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Baturinsky

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A member registered Sep 20, 2016 · View creator page →

Creator of

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What I'd fix:

  1. More visually standing out active and otherwise important objects, like ladders and such.
  2. Maybe make katana an off-hand weapon, like in DemonSteele?
  3. Speaking of gzdoom mods, check out Guncaster and Traliblazer. Lots of good ideas there.
  4. Katana and pistol feels unsatisfying. Maybe add windup to katana and reduce ROF for pistol(s), but make them oneshot things?
  5. Sometimes it's hard to figure where you are shot at from. Add the indication of damage direction.

Awesome. I especially like smooth jump controls. Only annoying thing is having to switch gun modes. Why not just have all (collected) abilities active at once?

Few nice ideas, but game does not completely come together. For example, having lot of controllable characters does not really ass much to gameplay, because you only can reliably maneur one at a time to the goal.

I think level with handmirror-shaped dirt pattern is unwinnable. Unless I miss some mechanics.

Yeah, gameplay is pretty basic. That said, it's still more complex than, say Superflight:)

Police and Criminal have overlapping skills, so it's pretty commo for people to drift from one to enother:)

There are no parents, people just pop out of nowhere:) THough, it's planned as well as tooltips.

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Nearly all work is done on GPU. So, it's probably my shallow experience in shader optimisation more to blame than browser's shortcomings.

And yeah, I 'll consider some more colorful (though probably still very stylized) visual style.

That was supposed to emulate gliding physics, though at a very basic level:)

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Idea has potential, but feels too half-baked.

Is it Rot.js? I have used it to make roguelike-with-weird-mechanics too recently http://seeing-red.netlify.com/

Very good. Reminds me of https://js13kgames.com/entries/back-attacker

Idea is good, but keys are not comfortable to use. Jump, Interact and Change are too far apart.

Yeah, you are right, pickups visual may be misleading. I should have at least make them yellow, as everything related to coins is yellow in text.

And some kind of tutorial with big short commands before showing the wall of text.

All the heavy lifting is done by shaders, actually.

But yeah, browsers are very powerful platform now. Ton of very cool free libraries and even "vanilla" it has ton of capabilities, especially for UI. I still shudder remembering making UI in Unity, for example.

Too hard for me. Hard to say if I fail because I suck at platforming, or because I placed yellow black wrong.

Maybe, make red jump by itself and let player concentrate on positioning yellow?

Level list scrolling with mouse wheel works too slow in browser.

Tedious. And you limit player base severely by demanding two players. Thankfully, it actually can be played by one player controlling both butterflies.

I see it, but it says it's submission to JamCraft, not GameOff...

Ok, I will add that

Said that, UX indeed could be better and thanks for drawing my attention to it.

You can get back to "wall of text" by pressing Space, Esc, reloading page or losing focus of game screen in any way possible (such as switching to other browser tab and back". 

Listed "submitted" day is very misleading: it's when the first version of the game was submitted. I actually worked until the end and last update was few hours before deadline. 

With just some waypoints and time limit you could have an actual game out of it.

I think centering screen dead on the squirrel would work better than only moving it when squirrel is near the edge...

Pretty good, but could not figure how to dodge jumping demon (bottom left door). Even if I move at full speed, he still lands on me.

Actually, it would be ok as it is if not for losing a coconut after already not-quite-easy minigame. I can cross the water in about three tries:)

Thanks!

Working on it.

Yeah, that's the plan.

How do I get resources? I have chosen two options from left two options and stuck there. 

Cute, but way too hard since coconut stage for platformer impaired me. 

Need more checkpoints. And more obvious indication when you take damage - I was thinking spikes do nothing.

Anyway, issue with low/unstable FPS is real and I'll continue to work on solving it.

Funny as in fun or funny as in hilarious? :)

You probably have old/weak GPU, game indeed runs very jittery in that case.

I wish I could make it run faster, but it was the best I could reach until deadline.

Well made. Pity I'm not good at puzzles.

Was it really necessary to divide space into screens?

Also, what Freaky said about controls.

Very interesting indeed. I suggest adding some sound sources that is heard from big distance, so blind people (or people that play with closed eyes or something) can use them to feel their position and orientation.

Finally something with original mechanic.

Sometimes rune drawing is not accepted for no apparent reason. How do you measure "closeness" of drawing?

Like the music, is it synched to gameplay? Sometime it seems it is, sometimes that it isn't.

Yes, it is generated on the fly on GPU.