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A member registered Dec 02, 2020 · View creator page →

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It is the gun that I have a problem with. It does not aim where the mouse is located. Instead, I have to wait for the gun to rotate and point to where I want to shoot. I don't know if this is intentional or a bug. 


I found a problem with the rooms with enemies because the gun is not responsive. The gun rotates around in a circle which forces me to move back from the enemy to gain time for the gun to rotate where I want to aim. The problem I encounter when moving back are the blocks make you stuck because it requires a gunshot to move them, but it takes time for the gun to aim where I want to shoot, but I am already trying to aim at the enemies in the opposite direction of the blocks so I get stuck. 

I need to be honest. The gun rotating independently of the mouse is frustrating and makes the level not work well. 

The healing feels clunky during a fight and when not in a fight. Sometimes I can't heal because the green circle is stuck in the wall. 

What I like:

- The enemies.

Problems with the game:

- The game does not feel responsive with the design choice of the player not being able to control where the gun is aimed. Instead the player has to wait until the gun points in the desired direction which is not really responsive. The game would feel more responsive and intuitive if the player can shoot beams in the direction from the player character to where the mouse is located. 

If you are going for this mechanic of having the player wait for the gun to point in a certain direction, then, the level design needs to be changed to support this mechanic. For example, the level would be a circle with wide space to allow for retreat and strategic movement to get in a position to point the gun at enemies.


- Having to do a self-imposed trial every time you press a button to heal feels frustrating. It feels like a long delay between pressing the heal button and being healed. A challenge to heal makes more sense if the world that is against you imposes it on the you  to prevent you from healing. It does not make sense if a trial randomly appears every time you press a button to heal. It feels like the protagonist is challenging himself and making himself fail.

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I updated the game with a fix for the visual bug. It should be playable now on nvidia gpu.

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What I like:

- The minimalist pixel art style was nice.

- The platforming felt good.


Problems with the game:

-Some visual communication problems.

  It was difficult to tell what I could interact with and what I could not interact with. I often had to memorize how the  things I could interact with looked like. For example, the spring that bounces you up looks like 3 small lines spaced apart, but very similar to grass. I think it would be helpful to have some kind of distinction in the art that told the player what is in the background, what is in the mid ground for decoration, and what is in the foreground and you can interact with. Usually low contrast low brightness colors are used in the background, and high contrast high brightness  colors are used in the foreground. 

With the dash, it is kind of difficult to tell how far it goes. I think some kind of line or particle effects would be useful to visually show how far dash goes.

I could not play this on Linux Mint because of this error. 

[PYI-3284:ERROR] Failed to load Python shared library '/tmp/_MEIS5EXlh/libpython3.12.so.1.0': /lib/x86_64-linux-gnu/libm.so.6: version `GLIBC_2.38' not found (required by /tmp/_MEIS5EXlh/libpython3.12.so.1.0)

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What I like:

- The music.


What I don't like:

- The helicopter and openings in the wall are small. 


Problems:

- The screen scrolls a little too fast. There is not enough time to plan and move the helicopter through the holes.

- The helicopter feels too close to the center instead of the left which makes it feel like there is not enough space allowed to plan and move the helicopter through the holes.

Thanks for trying the game out. 

Yes, those lines are a visual bug that happens with nvidia gpu as far as I know. I do not see them in my own setup. I will get a computer that can reproduce this bug soon to fix this issue. Which gpu does your computer use?

I am glad you like the moving platform. I will have to prioritize stage design. 

I consider this game to be closer to a 3D Super Smash Bros. 64 clone rather than Tekken. I will have to work on making the game easier to understand and more fun to play. 

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I played the linux version.


What I liked:

- The setting and atmosphere of the game

- The few enemies that were there were very different from each other.


What I did not like:

- The sounds were not really interesting. Sounds were quiet and muffled. I would like to hear enemies have some kind of scream or interesting sound they make when defeated and/or when hurt.


Problems:

- Using the mouse for the blast felt slow and difficult to do. I had to move the mouse by a relatively large distance to register direction change. A mouse sensitivity setting would be helpful here.  

- It feels repetitive to fight near the end of the level. I fought the same 3 enemies in similar stage layouts. 

Why does the window get wider if I choose traditional conservative? 

The music is a little repetitive. I think a more ambient track along with different music for different situations may help.

The UI is good. 

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There is not much to give feedback on. There is not a clear goal. The visual communication is minimal, just get big if attacking. Every enemy fight feels the same and gets tedious. Running away to heal makes the game too easy.

I will leave a wishlist of what I am looking for in an action game. 

Wishlist

- Challenge.  

- Enemy variety. For example, enemies have different attack range, speed, weapons, etc.

- Gameplay where every little decision matters. For example, in beat em'ups, space is limited, enemies have different unique strengths, player has a unique strength depending on which character he chose, leads to so many different decisions to choose from and so many outcomes depending on enemy position, player position, etc. Similar to how in chess there are so many different decisions and outcomes depending on how the opponent's pieces are placed.

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I think that this is a good start to a Vampire Survivor clone.


What I liked: 

- The music

- The effects

- The graphics. It is better than Vampire Survivors.


What I don't like: 

- It is slow and easy. I sometimes need to go out and find enemies which gets boring sometimes.

- Little enemy variety. Most enemies are blue, the same size, and move at similar speeds.


Problems with the game:

- The ninja and the samurai feel like the same character because the upgrades make them have the same weapons and make them move at the same speed. 

- The fun part of Vampire-survivor like clones is that it is an addicting fast compressed RPG like experience with lots of fun effects. Right now, this game has a slow pace and few enemies are on screen. I think this game can be a fun addicting experience if there were more enemy variety, the spawn system put more enemies on the screen, and if the characters were very different even with upgrades.

I think it is a little fun. 


What I like: 

- I do like driving the car on a track. 

-The car is hard to handle and adds to the challenge. Reminds me of QWOP.


Problems: 

- The stage design could be better. There is a problem with a level where you can't see that there is a ramp and you have to jump off it ahead of time. In general, sometimes it is difficult to see what is up ahead.

- Hard to see bumps in the road where the car can only pass through a small section.

- I can't really tell if the car is braking or not. Usually games shine a red light on the back to show that the car is breaking.

- I can't really tell if the car is boosting. The meter shows it is boosting, but looking at the car, it looks the same. Usually games show cool special effect happening on the car for this.


I wish there were some music or sound in this game. I played the linux version.

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That is a good idea for UI. Thank you! 

I am still working on fixing this visual glitch. The screenshot is helpful. 

Edit: This glitch is only seen in Nvidia GPU for some reason.

Thank you for the feedback, Baum! 


I will look into making the character stop immediately when letting go of the joystick or keyboard key.

Thank you for the feedback, Poty! 

I will look into making characters less floaty and make them stop immediately. 

For UI, what problems did you have using UI? What are some suggestions you have for UI? 


What kind of visual glitches did you see?

Hi Poty. I am doing well. Thanks for trying my game. 

What I like:

-ASCII text as graphics. I like this art style. I am a fan of SanctuaryRPG.

-I like the strategy rpg combat with positioning. 


What I don't like:

- I wish that I could leave the battle automatically after winning the battle.

-I wish there were an option for selling all of 1 item at the shop.


Problems

-I can defeat the matriarch spider, but the option to fight her is always available. It does not make sense to the story of killing the matriarch for the bartender.

What I like: 

- I like the spider enemies and that I have to be aware of my surroundings to not be killed by them.


What I don't like:

- The footsteps are too loud , distracting, repetitive.

- I don't like that I have to spend time finding the yellow xray to finish the game after most of the enemies have been killed and there is not much to do. It feels tedious.


Problems with the game:

- It is very difficult to see the projectiles that the turrets/machines launch.

-The goal of the game is not really clear. I followed the instructions in the text, but ideally the goal should be visually communicated clearly. 

What I like:

The pixel art looks  nice. 


Problems with the game:

- No clear goal. No final end state or condition for winning.

- Player falls forever and does not die.

It says the game is currently unavailable.

What I like: 

- I like the bold experimentation. It is fun to drag the frog with the platform around. It is very unexpected. 

- I like the simple pixel art.


Some problems with the game:

- It is not immediately clear what I am supposed to do in the game. Is there a goal?

- The frog falls forever and I need to manually restart the game.

- About the design, I am not sure why the frog has a jump or can move if I can move the platform around with the frog on it. In general, there is no limit, obstacle, or clear goal. The mechanic for dragging platform is a good start, I think that the rest of the game needs to build off of that with some limit included for challenge.  Right now, it seems like puzzle pieces that are separate and don't make a clear image.

I have some suggestions for the game, it is your choice if you want to use them. Maybe  there could be a time limit to moving the platforms to add challenge. The frog can be disabled to give a reason why platforms are being moved and a challenge is that he slides around and can die if he falls off.

This jam just started. It takes time for people to see the jam. I will be spreading the word about the jam as well.


Last jam, many people submitted games, but only a few gave feedback. Too many takers, not enough givers. 

I hope this jam will be different.

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I updated the game to version 16. Nicer graphics, and presentation. Bug fixes. 

System was changed to make combos happen more frequently.

Thank you so much for the helpful feedback! Do you have suggestions on  what would make the tutorial be more polished? 

I will set the training partner in training mode to idle by default. That makes more sense for what training should accomplish. 

Oh. I forgot to mention it. I played the game on the Brave browser in Linux. 

I think I see the concept of the game. 


Although,  it feels too random whether I live or die in the game. 

There is not much choice for me to make other than move to a spot, hope the tile does not randomly change.

I think if the tiles were to change slowly to give players enough time to see a path to the collectible, this game would  not feel random and there would be more player agency. 

Interesting idea. I like the ambiguity of some characters being enemies and other characters are not enemies.

It is hard to see where I can move. A lot of invisible walls. 


The controls did not work with my 8bitdo gamepad. Rebinding did not work either. It just kept the control the same as far as I can tell when icons did not change.

Keyboard only controls were difficult to use. 

I updated the game to version 15.6.1. Performance has been improved. No more stuttering for 4 player match. Bug fixes. Characters models are bigger for easier viewing and tracking of the opponent and your own character.

The graphics, music, and presentation are good. 

I feel like this game demo is missing some challenge or conflict that requires me to invest time into getting good at the game.

I would like to have seen something like hunting for fish by chasing a shadow, scaring away a fish if the boat moves too fast,  the mermaid requesting a specific fish, etc. Something that requires use of skills like observation, identification, navigating a world from a map in your memory. 

Thank you! I would like to request vsync option as well. 

I posted a video of how the cheat looks like in the game. The game also cheats. It is really addicting. Amazing work on your game! 

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You know what, I would buy this game in its current state. If you could make the replay activate with a button press, that would be fantastic. This game's system is genius.  It lets me cheat, but there is a system behind it that I am fighting against that also cheats and is forcing me to cheat faster than it. It feels like playing against the Bog from the Kaiji anime and manga. 

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I like the arcade feel of this game. There is a bug with player getting stuck running on the edge. 

Playing this game is frustrating because it feels like I need to both look above 1 floor and the current floor; however, it is difficult to see because what I need to look at only takes up 50% of the screen. The other 50% is what I don't need to look at which is 2 floors above and 1 floor below. 

I found some fun glitches to this game. I can do a short hop by sliding and then jumping briefly. I can clip to the next floor by sprinting, then, sliding and jumping at the same time. There is a really fun metagame of the game's system messing with you with glitched poison also clipping to the current floor if you try to exploit these glitches.

I think this game is good, but needs fixes in some  areas. I managed to get a high score of 55 in less than 10 seconds by exploiting glitches.

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I updated the game to version 15.6. Computer players were added to versus mode.

I tested this game on Linux using Wine. It works.


Pros:

-Good level design

-Controls are fine. 


Cons:

- Controller customization would be nice to have. Unity does not recognize my 8bitdo xbox controller

- The characters are inconveniently placed at the edge where I want to jump.  Triggers dialogue instead of jump. 

- No interesting background music to set the mood.

-The jump and fall feel a little floaty and slow.

 

I found a glitch to clip up to a platform using second jump and ball kick. I think it is a cool glitch.

No problem!

Very good game. I think it is fun and rewards skill. 


What I had problems with. 

The EMP pulse  that stops your car felt random and unfair. 

I don't understand why I can still get hit by enemies and lose health if I am in hyperdrift. 

I like the presentation and visuals. Flying feels nice. 


I saw from the game page that the prototype has no win condition. I was not able to find enemies if there were any.

If there are enemies, I think it would be a good idea to place them in the beginning to make things immediately interesting. 


Lasers feel unclear. I don't know which direction they will go. I would like for the laser to shoot forward in the center of the screen. I do like how firing a laser pushes you back. 

For the mines, I would turn a corner or go straight and suddenly they appeared. 

I would get taken out when the rivals physically run into me at high speed. 

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