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Zen00

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A member registered May 26, 2017 · View creator page →

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Microsoft Defender Smartscreen recognizes this as a potentially malicious app. You should not compile your games as a straight up .exe to prevent this.

Microsoft Defender Smartscreen recognizes this as a potentially malicious app. You should not compile your games as a straight up .exe to prevent this.

Microsoft Defender Smartscreen recognizes this as a potentially malicious app. You should not compile your games as a straight up .exe to prevent this.

Microsoft Defender Smartscreen recognizes this as a potentially malicious app. You should not compile your games as a straight up .exe to prevent this.

Microsoft Defender Smartscreen recognizes this as a potentially malicious app. You should not compile your games as a straight up .exe to prevent this.

The music was out of place and droning for this game type, nor were there any sound effects (try JFXR). The mechanic was alright but not really gripping, I wasn't really invested enough to even try for the next level of detector. The character model was good, but the environment was one long beach with nothing happening. Maybe on a wacky beach with all sorts of comedic things happening this could work better.

Fight endless waves of bugs and get upgrades every so often. It's not really my type of game, but the mechanics were sound and worked fine. The presentation was good as well. Nothing really struck me as wrong.

Sorry, but with only a Mac build for your game, it's going to be hard to get people to rate.

Unfortunately it looks like the dev didn't have time to actually program game mechanics beyond a moving around character.

I won :)

Anyways, good job on setting it up. Why'd you make the enemies shoot in the direction you last moved? A tip for gameplayability, don't make your player and enemies have the same lines of fire and ranges, that just means that the player will always get hit every time they try to kill an enemy, unless they figure out the firing direction thing.

I hoped it'd be evident, or you'd stumble on it, but the way to refill oxygen was the bubble vents I sprinkled throughout the game.

Hey, thanks for making the movie. This was made near the start of my game dev career and was a fun little experiment with making text based game engines. I eventually added a lot of stuff to the engine to add more interesting text parsing and stuff, though I've never released it. The game was super simple and fun to mess around with and highly inspired by Zork.

It was built for a 1 hour game jam, and is very short because of it :)

It's not that "I don't like the game", it's that your posting sets off pretty much every "Danger! This is a virus!" signal possible.

Thanks for the feedback, the theme was the actual first thought, the entire first 2/3rds of development was focused on the cooking aspect, which we thought made for some fun visual trophies and stuff. We were unable to create the art assets for all 20 of the possible trophies though, so for now they're "x"s.

As for sluggish performance, I've heard that from some people, but I've been unable to replicate it with my, or my teams, devices. It might be your browser, a browser add-on, or just that you have a really bad CPU/GPU. We can't control for it.

The cooking is supposed to be a "emergent element", something you figure out from gameplay. Namely by killing enemies, you get ingredients from them. What if you used only ingredients that drop from an enemy in your cooking? Also this guy looks leafy, vegetably, but has a iceberg lettuce for a stomach, maybe I should use vegetable/fruit ingredients to try and unlock his trophy. More enemies in the game would probably help with that.

I probably played too much NES/Gameboy then because I have no issues with it the way it is :(

We'll change up the controls later on then. :)

Create some wands! Do more staves drop or are you supposed to be able to access them from the beginning? Also sucks to be you if you start the first level with lots of enemy wizards and a staff that only shoots single projectiles. A lot of the runes just won't go into the slots, are there requirements for them?

While you can add more enemies/traps per floor, nothing else seems to change, and there seems to be no way to heal or change up attack style or anything. Enemies just run at you and push at you to hurt you, and you just spam the hammer as fast as possible to beat them.

Fairly decent. Probably one of the bigger problems was the combat turns took a long time, moving should be sped up by at least 2x. Also I got stuck in an infinite sleep or something because my character just went to sleep and never woke up again, which lasted many many rounds until he died. Also I didn't really see much point to the "chaos pool" mechanic, I'd summon 3 spells, and that was that. Maybe if I could summon like, unlimited spells, and the chaos pool also acted as your mana so you had to balance summoning spells, enchanting spells, and casting spells together.

A snake.io type game. Gather your bits together to attack larger enemies, go around the map looking for wells to multiply your bits, etc. The conditions for attacking are unclear (do I need to be bigger than them? But I never get bigger no matter how many bits I have), and movement is very jerky.

Big trap, the "exit game" button on the next screen is directly where the "view credits" button, so if you click twice, you'll kill the game :P
You're big, the maze walls are small, and the maze itself is very linear, so not much effort is needed to solve it. Punch a present for me!

While it's definitely moody, reminding me of flash animations from back in the day, it doesn't really do anything? You eat maggots, turn them into dirt, and then apparently eat a fetus or something? It's more repulsive than anything.

A hidden mechanic is that as you collect presents, your "weight" increases, thus making previously accessible jumps impossible. This results in you having to do a huge amount of back tracking to grab certain presents. The keyboard controls are a bit confusing, using IOP instead of the more traditional JKL. Overall an interesting idea, but not amazing.

Proc-gen maze that doesn't really generate right (sometimes there's no food generated, sometimes holes are generated so you can fall out of the level, and sometimes I started in a box with no exits at all). Theoretically you find food and explore, but your food goes down so fast it's impossible to explore more than a couple rooms before dying.

A game with no screen shots, no information, a txt file that's larger than the exe, and only an exe? I'm not going to try clicking on it. :(

Story elements were interesting, but what it really needed was a continual variety of different games (preferably of increasing quality) to help sell the whole thing.

Kind of a rouge-like. Shoot slimes, die, keep trying to get stronger. Works fine but there is no ambition in it.

Get ready to click! A bit of a idle + tower defense. The idle part isn't really set up very well, the scaling is far too low, so buying upgrades does so little it's not worth it. The tower side only has a single tower. My tip is to upgrade it to 0.03 shots per second, then focus on presents if you're interested in playing longer.

Definitely a top contender. I'm a big fan of the factory style game genre. I'd say the biggest problems here are the logistics aren't really capable of making a sufficiently expansive factory that can produce all the various recipes well.

Kind of cool looking game. Character moves too slow and such, but whatever. You pick up items which seem to not really do anything, but are supposed to maybe. Seems to be proc-genned, I eventually found "the end" where it stopped generating new levels and the AI stopped responding.

I'd say the biggest problem is the axes don't just pass through the ground, and instead actually land and retain a hitbox, making movement difficult when there are lots of axes falling.

But yeah, also doesn't seem to follow the theme.

Yeah, I felt that the distance the player jumps each time it moves seemed to vary each time it jumped, probably just an illusion of some kind.

Thanks, you're right. I spend the majority of the time working on the cooking element, and didn't really spend much time on the platforming element. The main problem I had was that I'm the only programmer, if we had two people on the team working on it we could have done much more. The platforming would feel much better if we'd managed to get in all the level enemies, for example.

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The game automatically detects if a gamepad is present on your system. If a gamepad is detected, it defaults to gamepad controls. If you are not having any luck with the control, then try unplugging your gamepad and restarting the game. Not every gamepad is supported (specifically some off-brands use weird input maps which can't be accounted for).

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If you have a gamepad plugged into your computer, it will default to using it. If you want to use the keyboard, then unplug your gamepad. Only the D-pad controls movement, joystick does not.

Blame Super Mario, which I based the controls on for those who are familiar with said game.

The title screen was fairly clever, with pressing the button to then show the actual game. I think this would be a better game without the power aspect, and just focus on the puzzle of the platforms changing the extension length based on the order of activation. I don't think the power bar really added anything to the game.

Also some work on evening out the player characters jumping and positioning would help make more clear the effect of each move. Beyond that I'm sure I found some solutions that weren't intended, such as extending a platform through all the other platforms, bypassing everything. :P

The way the credits were handled was also quite clever, though the player character continues jumping (and will eventually die) after the screen fades to the "Thank you", on purpose? :P

I scaled de fish. But otherwise the game plays itself. Completely unrealistic, my fish only ever get bigger. :P

Time seems to change with no rhyme or reason. Enemies come at you with no notice, no sounds, no effects. Completely unfinished. Better luck next time devs!