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Blawnode

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A member registered Nov 08, 2018 · View creator page →

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Ho. Ly. Shit.
This is god damn SERIOUS!

You got quick movement, a movement attack, combos, practical secondary weapons (pistol -> bat? BLISS.), actually needed potions with tight timings and multitasking, balanced gold values.
The enemies are both challenging, varied, AND fun to shred through. (That bomber is a douche though.)

Sick af voice acting (reminds of Quack Attack! Dry, you did AWESOME) and great music

Only gripe is that I was playing on my mid-tier laptop, and when there were a lot of entities (bullets f.e), the game started slowing down real bad. Killing more creatures made the game quicker.

And the thing that got my attention the most is the presentation. The gameplay was already god tier, so the visuals? GOD DAMN.
A super captivating intro, crisp pixels everywhere including the text, super expressive protag with a VERY fun shaky head, a character which is clearly all about DESTRUCTION, Doom all over again!

ALL in 2 weeks.

10/10 would play again and even stream.

Definitely needs more, but you already knew it.
For what it's worth, the UI being this advanced is a commendable choice. (You wouldn't see jammers do UI layouts with dynamic collapsing! )


Was unlucky enough to have an enemy die by poison first thing, and when his turn arrived and he died, the game waited for him to make a choice, causing a softlock bug.

But this was fun fun, so I refreshed :]

The intro has some character, the logo is clever, I love how the sprite for selecting a tile looks, the concept of a turn based dice roller roguelike is appealing, even the AI was solid!

I think having hot keys would make this game immensely more whole and satisfying - For example, digit keys to choose a die, arrow keys to scroll throw abilities and choose a tile, spacebar to confirm selection, etc.
Had the wizard's turn end early when I placed my 2nd die for a bombard spell - Might be a bug.

Magic Shield would have been sick for the fighter, if he weren't first in order, and my wizard's shield ability couldn't affect him in time haha

Sometimes enemies got extra dice, too

The bugs definitely bog down the game, but overall? The idea, the presentation, the amount of content? REALLY good.

Lost at level 6 :p Then threw in the towel

TYTY!

Some of the folks I worked with absolutely shocked me with their VA capabilities haha, hats of to 'em!

Credit to Noxitive for the explosion idea :p

Hadn't noticed most of these 👀 

Apparently putting the music on 60% ain't low nuff haha

Had to skip the tutorial implementation because of time 😆 If you think it was intuitive to fight, then that's SICK.


Thank you, thank you! :]

    Blawnode.

Hell mode was a phenomenal challenge.

Congrats on being one of the only few that had SFX in :p

The mechanics remind me of Celeste :o me likey
The gameplay is solid. Protag's a bit floaty, but I really appreciated that even with the simple execution, there was a lot of different mechanics to play around with, keeping it fresh.

I was sure I was gonna get jumpscared when I fell at the start and it became black and silent LMAO

But this is real neat! I appreciate the amount of level design and content.
This would have definitely benefitted from a variety of movable blocks for puzzles.
The gameplay is defo the star in this one. The idea is nifty too!

(1 edit)

I'm going to remember this. I never play horror games and I had someone else give a hand, and at the very least, I was jumped half to hell.
I think that's good hahaha

I'll add some feedback from the other person tho. He claims the 0 sound is a huge issue, it's half the game for 'em. Rings extra true when you're blocking a creature and can't know when it left.
The movement was also perhaps too random and sometimes too speedy (for one creature to move through 2 rooms nearly instantly felt random to 'em)

But for what it's worth, I had a hard time playing/spectating this 🤣

Love DJ Brain's scratch sounds for its voice :p
A gripe of mine is the wall of tutorial text, and the game was a bit long considering that the difficulty stayed the same throughout the entire level.
Buuuuuut, I LOVED this!
There's 2 things I liked in particular. The music work is great, but the musical payoff at the very end with the beeps breaking it all down? That was satisfying.
And the animations? They're neat. Like, NEAT neat! The rat-thing enemy in particular was so dynamic!!

Getting better and better, Homes o7

You've out done yourself YOOOOOOOOOOO

Graphics are great, and I SUPER like the hand shaking when you shoot, gameplay's dope, I like the little goobers' sounds and microwaving them to death, great to-the-point tutorial, neat songs (Woo!)

Getting a power up is SO juicy, great job with the UI and shaking and stuff


Some constructive stuffs:

Sometimes I skipped texts by accident, and I had no time to read the texts on the portal upgrades,

The death sound is waaaays too loud, and the recipes had me in pain

I got a lemon blueberry, banana, strawberry, chocolate, bubblegum, apple, peach, pear, and I couldn't get ONE recipe D: (I assume I needed that milk)

Are the portal upgrades permanent?

I actually chose not to rate this one

Two things: One, is that on Opera GX, interestingly, I got this message:

`Error
The following features required to run Godot projects on the Web are missing:
WebGL2 - Check web browser configuration and hardware support`

I'm guessing this is a Godot issue :p


And two... I don't like horror games in the least
Hope you don't mind much, but this is a rare case

Well, locking the player from the get go is fun haha

Locking the player afterwards (randomized I think?) took about 6 turns (maybe I was lucky)

Everyone surely noticed the concept is mega cool, and it was executed really well!

In my medical opinion? This begs for juice. Otherwise, it's really good!!
also you have a cavity


I admit I was harsh with the rating, but as everyone said, this is a dope first project

My biggest gripe is how easy it is to get overwhelmed by teeth from both sides

I extra liked the effort put into the bubble text in the logo!

HOORAY FOR WHITE CHOCOLATE REPRESENTATION!

I was never a fan of idle games, but honestly? This is is real nice :o

A variety of candy sprites, and some considerations of what candy to put where (putting 3 white chocolates only wasn't good D:)

My suggestion is upgrading specifically the scientist sprites. Their arms blended in with the background, they started flowing out of the room, and could look more sciencey

It's cool tho :p

When they first started falling, I immediately were like "wait what" and I lost LMAO

But after a bit, it's kinda fun!

If there's one thing I'd suggest to improve, it'd be to slowly pick up the pace from 0 to 100, but not start from 100. Esp considering I knew to click on the health bars, so I focused on them. And uh. BAM, I lost

Extra kudos for adding the blinking lights in the game window, those were dope



And not a single comment? Shooketh
This game is great!! Me likey

I LOVE THIS!!! The effects REALLY compliment the pixel art!

By all means!! :)

I appreciate the verbose counter attack :p

About JSFXR, it's an online bleep bloop generator for SFX. It's nice, I use it sometimes. Looking it up works, but alternatively the link is: https://sfxr.me/

Hope you can bear with me, I often get verbose :p
Feel free to not take all this like a task list and only note a handful of these.


Didn't figure out quick that I need to use E
Repressing E restarts the dialogue, unintuitively
And I REALLY did not expect the mouse control to swing the hammer

The player's hitbox including the head felt unfun because of the perspective

The boss dissolving effect is really cool!

The pixel art cutscenes were neat! In my eyes, this was THE star of the game. Those cutscenes had a lot of effort in 'em, they looked hype

Jumping towards the mine before beating the boss made me laugh. Accidentally died there :p

I accidentally quit the 3rd, maze castle. Cowabummer.
The key in the castle appeared in another room.
And sometimes the 3rd boss couldn't be hit

Overworld walking is a bit too slow, especially when coming back home.

Unique music, me likey, mostly the outdoors theme The amount of unique ideas in the music tracks was nice.

Some BFXR/JSFXR SFX are super recommended, those are hype.


The bosses were a bit too easy, despite how difficult it was to understand them.
Killing the bullets gives HP too easily, making all fights mega easy

The warlock was a bit underwhelming, I'd add a phase or 2 more - But I loved the presentation! The sprites in the fight look dope.

The gameplay had me kinda hooked, but it took a bit of swinging my hands to realize I'm not meant to hold the keys.

The guy kinda just fell at the beginning, and this had me super confused. "Did I do it wrong?"

Gave me a good chuckle tho

When I approached the red object, there was a lil' lag.

The mixing of several controls was SUPER interesting!!

The spikes were super menacing, but i got it :p loved this phase, defo my fave level

Yo! Finally played this. It's neat :o

The longer list of feedback is below, if you want verbose.

The amount of content imo is the star here! You've done LOADS of level design and I super appreciate that.
Especially with that one HP pack baiting me to fall down near the start, loved it.

The boss is apparently easy to cheese, either by standing in a specific y such that it can't attack you, or by just running, and having a fair fight was problematic.


More verbose feedback:

  • The electronic ads are hard to read and sometimes has weird pixel widths. Kinda harsh on the eyes.
  • The chiptune goes HARD!!
  • The pixel VFX are awesome, but they beg for screenshake.
  • Minimal BFXR/JSFXR SFX could do SO much for this.
  • The gameplay gets repetitive and easy after a while.
  • Jumping onto several eagles insta killed me twice with full HP haha

Yo, thank you!!

A cool person called redsti is responsible for this one :p I'll let 'em know!

Google Переводчик)

Йоооо, спасибо большое! Радостно слышать комплименты искусству! :D

Hype! :o I'm glad you did!!

Played it! It was reaaaaally nice! Lots of polishes in many corners of this thing, and I super appreciate that.

Here's lotsa notable and noted points I noted down:


(Pre level 3)

* "Press Anything" is very very small on my monitor (kinda big)

* The main menu looks REALLY good!

* When I got caught, and the WAH, WAH, WAH, WAHHHH happened, the camera tried to zoom in on me, but it only caught Cathy's message boxes (I sat down in my chair with coffee).

* Wasn't super clear that I had to get to my spot in that corner on my first playthrough. I got to that sittable chair, and didn't realize I was doomed.

* Me likey the janitor eyes looking at my direction, THAT'S detail.


(Post level 3)

* Level 3 gets WAAAAAAYS more difficult, like HO-LY. But it was HILARIOUS

* I think a hint or more could be helpful, cuz that's BRUTAL to think through

* Wish there was a way to restart earlier when you get caught

* Level 3 had me sneak into the kitchen to take a breather, and there I noticed the diversity poster. LOVED IT. Attitude too.

* Inspecting a picture while zooming out, and then leaving the zoom button, keeps the game zoomed out.

* I touched a computer next to the cafeteria, Cafeteria Cathy propped up, another Cathy found me immediately - Cafeteria Cathy got stuck in her "getting up" pose.

* I tried too hard to evade them, without considering distracting ALL of them with a computer in the first place... until I realized that only affects cafeteria Cathy. I bet you don't mean to have all of 'em react, but it got me confused that the other Cathy's had no reaction.

* Hooray! I managed to softlock myself in the elevator, and Mr. Janitor saved me :)

* I even interrupted Mr. Janitor who was just helping me :(

I felt nervous about this idea, because I knew I wanted this game to be mouse-less, and generally UI button-less.

But maybe there's some good UI button approach to this..!

Nice, nice

The pixels are dope! They compelled me to play this game early

Gameplay is neat, but felt a bit too samey, and the intended strategy was a bit lacking.
But still, I got myself to the end of the game! The game was kinda balanced and I had my fill of fun

I think the sounds maybe should be changed. Felt a bit off. The music in particular felt eh to me

Overall: N i c e


Victoire ! :p

It's neat. If there's one thing I'd suggest changing, it's making the solde orbs be pickupable by touching it - Without the mouse

The game overall does everything with WASD, the movement, the drilling, the shopping, even replaying, so it feels right to remove the mouse completely like this

It's very easy to lose several HP at once. Cooldown could make this seem fairer.

This could defo makes players angry with how relentless the difficulty is

However! It's also a skill issue on my end :p This game is TOUGH

Kinda nice that i made it tho!



Aye, I did not consider the UI being distracting. Doing something about that sounds like a good idea..!

And yeahhh, I gotta figure out what to do about the finish line issue haha

Thank you so much for trying this out Lou! I'm honoured :p

Hey, Kelpo! Thank you so much for playing the game this quickly! :o
I agree, the pipe arrow issue is... destructive 🤣

Extra credit for the platforming goes to redsti who helped design a good portion of it!!

The end goal is even worse than the pipes. No indicators of nearly anything goal-related, other than "get clothes" haha
I will surely have more guidance! Like hinting which areas still have more cloths in, possibly!

And thanks for the art compliment :p I did try my best! Will polish it even further ofc


Thank you thank you thank you!

Else, what's the plan?

Doesn't seem like it's a jam where you make games. It's about showing what was made before, AFAIK!

This is SUPER juicy. The movement is complex, but even when struggling with it, it was super fun to learn it.

This is real neat! The moving background made this muuuch nicer.

This is so neat! :o

A very gameplay-oriented game with several moving parts, and together they're nice!
The extra challenge of not hitting anyone real is really dope.
Seems like there's a likable narrative layer to it, to.

I should have checked the controls ahead of the game, tried to win the game without attacking or running lmao, but it was too frustrating that way.

Extra props for the squash n' stretch of the jump, and the cutscene at the end! Were never needed, but I loved 'em a lot!!

    Blawnode.

Game's real nice, even tho it repeats, "challenging work" as one Australian says.

I like the flairs everywhere a lot! I kinda wish there was more though.
The way the enemies die feels unwhole, y'know?

But extra kudos to you OVAX, the style is NICE.


Keep on fighting,
    Blawnode.