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BackupMiles

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A member registered Oct 06, 2022 · View creator page →

Creator of

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I am late to the party here, but great job on this game!

Firstly, I have found the mechanics to work wonderfully -- I haven't found any bugs during my playtime. Finding the switches/pressure plates was satisfying, and the tension made it more rewarding.

As a horror enjoyer I may be biased, but I loved the feeling of tension throughout the levels, especially the last one with two geists!

The game does a good job on respecting its theme, and I was happy to see that dying would let me respawn on the same level with the same progress.

If I may suggest one thing, I would make the geists disappear for a short while after expelling them with CTRL, as in the last level I kinda got into a situation where the leftmost geist would get temporarily expelled, then it would simply wonder left by a couple of blocks, and then it was immediately ready to attack me again!

But this did not hinder the experience: since that was the last level, some challenge was expected.

Definitely great job on this one, I hope to see this idea get more expanded in the future! (7 deaths here)

I think you did a great job on your game, unfortunately I didn't manage to check it out during those last submission days, I have just played it now -- which is a shame, considering how good I have found it to be.

I am sure you have nothing to worry about, it was an excellent design! I also hope we get to meet again in round 2, good luck on that!

It really encourages me to hear people wanting to see this developed further (despite its current pacing problem),  and I definitely agree that, in hindsight, the player should have more time to get familiar with the gameplay!

Thank you so much for the feedback, wish you all the best :)

Hey HazMatt, thank you for trying my game and for the kind words regarding its concept!

Have a great day :)

Hey 6knowledge, thank you for trying my game!

A feature the game is currently lacking, that I really wanted to put into the final game, is the concept of combos -- ideally the player would have a list of sushi items (much like a menu at a restaurant) with indications on which pieces of sushi to stack to make more points (alas, it didn't make the cut!)

I do agree the game starts fast, and only after some retries it becomes a little clearer: a tutorial wouldn't definitely hurt.

Thanks for the suggestion, have a great day!

Hey kirito, thanks a lot for trying my game!

Firstly I appreciate the compliments and the fact you tool time to get used to the game; I will definitely make it a little more understandable in the beginning, either via a tutorial of sorts or by gradually introducing mechanics.

In the meantime, thanks again for the kind words! Wish you all the best :)

Hey Dev Pirates! (I actually recognize your name from the GDKO round 1 video, nice to meet you!)

Thanks for the feedback, I definitely agree that I could have improved my game by making things slower in the beginning, rather than throwing the player directly into the pit!

In any case I am grateful you have tried my game, and thanks for the comment on its potential ;) Peace!

Very neat, first and foremost great job!

I got to 158, and I really enjoyed the challenge: as the game goes on, you really need to lock in, parry the incoming shot, turn around and parry the next one, all based on where you heard the original sound.

So, big thumbs up: I think the mechanics work marvelously.

From a graphical standpoint, I appreciated the effects: the outline makes the game more fair, the sword swinging effect is cool, and so are the arrow trails when parrying back.

If I may suggest one thing: I think I never got to run out of stamina! I noticed that you are rewarded with some when you parry correctly, but since the arrows are kinda easy to parry in my experience it was never scarce. I would suggest either making the parry gain less stamina, or making arrows damage your stamina (I noticed it did not in my case by the end of the game)!

In any case, aside from this, I think it is well executed, a fun game with a cool concept that plays really well.

Plus, bonus points for the floating goblin (hope he didn't crash in the mountains

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The game is cute, I would say that it has a defined vibe to it (it looks and sound all quirky and mysterious)!

I enjoyed how enemies use some sort of physics, so that faster ones are harder to repel, and so does the main "attack": driving them away reduces their velocity, so that you first have to slow them down, and then repel them. Well done!

If I may give one piece of advice, I would balance the "fire stone" power up: since I placed it at the far right of the screen, I had an easy time repelling incoming monsters, which got me to level 4 pretty fast!

Nice job making that the shield also destroys gems, as it offers a punishment for overusing it.

Other than that, good entry, thanks for making it!

Hey Benim, thank you for the compliment on the concept, I appreciate it a lot :)

The collision boxes went through so many redesigns -- at the beginning they were a bit bigger, but they would start misbehaving easily (as in: far away items would mash together in a way that felt weird): thinking about it now, I should have probably made a collider for picking items up, and a different collider to handle collisions between pieces of sushi (bigger collider for them to be grabbed, smaller collider for sushi to interact with each other)

In any case I appreciate you taking the time to play it, wish you all the best! :)

Hey there, thank you for trying my game!

I agree: at its current state, it's almost better to look at the shadow on the table, as opposed to the moving chopsticks, which can be counterintuitive to some: it may need to be redesigned a bit, in retrospect.

Do you think that it became more intuitive at some point, or would you say that the chopsticks should be maybe closer to the shadow they cast?

Thank you for the compliment in any case! Wish you all the best :)

Hey smartmagpie, thank you for trying my game!

I appreciate your sweet comment on the idea! I agree that the game at its current state has a bit of a pacing problem, either a tutorial or a gradual introduction to the mechanics would probably help it much more.

I do appreciate the ffedback though, thank you so much for giving it a try! :)

Hi chambo, thanks for the feedback and for trying out my game more times!

I definitely agree that either a tutorial or progressive introduction of the mechanics could help so much, I will definitely keep it in mind for future expansion (thanks for pointing it out!)

I will definitely put out more stuff next, in the meantime thank you again, wish you all the best!

Hey, firstly thanks for taking the time to try my game! Yes, unfortunately the starting sensitivity in the web build got screwed up big time, it can be changed with the "P" menu, but it's something I should have put more attention towards: will definitely fix it in future updates!

Thank you for your feedback regarding the mechanics and sound, all the best!

The design is simple and effective: while maintaining minimal art, I enjoyed the presence of key animations (enemy death, grabbing items), since they make the game modern despite keeping a retro feel.

Also good choice in making a boss appear sometimes, as it adds a little variety and poses a challenge.

If I may suggest some feedback, I would add multiple enemy types (slower, faster ones) and give the boss a little feedback on the fact it has been hit (such as small particles), but overall it was a great job, the game worked and I haven't encountered any bugs (got to a high score of 178)

Thanks for the submission, all the best! :)

I have read the description again, good job! Now the player knows in advance that missing a lillypad is going to slow them down, nice :)

I think the game does a great job in setting the mood, from the initial cutscene, to the igloo, to all the effects (water, snow and so on). I think it has a lot of potential for future expansion (loved the hexagonal tiles!)

If I may give a little piece of advice, I would like the foxes to be quicker in following you, but otherwise I enjoyed how you needed to keep the fires on as you met them, and the fish that appeared once you broke some pieces of ice (would I have died if I did not eat them?)

I hope you bring this project further, nice submission! :)

Hey everyone! I would appreciate if you tried and rated my game https://backupmiles.itch.io/sushimashing

I am pretty much rating back everyone so far (I am on a Mac, I will shortly have access to my windows PC where I will play the downloadable ones), so in case you also need some ratings, I would be more than glad to rate back.

Thank you so much, all the best!

Very cute, simple and well executed, great job! I particularly enjoyed the transitions when restarting the level), and the main mechanic + secondary were intuitive and great to grasp.

I would suggest making the respawn process a bit quicker, since it's a game where failing can happen many times, but it did not hinder the gameplay.

Good job!

Good challenge! Jumping around really makes you feel good about your reflexes, and the challenge was fair (and well tested! I didn't find any bugs during my play, well done!)

I wanted to play the ""secret level"" in the area between levels, but my goofy ahh would accidentally bump into the next mission portal.

Great job, also loved the main character almost folding on itself instead of simply flipping when changing moving direction -- a nice arty touch.

One last feedback -- I would suggest either making the character move a little slower, or achieving a similar effect, as sometimes I would exit out of the "projectile" state and simply die because of how fast I could move (you may also call it a skill issue on my end)

All the best!

The game has a lot of character, from the art to the animations, to the particle effects.

The challenge is balanced, and I think that respawning quickly on the same "scene" was a correct design decision, as it feels fair while maintaining engagement with a nice challenge!

If I may, I would suggest reducing the size of the bullets effects, as they can quickly get cluttery (don't know if that is a webGL problem, but anyways it was nothing that hindered the gameplay).

Very great job, and I got all the 88 coins!

Hi, thanks for checking it out! 

I definitely agree that the game could use a little more introduction: as for the starting sensitivity, it got definitely a little screwed up in the web build, but I appreciate a lot that you tried it nonetheless (for any readers: "P" opens up a menu where sensitivity can be changed!)

Thanks a lot for your feedback, all the best :)

First, congratulations on the concept: building your abilities with a deck of card you draw is definitely a good idea.

I loved how the dark section required to make complete use of the deck, and I felt I got to master it down there! (even if I was a little panicky at first)

Overall a great job, keep it up!

Hi Lujas, thank you so much for taking the time to play it! Yes, in the future I would love making a tutorial, or alter the design to make the mechanics a little easier to get.

In the meantime, thanks for the comment, all the best!

I would say that at its state it definitely appeals to those looking for a challenge: the moment I died, I immediately told myself "alright, I gotta do this"

But it's also easy to get the gist of it, and while it can be challenging, it's also fun to just jump around :)

I am the giant beetle that makes all of the rules. I am the winner of many dung battles. No mere human can fathom the ball I am rolling.

Great job, a stunning game with style and charm, it scratches that Katamari itch that seems to be lacking right now in the market 👀

You know it's a good game when you lose yourself in it.

It's absolutely stunning to think this was made in two weeks: the idea is clear and greatly executed.

I would love seeing this game fully developed someday.

Great job, thanks for making this!

While I do realize this game is not horror or thriller, as an avid enjoyer of the eerie I must tell you: this game has hit the right spot.

I would definitely suggest you invest more in this kind of theme: based on this game, I can tell you can nail that particular feeling.

While the gameplay can be related to that of a roguelike, the continuous labels that kept popping up, the music, the strange structures you could find around made me immediately think of one of those games which at some point down the line some youtuber is going to make an essay of sorts on how deep of a rabbit hole its lore is.

So, as for me, big thumbs up for getting that feeling right! I would suggest in the future you change the contrast of the labels in the menu dialogues for accessibility purposes, but great job for reaching that distinct feeling.

All the best!

The game definitely has character, especially the art style. While it is challenging to get your jumps right at the beginning, as the game goes on you eventually get the hang of it, and that is satisfying. I liked how getting the jump right resulted in less of a cooldown before the next jump, making the escape from the airons (that's the name of the birds right?) especially rewarding.

Also, I got to find my frog friend!

Thank you for making this, great job! :)

I feel the design is well defined, and as I stated in another review for a different entry, I really enjoy when level-based games keep introducing new mechanics as the game goes on (like you did with portals!)

Great job :)

Hi! This was very encouraging to read, thanks for taking the time to play my game and understanding it!

I was definitely thinking of adding some "specific combos" at some point (by pressing P, you should see an empty menu on the left, which much like the one you would get at a sushi place, would in this case specific combos of ingredients), but I ended up running out of time and decided to focus on the main mechanics instead.

Again, thank you for playing! All the best :)

A very finely crafted game, congratulations on making this first and foremost!

I absolutely loved the vibe of the game,  and I find the mechanics to be well implemented.

Keep on keeping on!

Hi, thanks for checking my game!

The secondary mechanic is stacking sushi, which makes scoring more effective, and allows you to keep your table cleaner.

Great idea and great execution! I also agree that rotating the character would make the game more accessible, but this was a fun experience nonetheless.

I just love when a game keeps introducing new mechanics as the level goes on (like you did with spikes, "mover" zones, zones with no rotation allowed, etc.), so this is a big thumbs up from me.

Keep at it!

Got it, thank you

Hi all, thanks for your time.

The current task is developing a game with a core mechanic and a secondary mechanic that can be used for progression.

Does this ideally mean only one secondary mechanic?

Thank you so much for trying out our game!

Yeah we couldn't get the monster's death animation to work consistently in wasm -- the code is there, for some reason the particles tend to spawn at (0, 0, 0) on most systems. A very unfortunate turn of events, but I sure am glad you took your time to look at the circle detection :)

Cheers, and thanks again for giving it a try!