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Arswyd

147
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4
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4
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A member registered Mar 25, 2020 · View creator page →

Creator of

Recent community posts

Great game, congratulations! A little unfortunate that the story is not finished, but good job, keep working on it!

Interesting game and really unique art style, well done!

Thank you!

Thank you, I'm glad you enjoyed it!

Thanks for the solid review, it would be great if I could have implemented some upgrades, but I did not want to overscope the game and instead spent more time on little tweaks. Originally I wanted to increase enemy defense as time passes and reset it when switching dimensions. It was a much transparent way to "force" the player to switch, but unfortunatly it felt really boring, so instead made the enemy spawn rate increase instead. Thanks for playing it and I'm glad you had fun! :)

Wow, really nice game, congratulations! The theme, the mechanics, the art is all amazing. Really well polished!

Really great game, congratulations! Gameplay wise at first it is a little too overwhelming and after some upgrades it becomes underwheling, so I think it would need a little more balance, for example with increasing enemy spawn rate, when leveling up. The boss battle was a little hard, I almost lost it, but well it wouldn't be a nice boss battle if it was too easy :D Keep up the good work, you are awesome! :)

Great game and nice aesthetics! Movement was a little hard to pick up at first, but after you get used to it, it is all right. Minimap is a little too hard to navigate and I think it would be better if the pickup points were divided over the map. Good work, congratulations!

Great game, with nice aesthetics! My only problem is the number of impossible scenarios were quite high, as the same color were needed on both sides. It would be great is there was a mechanic to counter that. Other than this, great concept and implementation. Well done!

Awesome idea and great game! I think the controls need a little more refining, sometimes it is too slippery and sometimes there were problems with the ground check on the platforms. Also, there were times when I could not easily interpret the plane visual, like when it is above you. Anyways, it is well done, good job!

Thanks! :)

Thank you very much! I appreciate the kind words! :)

Thank you! Surely you can! During the testing and refining, I went over 40k once, but I do not remember the exact amount. :)

Thank you, glad you enjoyed it! :)

Awesome game, congratulations! For me some puzzles felt a bit hard, but with a bit of trial and error you can progress further. Incredibly well polished! I can't even imagine that this was made just in 10 days and even without using any existing assets. Well done!

I took me way too long before I even realised, that I supposed to drag the middle picture, to either side. Anyway, nice game, good job! Especially for not using any existing assets!

Well, it's in the description. Stepping through the portals decreases enemy spawn rate and enemy speed by a small amount. Anyway, glad you enjoyed it! :)

Thank you!

Really nice game, especially great that you did not use any assets for it. Good job! :)

The hitboxes sometimes feel a little off, like I would not expect any collision from the trajectory of the player. Also, the second dimension has no challange at all, so I find no reason to switch back. I found some issue with the diamonds too. Sometimes when 3 of them were next to each other, then I only picked up 2.

Well thanks, but the pathfinding was an asset I used. Glad you enjoyed it though! :)

Yeah, that's why I said I could not say that it would be better, this explains it :)

Congratulations again, I had lots of fun playing it! :)

Fun little game, congratulations! It could be a little more intuitive for the player. At first, I did not notice the notes on the right about the colors and their abilities.

Thanks! :)

Thanks, I appreciate it! :)

Thank you! :)

Really well done game, great puzzles and aestherics! Congratulations!

The only thing that I could come up with as a little criticism, is that the fireball is a little too cookiecutter. Except for the last level I barely had to think of using any other spell. Also, the mine seems a little uncontrollable, but I could not say that it would be better if it would explode instantly when the enemy stepped on it.

Regardless, great game, really good job!

Great game! It is really wierd, that there is a jump mechanic, but you can't jump over dogs and people, wo are not ready.

Really great game, congratulations! Awesome implementation of the theme and really intresting mechanics!

Great idea, it reminded me of Momentum Valley. Unfortunately, it is a bit glitchy and I got stuck in the platform in the middle.

Intresting take on the theme, but unfortunately I could not reach the thief in time.

Unfortunately, I did not get what I should do. I could not climb the wreck, also I could not get into while being small. I went further into the island and found a house but nothing happened. The distances are too great and the motion blur made me motion sick, so I decided not to continue. I wish I could experience more of it.

Thanks, I appreciate it! :)

Thank you :)

I see, you have some valid points. Still, sometimes it is better to be a bit more forgiving towards the player :) As I read some of the comments, someone asked for more lifes. I think this way the reason, because when you only have 3 lifes and 2 gets chopped away in one attack, then it seems a little unfair.

I'm sorry, but I do not have any other browser installed. I'm glad, that I could help you :)

Really good game, congratulations! I'm a bit sorry, that the dimension shifting does not serve it's purpuse as a mechanic in combat. For example shifting into the shadow dimension for a limited time to escape closing enemies. But nice game overall, good job! :)

I was using firefox on win 10. Now I have tried desktop build with controller and fortunately there is no drifting. However, I have identified the problem with the animations. If you stand at the left side of the enemy, then when it brings the sword back before the attack, there is a collision with the swords hitbox. Also, when you are standing directly in front of the enemy and it brings back his sword to idle position after attacking, there is another collision. This way, when you stand in front of the enemy you can easily lose 2 healt points in one unblocked attack. I would suggest activating the swords collider only when the true attack period of the animation is playing.

Great game, intresting ideas and very nice mechanics. Good job!

I have no words for this :D Really interesting concept though.

Great art and aesthetics, congratulations! Awesome job! :)

I would have been really intrested in the story, but unfortunately, I could only trigger the first scene and I have no idea how :/ Some subtle hints for the next objects would be nice, maybe after some missed turns. Even better if there are little animations on the objects that are barely noticeable, imitating the scenario when someone imagines seeing something from their peripheral vision. Also, movement with the mouse would be so much better.