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Viceroy

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A member registered Jul 29, 2020 · View creator page →

Creator of

Recent community posts

Multiplayer is progressing rapidly. Already have the lobby finished and the player spawning.

Interacting with Mounted Weapons is also in, working on the sync for projectiles and effects.

After 2 years of life(TM) getting in the way, I have restarted development on the project.

Starting with Multiplayer.

Not quite sure why I am losing health when I am not being hit.  It is pretty confusing and starts a little abruptly.

A little more feedback on getting hit/hitting an enemy would be valued, as well as a better understanding of how to capture criminals.

Ah sadly can't play as it doesn't use keyboard and mouse. And it also crashes pretty consistently on startup.

Nice use of shaders, good bloom, nice light design. Game is also pretty enjoyable, though I feel it really needs some more juice when you hit an enemy. Maybe a combo counter too that allows you to recharge or get some more notes back or something, or make you fire infinitely for a short time.

Hey there, nice to see a topdown roguelike in the submissions so kudos on that. The art also looks fitting. Though I must say I felt pretty lost in terms of what my goal was and I did not even realise that I needed to attack the enemies using F. As they were basically just standing still and not attacking me.

Also I realised if you start a fight off by rewinding, it does a lot of damage to the enemies for some reason.

A little more feedback for when entering combat would also be nice, as I had initially thought I was simply viewing some form of informational screen until I realised what it was.

Nice concept though, cool to see a minimap as well. Even though it doesnt show much more than the player can already see, it is cool though.

Thanks for the feedback, I will play your game. Find me in your comment section.

Totally totally agree, this was sadly one of the things i had to drop just due to time constraints to get it out fast enough. But the feedback has been pretty unanimous in this sentiment and I am definitely going to be addressing this with a future patch.

Thank you very much for the detailed write-up. I appreciate the effort you took and the fact that you gave the game a decent go. It means a lot to me.

Your feedback is very valuable, I can only agree with your analysis of the UI/UX side of things, as well as the clarity of gameplay. I will be addressing these issues in-future when I replace the failure and success screens, and add more comprehensive goals. I have plans on making enemy airship damage more modular for the larger ones, to give a better indication of how far gone they are. Along the lines of the fighters losing engines.

An to the multiplayer question, I totally agree here as well. I am looking into perhaps adding either local coop, or if my talents allow, online coop. Though that would be a learning experience for me. Though I suppose there is no time like the present to try and improve ourselves.

Once more thank you for your information Chris, and thank you for your compliments as well.

I totally agree. I will be working to that end :)

Thank you very kindly.

Thank you for playing and rating the game Maultaschenprinz! I couldn't agree more with you, and I am sure you can see that your sentiment is also echoed in other reviews. You may rest assured that i will put it to good use and work on enriching these very aspects you mention.

Have an awesome jam further and I truly appreciate the honesty of your review.

No problemo. A pleasure to be of service.

Nice job on working with the terrain tools. Keep it up.

Truly the ball must hate humanity if it chooses to use Papyrus as font! And also props on using the word beatitude. That certainly did push a button in my lizard brain.

 But I gotta say that it is a too hard, It is really really difficult.

I however did experience one crash upon first jumping. Could not recreate it.

Solid prototype for something along the lines of a rage game.

Yeah I gotta agree with you on that. I was a little overzealous with the spawn rate there. Once more thanks for the detailed feedback. It is very valuable to me, since this is basically the first ever 'public' reviews of something I have made. So I really want to get it right next time and just have it done well so that people can enjoy it without struggling or feeling frustrated.

I certainly will give it a good go! Thanks so much mate.

Asim I would like to thank you for your well-constructed review. It is greatly emboldening to hear these words from you and I will take note thereof.

I am glad that you had a chance to try it out and to give it a good go, I will certainly do my best to get it up to your standards.

As to the end screen and the victory screens, I agree entirely, they do not fit with the rest of the style at all. And are pretty much more of a developer meme at this stage than what I consider proper. The real McCoy will have some proper airship destruction and more thematic failure/success.

I sadly ran out of time due to my own inexperience in judging how much I could get done, so the end screens were by far the most rushed part of the project. Going up mere moments before we compiled.

You are entirely 100% correct in your assessment and I thank you for it, I will do better and I will make things grander as my duty to you as my player. Thank you!

Truly a pleasure, and yes for a first jam I maybe did misjudge myself juuuust a little! The curse of ambition I suppose hahaha.

Thank you for your valuable input! I will do so post-haste!

I am going to put a lot of effort into exploring online possibilities. It is definitely something I would do if I could pull it off. But I am still pretty rusty with that. But hey now I have the ideal project to play around on in that line. Thank you for the great suggestion!

Many thanks FedCap. I appreciate your insight.

Thank you Arakjin for your honest review.

I will be making the final product much more user friendly, and if my feedback has any thread in common it is that the UX needs some work. Thank you very much for taking the time to review and for your constructive criticism. I will in the future aim to do right by you and your sentiment by expanding the difficulty options available to the player, as well as the curve of this difficulty.

My kind salutations to you and yours.

Thank you! I loved your game concept very much as well and it really stands out to me as something you could push into market. Thank you for giving me a go and for spending the time to rate and comment.

I appreciate it forthright and I will be keeping an eye on you and your projects as well to see where you take it.

Have a great Jam!

Thank you very much Zoroarts!

I love your clockwork hairdryer too ;)

Thank you so much! You have a great set of ideas here and I am definitely definitely definitely (Yes three times) going to be putting more time and love into this concept. I think I could make a whole game out of this.

Some of the stuff I had partly working was COOP and some camera dynamism going on. Building up some storyline to go with it, adding some different roles you might do, some degree of Airship customisation or so. It could really blossom I feel.

Thank you very much RedstoneEngine and congratulations on your notable entry as well! I had a lot of fun with it and I immediately got this Portal-esque feeling from it, like being in some crazy test-chamber. (For anyone perusing these comment sections, I really recommend checking it out as well.)

Great! Thank you very much for the critique, I value your input greatly and I will definitely make sure to add some better feedback and juice to enemies, and make destructible components more clear in terms of hit effects and reactions. As to optimisation, I definitely agree with this as well, I sadly opted to skip that process entirely due to the time constraints, so that is definitely on me as developer. But for a more final product I will definitely put her through the profiler! Thank you for your time that you invested in playing my little project, and thank you for your well-worded review. I appreciate it very greatly Mojko! May you have a lovely day and a lovely gamejam further.

Thank you so much for playing and rating!

Yes the difficulty was accidentally cranked up and when I tried to fix it the updates had already closed lol. But I am thinking of adding like a little FTL-esque "overworld" type thingy, and then doing a bunch of airships and mechanics (possibly even coop).

My apologies for the confusion lol. I will set it out much more clearly in the coming weeks I assure you. Thank you graciously for your valuable input. I will use it! :D

Very nice, did you use CorgiEngine for this? It seems so.

Solid game overall with a good art style I very much liked. The whole premise is nice and the game has a good air of polish to it.

The timewarp mechanic is nice, but a little more spawn immunity would go a long way to minimise frustration.

Good job!

Please rate me!

I need only a few more! https://itch.io/jam/brackeys-4/rate/724686 I shall rate yours as well!
(Everyone feeling lost when starting it due to no tutorial lol, you gotta crank the airship to build power, and feed the furnace with Men's Leggings to make it more efficient. You can use mounted weapons to fire at the enemy.)

Hope you have fun, looking forward to your criticisms. :D

Yeah especially with that deadline approaching so quickly, and as developer it is so easy to skimp on explaining things, since you know everything inside and out already.

Definitely not going to be making that mistake in my next participation.

Once more very fun gauntlet you have going on there.

Shit went down in Italy, almost didn't save the world.

Also cost me everything for me to realise I could jump using the arrow keys. A meme of a game this lol. I had fun with it and had a good laugh at the end.

Thank you Asim, I really appreciate it.

I can already tell you that you are gonna feel lost (My fault I skipped out on the tutorial due to time constraints lol). But when you do give it a go, try and keep the furnace as full as possible (at the 'bottom' of the ship) as it will increase the efficiency of the clockwork crank (in the middle of the ship). You can hold off enemies by using the mounted weapons.

I hope you enjoy it at least a bit, I worked my ass off on it lol.

Thank you once more Asim. And happy gamejam to you further!

This is a very fun game, a bit confusing in the start (tell me about it, it is the number one complaint of my own game XD)

But once you figure it out it is a blast to do. Especially at higher difficulty.

Polish her up and maybe make the time jump a little more obvious. But a solid game bro. Very noice.

Please give mine a go as well and let me know your thoughts!

Thank you for rating me man, your entry was very nice. Congrats on it!

Thanks for the feedback, I will definitely take it to heart and work on making things clearer for the player.

Rated yours!

Interesting rewind mechanic. I did find it to be a little buggy at times (start a rewind and then stop and start again and sometimes some things do not rewind properly.)

I love the difficulty menu by the way, I was also impressed by the roll on landed movement, with some more polish it would be very decent. Just a little easy to trap yourself with your rewind ability.

Relaxing game, some difficulty to it (in a nice way), good and consistent art direction and soundscape. Well done!

Control scheme feels good too, the little polish of some clouds moving with the wind and such is a nice touch, the background activities and scenery is also very pleasant with the art style.

Rated!

https://itch.io/jam/brackeys-4/rate/724686

https://itch.io/jam/brackeys-4/rate/724686

Control a steampunk airship by winding it up and feeding the furnace, fighting off the enemy by using the mounted weapons.

https://itch.io/jam/brackeys-4/rate/724686 My first ever gamejam game.

Sorry for the lack of tutorial, I had no time lol. You gotta wind up the clockwork airship and feed the furnace with boxes to build speed. And then survive by fighting off enemies (using mounted machineguns and cannons).

Thank you kindly!

Tough as nails and would really benefit from some carnage when you hit something, so as to minimise the frustration of failure.