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AMagicRock

36
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1
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A member registered Oct 12, 2016 · View creator page →

Creator of

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Interesting game. I don't think the screenshake is needed whenever the slime is near the player.

It's super easy to get stuck on the mushrooms. The enemies should have more drag to them too, so that the player has a better chance of rushing and juking the enemies.

Interesting take on the flappy bird genre. I like the sprites and animations you've made. Very cute.

Should've added Mario jumping around too. >:D

How does one play roulette? :P

Quite easy. Feels awkward to move around, might be due to blocks/pathing being imprecise?

Interesting concept. It's really hard to form words while trying to play tetris, most of the words I formed is from random pressing.

Great visuals. Perhaps more could be done with the 3D elements of the game, instead of focusing solely on the 2D screen. Maybe the buttons on the arcade could actually do things?

Nice visuals. More contrast could be added between the snake, star and background. Explosions feel unavoidable at times.

Interesting game concept. Powerups and lvl ups don't spawn frequently enough. Enemy blocks scale really fast, perhaps certain shapes move at different speeds and have different health. For example, the square could be quite sturdy but slow while the triangle is weak but fast.

Interesting game concept but very easy. Monsters are extremely easy to kill, and gold is easy to get. The hook could be retrieved slower for more of a threat.

The game should only start when both players press their respective keys instead of immediately starting and launching the snake in random directions. Fireball also feels too slow to be dangerous.

It would be interesting if you went with the idea that the frog is some horrifically dangerous eldritch creature in disguise trying to convince you it's a frog and not to kill it. The fact that the frog started talking gave me bad vibes. I'm sure the frog is up to no good.

The controls feel unwieldly and getting hit spins the ship which makes it harder. A bug I found was that the S key doesn't work but the down arrow key does. I also can't tell what's causing the waves to progress and when it's doing so.

Interesting idea. Pipes should have more randomization. The first level in particular feels boring to go through.

First player always gets an easier first level but the difficulty immediately increases when the second player goes. It should be done in such a way that both players have equally difficult levels and ramps up after both players have finished their turns.

Interesting game concept but definitely a lot of things need to be worked on. Missiles feel useless since they are so easily intercepted, while the autocannon feels very powerful as ammo regenerates extremely quickly. Perhaps it would be good to have something that counters the autocannon too but requires the missile to destroy as well. That way both autocannons and missiles are used equally.

Very polished, nice animations too.

Not sure what the powerup did. There also needs to be warnings or indicators whenever a projectile is about to spawn.

Very difficult game. Being only able to sustain 3 hits while the enemy has a ton, along with their constant firerate and fast bullets make the game quite challenging. Not to mention the tanks can destroy the base and win instantly.

The tanks, excluding the green one, are extremely hard to tell from one another. It was hard to dictate how much health each enemy will have based on visuals alone.

Quite fun. Powerups are interesting but spawn too close together and clump up. The paddle being able to move outside the zone is strange.

A funny interaction is when the ball can bounce on the back of the paddle and kill your own houses. I don't mind friendly fire but it can feel unfair sometimes when a ball knocks out 1-2 houses from the back of your own paddle.

Not sure if it's bugged but it was the strawberry's turn every time and the blueberry always won regardless.

Interesting idea of removing obstacles from the map uses up the score. I do feel like there needs to be a warning for when and where a meteor will spawn. I've ran into a few meteors that spawn out of nowhere. Some meteors that move may add some challenge as well.

There's potential for this game. A faster move speed along with a larger variation of obstacles could make this game much better.

Fun and simple. Bullets could be bigger or more obvious. The round red bullets sometimes blend in with the starry background.

Interesting game idea and nice pixel art animations. Sometimes the camera is way too far behind and I can't see the obstacles in front, stopping pauses the camera movement too. The bird poop sometimes blends into the background.

I like the aesthetic and gameplay. Feels like the stars closer to the edge of the circle are way harder to hit. More visual effects could add a lot to the overall atmosphere.

Interesting game idea. I think the map is too big and charge takes too long. Me and my friend kept missing each other. Could be more fun and tense with a smaller map.

Simple assortment of games. I found the soccer game to be the most fun and the test tube the least. Too much waiting on the test tube game for the beaker and tube to align.

Cute and simple game. Sometimes the food spawns directly above the player and it's instantly game over. Maybe the number of food to complete an order can increase over time but bigger orders give more points.

Cute game. Bee movement feels too random, sometimes they can chase the duck on the horizontal axis making it feel RNG dependent.

Love the aesthetics and gameplay idea but needs refinement. Needing extremely precise movement makes the game very hard, especially when the ball spins extremely fast.

Interesting game idea. Difficulty varies a lot, Sometimes gaps are too big to jump over or so small that I could not touch the spacebar and the game plays itself. Platforms could be made to be able to jump through. For example, jumping onto a platform from below.

Interesting game idea. The crow that attacks the player after missing is undisguisable from the other crows. The score is bugged out and only shows 0 during the gameplay phase but shows it on the game over screen.

The pixel art aesthetic feels all over the place with multiple pixel sizes for different objects and environment.

Interesting game concept but feels like it needs more polish. There's no warning or indicator for when the material is about to change or has changed. Completing a level restarts it which I'm not sure if it's intended.

The overall aesthetics could use more work.

The game feels way too hard. The animals fall too fast and the basket too slow to react in time. The birds blending into the forest more along with the larger hitbox on the fox makes the game quite difficult overall.

I like the aesthetic, perhaps the road and speed meter could have more of a hand drawn look to enhance the overall look.

Missed the part about speeding up by switching lanes on my first run but I don't have any problems with the gameplay. Simple and fun.

I think the boss needs a better indicator for when it's going to actually swing its sword. Maybe the boss could also have 1 or 2 more kinds of attacks that can be parried, the parrying is quite hard at first but becomes very easy since the boss only has one attack.

Also spamming the attack button instead of parrying makes the boss too easy as well, perhaps have a short delay on the player's basic attacks?

Cool game, I can see the potential of it.