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10Drenth

100
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1
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13
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A member registered Nov 02, 2020 · View creator page →

Creator of

Recent community posts

Hey thank you for playing!

The game definitely got quite difficult quite quickly. The player controls nicely and the level design is pretty good, well done!

Alright, I got a little overwhelmed, so in the end I just blamed the person I liked the least. As it turns out, I got it right. So that is a major ego boost.  Thanks for the fun experience :)

I get absolutely jumpscared by the sharks every time. I like the design of controlling a bunch of fish, which gives you an extra chance when some get eaten.

I was not good enough to get there :p

The gameplay was very nice, the mechanic with the 3rd shot, very satisfying. I loved getting upgrades, making me have a fair shot when things started to feel impossible

The gameplay is a bit tricky, but the graphics are awesome, and the tiny intro sequence with the little *pling* making a splash really made my day

While the music was getting me emotional, sneakily, the game got me hooked

It is a bit of a difficult game, but the environment looks nice, and I really like all the different enemies. I also don't see many games in this jam that put this much attention to their menus

Cool underwater atmosphere, though the cliffs can be a little hard to see. The gameplay is nice, but the fishes do it for me :)

The game really nailed the feeling of "diving deeper" in a mystery unraveling kind of way. The part with the piano was really good and in general the art pretty amazing! The player controls are a little tedious, but that gets overshadowed by the awesome atmosphere

That was a fun experience front to back, except for the part with the colors. That minigame made me question my mind, put me through all 5 stages of grief, and then face God.  

Making it an excellent fourth wall  breaking game, about diving deeper :)

Finding all fishies based on their silhouette is a lot of fun. The attention to detail is great, such as the squid covering the whole screen with ink. It definitely took me a few attempts to find all the critters, of which I think the crab is my favorite, or maybe the seahorse

Aiii, at the resolution in which it is embedded his head and the text should not overlap. Unfortunate it did not work for you, thanks for trying the game out!

Glad you liked it! This theme was just asking for a subversion...

Why thank you! It was a good experience getting to the "content-phase" of making a game. Writing dialog is pretty tough with a looming deadline, as it turns out.

Alright, I'm not beating that :p

pacman is desperately trying to castle ;)

Thanks for playing! McMan is a very relatable Pac-Person

He's a funny fella

The pathfinding is almost a direct copy of the original pac-man as described in this very extensive article. There's some bugs in it and and clearly isn't ideal for a smart pac-guy mc-dude. Thanks for playing the game! ^^

My brainnnnn, good thing the fella got a mention. 

Not enough collaterals. I need bloooood. Sweeping the bullets in is amazing.

Best gameplay of all. Putting a disk on my head is better than s*x. Flying is a bit tedious, but the visuals are top-tier.

Epic graphics, could have been made in unreal. I need nanite frogs. Thanks for bone...

Epic monogame physics. Groot fan van het puzzel idee met abilities vs mass

Potions in elkaar zetten om muren te breken is een keiharde theme win, Godot is wel een 2 op schaal van unity naar assembly

Hey, your image has some trouble embedding for me, but I might have had the same issue. In your assets find a scriptable object called: "Renderer2D". Make sure in the inspector that it has an enabled section called "Bullet Fury Render Feature". If it is not there, you can add it by pressing the "Add Renderer Feature". This fixed it for me.

I can't get over how nice the main screen looks, and perfectly in theme. Walking through the level feels very fluent. Combat could use some work, my expectations are that fighting more than one enemy at the time could get really tricky. Nice going

Despite feeling a bit under the weather, I am still on schedule for Devtober. My goal was to have a working proof of concept ready today and I succeeded.

In my eyes a proof of concept is like a prototype in most ways, other than purpose. In your proof of concept the effectiveness is what it is all about. In my case, the goal of the proof of concept is to determine whether the idea is fun. Now I think I succeeded, but it is actually important to test this extensively, and determine whether it is worth it to continue developing it. 

Are you interested in my progress, or want to be involved? I have a playable proof of concept here on Itch. I provide keys to however wants one, simply ask :)

Happy Developing!

A lot of fun, second level was really stressful but it felt really good completing it, having to use different tools would be a lot of fun

Very fun to play against the unique bosses. This is a bullet hell game well executed

Great game, it feels very complete and finished, the polish is next level. I like the more narrative take on the theme, but it would have been fun if you have implemented some kind of chaos game mechanic. I also was able to fire random projectiles in larger levels, and pretty reliably shoot distant enemies this way. Apart from that, the gameplay feels very impactful, smooth, and very enjoyable. I had a good time

I had a blast playing, your unique mechanic was simple, but very effective. The game is very polished in all regards and looks/sounds pleasant. I really think this game is up there

Thank you for the feedback. I agree that the game needs more clarity in terms of communicating information to the player

Thank you for the kind words ^^

Thank you for leaving a comment. I think the fun is indeed tied a lot to the abilities. I can imagine this game with tons of fun abilities, it is a shame there was not enough time for more

Very nice and well executed. Maybe having the different slashes further apart, now it usually fine to slice when the targets are somewhat in the center. It plays nicely and stuff like slowing down, and fading when slashing really adds to the experience

It takes a little getting used to, but after that it feels quite straight forward. I'm not really sure how, but adding some complexity would be nice, maybe expand the "map", or add some other form of input.

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A really fun co-op concept. Only controlling the movement feels a little bit like being handed a controller by your older brother (it is a bit of a secondary role). Maybe making dodging very important could help with that. I think balancing the fun between two very different players can be very difficult