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Bonzaii Labs

7
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A member registered 96 days ago · View creator page →

Recent community posts

Had a lot of fun playing this. It has a really good sense of style where you can tell you’re paying homage to the classics.

I’m curious what you’re using to build Dirk as I really like the idea of building outside of an engine.

For feedback from a first time player. I really enjoyed the “clunkiness” but I did feel like there was a disconnect in the expected movement of the character with walking and then jumping extremely high and fast. I found wall jumping by accident at one point and shot across the room.

It was really fun to see but then when you compare that to crate pushing it felt very out of sync. Will keep trying future versions!

Thanks mate! Glad you enjoyed my “I can’t believe its not Nubby’s” everything you said is 100% true and I love the feedback. I’m definitely no music artist but you’re definitely right about the tone being wrong. My hope is to expand out the game so that around level 20 there is a type of “boss level” or the end of a stage.

I’m hoping with set stages I’ll be able to get the round goal and brick value progressions more in sync without being completely impossible at times. Still a lot of work that needs to go into this.

Thanks mate glad you enjoyed it! The balancing is atrocious I know hahaha. I really enjoyed watching someone other than a close friend try it out and learn the game. And very funny to see you read the description of Dr Baby.

I really want to expand the items to have a lot more variety in the future. Cheers for trying it out!

I really love this game as a base. I played with keyboard and mouse in the webgl build and didn’t have much problems with lag except when loading the level at the start as your message said.

Positive feedback: I caught on pretty quickly that attack could be held and timed with the red bar for extra damage/critical hits. The CRT shader works really well for appearance in game I feel. Style is good and feels meaty despite it being pretty simple sprites.

Constructive Criticism: The poison effects on the player got pretty annoying. I’m not sure if the levels are procedural but it feel like 2/3 enemies were putting a dot on me and my character was constantly yelling. The red flash and maybe an “acid splash” type of sound effect could work better.

I’m not sure if it was possible but it didn’t feel like I could dodge melee attacks. It could of just been me being bad at the game but it would feel cool if I could strafe backwards from an attack and then move back in to hit with my swing.

Really great game overall though

Thank you! It’s great to hear that for a fairly basic tech demo there might be something there. I’m finding the visuals to be tricky to implement. I had thought making the effects of the items fade out faster it would clutter the screen less but you’re saying everything is going off too quickly. I’ll try slowing everything down in a newer build when I revamp the appearance.

Thank you so much man and 100% I’m no artist hahah

Hey thank you for the feedback all of these are really valid and I wanted to reply sooner. I love the idea of being able to aim additional balls separately and I think I will 100% implement that. For the tech demo I really wanted to try and base it on a Ballz / Breakout style feel with the added “Roguelike” progression but its definitely lacking any balancing or meaningful completedness.

The game needs a lot more polish. My goal is to add a lot more brick varieties that behavior differently and I’m also thinking of predefined structures like tunnels or stairs that would hopefully encourage more strategic launching. I agree with the point of right now you just shoot the ball up and don’t have much reason to ever do anything else.

Dr Baby is a sort of meme with a friend of mine and all my mates talk about how it makes absolutely no sense. I love that its esoteric but I will definitely make the items more descriptive in the future. I do want a little bit of exploration with the items though. Think of how in Binding of Isaac you don’t even have a description of the item you’re picking up. You’re supposed to learn about the item on the first time picking up and then remember its qualities and effects in the future. A little bit of mystery is a good thing it means players won’t always pick the same things from the start hopefully.