY
will check out the amazing levels by other peeps later

Yup... that was fantastic. One of the most fun games I've played this year (not saying much yet but I think it'll manage to keep that impression till the end of the year)

I absolurely adore how unique the Karts are. I can't even decide which one is my favourite.

Got a good score. Was quite fun.



I the ship is quite fun to control, though you have to be extremely carefull when going for a high score. Using the full speed is way too high for this camera-zoom and this density.

By the way there's a bug where you can extend your i-frames by just getting hit again. I really like this bug, very fun. Would be hilarious to see a TAS abusing this bug.

YAAAAY (ノ◕ヮ◕)ノ*:・゚✧ I finally got around to playing the updated variant. Took a bit because I've had my hands full with getting my current project into the final stage. (I've also taken myself WAAAYYY to little time last year to play games)

But I am really happy to have gotten around to it now.
I am really happy to see how well the project already works at this stage. It was sometimes a bit hard to notice how an enemy would attack but overall the combat translates surprisingly well into 2D.

The Moonie death animation will haunt me for the rest of my life just as much as the Pikmin one.

I am insanely happy with how you've made the sunset effect. When I first saw the palette change I was scared it wouldn't have a very goof feel to it, but I was proved very wrong. It isn't the absurd beauty which Pikmin 4 presents you with, but instead absolute terror after the palette changes to a dark blue and the music stops playing being replaced with some really well fitting ominous atmosphere.
I think a reason why it works so well is also because of the strong dark-blue tint making things a little more hard to notice.

Anyways, had lots of fun returning back here. Pretty sure this will come in my favourite free games I played in 2025 (though sadly that list won't be too large because I didn't play many games).

A little late, but I'll give some hints in base 64:

RWFjaCBvZiB0aGUgbGl0dGxlIHRoaW5ncyBoYXMgdGhlaXIgb3duIFJ1bGUgeW91IGhhdmUgdG8gZnVsbGZpbGwuIEZpZ3VyaW5nIHRoZW0gb3V0IGlzIHRoZSBtb3N0IGZ1biB0aGluZyBhYm91dCB0aGUgcHV6emxlLCBzdGlsbCBJJ2xsIGxpc3QgdGhlbSBoZXJlIGZvciB5b3Uu
--- VGhlIGZpcnN0IGlzOiBZb3UgbmVlZCBhbiBvZGQgbnVtYmVyIG9mIGNvbnNvbmFudHM=
--- VGhlIHNlY29uZCBuZWVkcyBhbiBu
--- Rm9yIHRoZSB0aGlyZCB5b3UgaGF2ZSB0byB1c2UgYSByZWFsIHdvcmQ=
--- VGhlIHllbGxvdyB3YW50cyAyIGNoYXJhY3RlcnMgdGhhdCBhcmUgYmVoaW5kIGVhY2ggb3RoZXIgaW4gdGhlIGFscGhhYmV0
--- VGhlIFBlbnVsdGltYXRlIG5lZWRzIGJldHdlZW4gNSBhbmQgNiBjaGFyYWN0ZXJz
--- VGhlIEZpbmFsIG5lZWRzIDIgdm9jYWxzIGluIGEgcm93Lg==

--- QSBwb3NzaWJsZSBzb2x1dGlvbiB3b3VsZCBiZSBBTU5FU0lB

Spoilery Base64 comment (do give it a try yourself, is a fun puzzle):

QWZ0ZXIgZmluZGluZyBvdXQgYWxsIHRoZSBydWxlcyBJIGtpbmQgb2YgZGlkbid0IGtub3cgaG93IHRvIGZpbmQgb3V0IGEgZml0dGluZyBzb2x1dGlvbi4NClNvIEkgdHJpZWQgdXNpbmcgc29tZSB3ZWJzaXRlcyB0byBmaW5kIHNvbWUgcmVzdWx0cywgdGhvdWdoIHRob3NlIGRpZG4ndCBoYXZlIHNwZWNpZmljIGVub3VnaCB0b29scy4NClNvIGluIHRoZSBlbmQgSSBqdXN0IGJydXRlZm9yY2VkIHNvbWUgd29yZHMgaW4gbXkgaGVhZC4NClNvbWVob3cgdGhlIGZpcnN0IHdvcmQgdGhhdCBjYW1lIHRvIG1pbmQgd2FzIEFNTkVTSUENCkl0IHdvcmtlZC4uLiBSZWFsbHkgZnVubnkgdGhhdCBzYXRpZmllcyBhbGwgdGhlIHJ1bGVzIGFuZCBjYW1lIHRvIG1pbmQgYnkgcmFuZG9tIGFmdGVyIEkgZmluZCBvdXQgYWxsIHRoZSBydWxlcy4=

(2 edits)

I eradicated all the rock formations in my solar system that have a size I do not approve of.






I don't think I really have to explain I love this game. I spent an absurd amount of time on this High Score. Played it for about an hour and 18 Minutes. 6~7 of those were spent on my first attempt.

I might actually replay this just for the music. I think I had a glitch where it didn't load on my second 1-hour attempt.

Some tips for anyone insane enough to try and beat my score:
1. Your Grappling hook does damage, though its so low this is only very usefull at the start. Later on its only a neat thing to keep in mind.
2. It may feel right to focus on getting tons of air at once by repeatetly grappling for bubbles. But it is a better idea to grapple yourself towards the bubbles using rocks. you may move slower than the bubbles, but when using the hook to move yourself you will be mopving towards multiple bubbles instead of moving only a singular one towards yourself.
3. Trying to fill up your air up to the limit is not a good idea. the Bubbles are far more effective when your roughly below half your air. I spent a lot of time trying to fill up air that depletes nearly as fast as I replenish it.
4. You can kinda draw multiple air bubbles to you. Though that's only really usefull when you try to max out your air for some reason... Or if you just wanna show of to yourself, which is a perfectly valid reason.
5. The Upgrade bubbles make sense to be grabbed from a long distance from my experience. But depending on the situation you can also just get close if there's some rocks that need to be destroyed nearby.
6. Good Luck !!! ERADICATE ALL THE ROCKS THAT STAND IN THY WAY !!! YOU CAN DO IT I BELIEVE IN YOU !!!