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Bernickz

2
Posts
A member registered Apr 03, 2025

Recent community posts

The game has a lot of potential as a platformer. 
I played many of them and this demo has some quite hard sections, but nothing impossible (unless you want to complete it without taking hits, that makes a real challenge imo).
Some things may be implemented, as active dashes or abilities that can be unlocked by getting trough the game, as well as easter eggs. But I do also appreciate games where you have a set of skills and have to go trough everythink without the chance to upgrade yourself.  
The music is fine, sets up the tone for the kinda of arousal i like in this kind of games.

Some more info may be useful, like: something will damage you for half of an heart, spinning saws fora whole one; you can jump over enemies to kill them (and some could have spiky moving helmets that you have to time right to not get damaged, for instance).

Some healing system may be useful, but it should not make the game too easy as it would lose its core rage-game base. I also liked that killed enemies stay dead even after the respawn: I mean, I already cleared that path so I were happy that is stayed clean.

Hope this helps, keep on keeping on!

I should mention that I played a version some time ago, I don't know if there has been any update in the meantime. The game is quite difficult, which is not necessarily a bad thing.
But if we talk about graphics, let's try to set some (hopefully) fairly objective parameters.

- Characters: squared and without animation. I happened once to confuse two of them in the tutorial, and only after killing one did I realised it was another one I had to kill (if I remember correctly it was said by the game itself, which I consider a good thing). But for the robot tutorial I'd put a letter on the head or something, to maybe help colour-blind people.

- Map: the rooms stand out, but I'd put something for the outside too, maybe even picking up the graphic style of the interior rooms, so as to give a little more context to the house/place. The best would be if it changed according to the map.

- Interacting elements: I mean weapons, cash and various objects. These are nice. Perhaps one could aim for something more like pixel art? Decide on a style that is the same for the map, the characters, and the weapons.

- HUD: minimal and functional, does the job. To make it a little more appealing next to the action options you could think about putting a small icon.

P.S. I played without sound, I can't evaluate music and sound effects.

GG!