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

Creator of

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Thank you, Musefarm! Do you have suggestions for UI? When you say you had trouble entering the level, was it stage select or character select that was not clear?

Very fun game! I am confused about the  simultaneous notes in the concert level. It does not seem possible tto hit them both and hold at the same time. 

I wish there was an option to skip the story. I am not interested in the story and would rather be playing the main rhythm game as soon as possible.

This is a good simple idea for a game. I think this game needs to give more feedback.

It would be nice to have an effect that showed where the mouse is clicking and how much area the attack from the mouse covers. 

Also the current sounds for enemies being destroyed are quiet and soft which does not match the event of destroying something big like an asteroid.

It has potential. I think the game needs more feedback and faster pacing. 

The effect for the bullets coming from the gun could be more clear. It was confusing to see where the gunshots were coming from the enemy or myself. It would be helpful if the player had a different gun short effect from the enemy and if the gunshot effect looked like a trail of light coming form the gun. 

It would be helpful to have some kind of alert on the radar that showed new enemies were around.

It felt a little tedious to walk for a long time to get to the enemies. I wish I could get to the enemies quickly.

The enemies were sometimes stuck inside buildings and I had to wait for them to come out. 

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The game looks really good and the music is nice. It runs well.

The puzzle was difficult to understand. The hint was to count the number of times a letter shows up in the referenced text. The order is book, chapter, verse, letter. I was able to understand which books to look at because of the matching symbols. I did not understand what the numbers on the edges of the screen in primary console were.  I did not understand which chapter and verse it was asking to look at. 

The ship was difficult to move around with the gamepad. I would move forward, but it also rotated my ship when moving forward. I prefer only rotating with joystick, pressing a button to move forward and another button to stop and reverse like a kart in Mario Kart. 

The UI was difficult to navigate at times. I was using gamepad and mouse plus keyboard  I think that I will only use mouse and keyboard for this one. 

I wish the game had a pause menu to change settings or allow me to exit the game conveniently. 

Thank you for the feedback! Glad you enjoyed the game!

I will look into improving the UI design and fixing the issue making aim difficult for long-range attacks.  

Is there anything specific that makes it feel difficult to aim long-range attacks? For example, it is hard to see where the attack will hit, or it is hard to see where attack is hitting. 


I will have to try your game, Space Monk.  

The game has a unique mechanic! I like that there is a trade-off system of shooting yourself to gain more attack power with explosions and shooting yourself to heal but it will take away attack power.


I agree it could use some special effects to visually communicate better that enemies were hit. The bullets are very small and hard to see. They could be bigger. 

I played the game. It was fun! 

What I like: 

- The art, the music, the sounds

What I don't like:

- I don't like that the fight does not end automatically after I defeat an enemy. I have to press 0 every time which gets tedious. 


I would like to hear some cool victory theme for defeating an enemy and also intense music when fighting an enemy stronger than you.

The discord invite link has been updated. It is a permanent invite link this time. 

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It is not much of a game. More like a fun quiz. 

I liked that you included a question that informs people that the limbic system can override the neocortex. I have known a few people who believed they were above emotions and believed themselves to be highly logical. However, this arrogance made them blind to their emotions and how their emotions influenced their thinking.

Edit: It has an important message and goal!

oh. Yes. I meant the partk.

I am pleasantly surprised by this one. I usually get bored of RPG's unless they are unique and I like the environment and story. I like this one.


What I like:

-I really like the theme of the school being some kind of dream. I have had dreams where the school looks disconnected like this.

-I  like the option to run to get to the next place fast.

-I like the music.

-I like the abstract things such as deciding if something is a potion or not when taking something out of the trash.


What I don't like:

-It is not clear if there is a goal, story, or side quest.


Problems:

The music in the forest place is stuck playing after leaving it.

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What I like:

- The music


What I don't like:

- Lack of sound for bombs exploding.


Problems:

- There is not a hint for a goal in the game. I play and don't know what I am supposed to do or look for.

- There is no instruction for how to use the bomb. 

- The red container being a health power up was not too clear. Maybe a heart shape would be easier to understand.

I played the online browser version.


What I like:

- The music, the art


What I don't like:

Lack of sound and particle effects to indicate that the enemy was hit.


Problems:

Bullet  moves too fast, It is difficult to see it. 

I cannot hit the pear fruit with the bullets. It is invincible and it kills me. It feels unfair.

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I think this is much better than the previous version, Void Loop version 1.2

What I like:

I like the music. 


What I don't like:

I don't like that the obstacles disappear and reappear in time to a beat. However, it is more predictable now that the obstacles are in one place for a longer time. I don't like having to stop, wait for obstacles to appear, and then move fast.

Problems:

The upgrades kept coming randomly and stopped the flow of the game. I think it makes more sense if the upgrades are earned after collecting a certain amount of jewels.

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?

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.