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Bellok

34
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A member registered Oct 18, 2020 · View creator page →

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Thats a shame. I wont be using it because it causes me anxiety. Thank you for being inclusive. Have a nice day.

Sorry, I am not decompiling someone else's work if they haven't made the source public. I have begun work on my own for Unity, all of the scripts have been written, all of the unit tests have been passing, I just have to go through my personal testing run - really put it through the wringer.

You have all these nice samples(in your media you shared with us but you only inlcuded one sample in the package?)... the art is amazing... but mashing all of the biomes together into one PNG was straight up evil. I am finding it impossible to identify what your intent was with many of the tiles because of the one sheet... please please please separate the biomes into their own tilesheets, The blending tiles should be their own spritesheets or have a layout that makes it clear how they are supposed to be used. I can't even plug this into my own ruletile system as it doesn't follow blob layout. BTW, I bought this on Unity. I reviewed on Unity. I mentioned this in the review. A while ago.

My 16px cell size image did not import correctly. The 16x16 I see in Unity is not the same 16x16 I see in Tiled.

I was unable to play due to my mouse pointer being invisible in the game and the game did not provide me with an in-game pointer. Still, looks awesome.

Nicely done!

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I am guessing this project was dropped. That is a shame. I have been looking for something like this for Unity. I have several level generators, but nothing quite like this. I am certain many people would be willing to pay for the source code to this.

I would have had an image shown first and use that + with leeway to calculate an accuracy. The further away from the guide the lines are lowers the accuracy whether the drifting is towards the inside or outside. Kind of like drawing over a marker drawing where the marker itself is an inch wide and you have a pencil. I hope that makes sense.

Very nice. Love the art and concept. Music is nice, but I feel it could be calmer. It feels like you're in a rush even though it's easy. Love it. Keep up the good work.

Nice rogue-like. I really enjoyed the music.

Thank you for reviewing mine as well.

Thank you. I just finished implementing combos, so the game should feel a bit more satisfying.

I really liked the art. I am not good at pixleperfect games, however. Interesting choice.

Rate MoonTen by Bellok for Mini Jam 130: Lunar - itch.io Forgot I had already tried yours! Lol. I liked camera movement.

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Tried your game. Interesting. Issues I saw were there were no colliders on the buildings. It wasn't clear on what to do with the ore. The minigames were a bit much. I'd have stuck to one kind. Overall, I enjoyed what I was able to accomplish.


Rate MoonTen by Bellok for Mini Jam 130: Lunar - itch.io

I've tried submitting to a Mini-Jam for a couple of years now and I finally made it. I never liked submitting late.

Anyhow. My game is a panic-match-3. You have ten seconds to rack up the highest score you can.

Rate MoonTen by Bellok for Mini Jam 130: Lunar - itch.io

Nice game, nice music.

I'm not good at these kind of games, but it is very cute. The difficulty felt like it ramped up too fast, but I enjoyed it.

Being honest, I would have enjoyed it more if it compared a picture and the drawing, providing a score on accuracy. An interesting drawing game.

I agree with Radu. It was difficult for me to understand right away what the power-ups actually were, but enjoyable. Nice job.

Nice retro feel you got going on here.

I have to agree with the bot, but I thought it was an interesting game. I think the 10s phases was an interesting way to incorporate the limitation.

Good idea, a better name might be Dowse the Bomb. I didn't like being barely able to jump... like there should have been a higher jump. I also couldn't get bouncing off the walls to work. Air control as much as I could

I wasn't able to use the laser at all, and I agree with Misterm. An interesting idea.

I also increased the points each moon is worth. I thought combos were a thing, but I can't get them to work, so your points are 100% calculated per moon cleared so a three moon match is worth to 250.

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Switched primary asset from Nue Deck to Single Player CCG kit. This was a good upgrade and I can't wait to bring more content to the table. The characters I am showing here are not mine, but I can use them for these updates.

Attributions are pending as I do not yet know if I am going to use different assets or not. I will say that I am using NueDeck and Hero Editor & Fantasy monsters by Hippo.

"You are unable to rate this project because you have not submitted your own entry. You can leave a comment below though."

Pretty interesting concept you have here. I enjoyed it.

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I was also unable to load the game. It got stuck at like 90% and did not go any further even after 15 minutes and testing a different browser. I gave you three stars in the presentation category for your description and cover art. Sorry.

Fun game. I only have one issue. The arrows marking the player's duo do not really portray what the goal is or how to control them. Experimentation is required when a couple of text canvasses could eliminate initial confusion.

This is a cool game with one caveat. 

While the description hints at what you need to do, there isn't much handholding going on. There's nothing to tell you to go looking for your fellow band members.