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Alexander

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A member registered Aug 27, 2017 · View creator page →

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The idea is solid. Upgrading the graphics would be easy (some royalty free assets can help, at least as starting point) instead of cubes some buildings and the experience would be much better. A grappling hook could be a nice improvement.

Good graphics. With a few additional animations it would feel like a more immersive experience and will provide better feedback for the player when interacting with the elements of the environment.

Excellent art!!, really impressive. Collisions with terrain felt a bit inaccurate to me, but the overall vibe is great.

Great job, awesome art!!!

Thanks for playing, I'm going to adjust a bit the parameters based on the feedback

Good job, I like the minimalist aesthetic (Some influence from Blackthornprod in the graphics?). It requires a bit of polishing but it's a good start.

Thanks for playing, I'll add a zoom out at the start of the level to show you the full path to the door. Thanks for the feedback !!

I understand your point. In my mind it had a lot of sense when I started “A classic straight forward autoruner with a twisted track” but I can see now the result it’s really far from the original theme. I’ll do it better next year. Thanks for playing.

I know it’s a bit far from the theme (or maybe a lot). The basic mechanic is a classic 3 lines autoruner using a vertex shader to “rotate” the track and made the whole thing harder for the player. Thanks for playing.

Thanks for playing, yes bounces add a lot of fun.

Thank you, I'm glad you liked it, I'll continue working on it

Thank you very much ItzCole, I will continue working on it.

I see a lot of potential here, but the lack of basic features such as on screen instructions, restart or progress meters in the game make the overall experience fall. I think with a little more work it can be a good game.

A great game with some improvements in details like the UI, it would be a very good basis for a release game. (Personally I prefer a jump button that is not part of the movement arrows).

All the feedback is appreciated, I'm glad you enjoyed it. Thanks for playing.

An excellent idea I would like to see much more. Good job

Thank you very much for the feedback, if you still need work in the balance of the units, I will try to correct it in future updates.

Thank you very much for the feedback, I'm glad you enjoyed it

Thanks, I'm glad you enjoyed it

Thank you very much for the feedback, you are right, I am already planning a total redesign and many new features.

Thanks, I'm glad you enjoyed it

Thank you very much for the feedback. I'll keep it in mind for future versions.

Thank you very much, I will keep it in mind for future updates.

Thank you very much, I appreciate the feedback

Thank you very much for the feedback, I hope to include much more in the future.

Yes, it's too easy at first, the idea was to show how each small change affects the game, once it is activated the bounds becomes quite challenging.  Thanks for playing.

Thanks for playing. When you collide with an enemy it explodes and you lose health, when an enemy manages to reach a generator stability is lost, also when transfer health to a generator and finally and more subtle if your bullets hit a generator you also lose stability(be careful where you shoot). When you destroy an enemy there is a possibility (15% development secret) to drop a box of health regeneration, and finally pressing the "E" (you must be next to the generator to repair) can repair a generator to give more stability to the system. About the theme "Glitch", the game occurs in a dimensional "Glitch"(which allows enemies to come from another dimension) the generators are to avoid this so the more stability you lose the more powerful the "Glitch" becomes, allowing the arrival of more enemies and also gives them the ability to use dimensional "Glitch"s to make small jumps within the room that make it more difficult to reach them. Mixing the 2 previous ideas the game is about keeping the place running as long as possible, to achieve this you must keep the generators with the greatest stability (repair them if necessary) to weaken the enemies, and keep the guardian alive.

Thank you, I'm glad you enjoyed it. I will improve the coordination between both (latency, blast speed) in future updates.

That is absolutely true, I must improve many things for the progression of the game, thanks for the feedback.

The goal is to destroy as many dinosaurs as you can (More than 50% of the population to advance to the next level). As an additional difficulty you have a limited number of meteorites.

Thanks for playing, I'm glad you enjoyed it. I will continue working on a better balance of units.

Thank you very much, I'm glad you enjoyed it

Thank you very much. I will continue working on the concept to try to achieve a better mixing between the two genres.

Thank you very much for the feedback, I will include both changes in the first updates.

Good concept! The mechanic is excellent but in this case its very easy to advance, the camera (field of vision) is your worst enemy in this game, which makes it a bit tedious. But with some improvements it can be really entertaining.

Thanks for the feedback. I will be working on updates.

Good art! Interesting concept I would only recommend a little more work in combat mechanics.

Yes, automatic generation is a complicated problem. There is a lot of theory about it and the most adept of the subject could be stressed with this naive suggestion but the first thing that comes to mind is reversing the problem. Nomally you design a level and the player must select the best way to go. But in the automatic generation you could generate a random path for the player and then build the level around this path. Preventing the walls from crossing the path and with a tree at each point of the path to ensure that the player can follow it. This would help to create the infinite mode and also as a guide to generate the levels of the game (you generate many automatically and choose the best and make improvements). Good luck

Excellent game, very addictive. I would only recommend that when the character dies it could restart without going through the main menu. In everything else an outstanding job.

Good concept, with a lot of potential. Consider adding a better visual contrast between objects (or parts of them) that are obstacles and those that are not.