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BoredBanshee

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A member registered Jun 06, 2020 · View creator page →

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Thank you for the feedback, it's very helpful. It seems like a more explicit tutorial should be a top priority, as well as a better indicator that the right row can rotate.

There is actually an animation when you make a match, a copy of the gems moves into the middle of the circles and fades away. 

The wheel movement animations were definitely on my "cut due to time" list, and would likely help some.

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The addition of Pong to Breakout caught me offguard (in a good way). Overall this was a pretty darn good blockbreaker game.

I had a tough time with this one. I think the biggest thing that this is missing is some sort of lock-on/strafe, as I couldn't consistently hit a monster. Swapping between swings is a pain too, possible making them a bit more accessible would be something to look at.

Maybe instead of having RClick unsheath, it would focus on the enemy, and then the different swings would be holding LClick and moving the mouse left for the swipe, or down for the downwards swing, or a quick forward nudge for a jab.

I think this could be pretty fun given some time.

This is excelllent. My main problem, besides the aforementioned lack of upper/lower perspective, is that I'm directionally challenged, and a minimap or directional arrow back to the shield for the rescue missions would have helped me a lot.

Great job.

I feel like my game was running too slowly? I'm not sure, but I felt like everything moved half the speed I wanted it to. and it took multiple attempts to get the different transforms to work. Might be an issue on my end.

That said, I like your core concepts here, and the character sprites are good. I think you've got a good direction if you choose to go further with it.

Can't beat up vending machines for food/mana pickups, 0/10.

This is great, though. I love the character banter, the combat feels good, and the animations are slick. I don't have much negative to say about it, really.

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Thanks! 

The most recent match is shown in the central area. So if you make a move where you match both Red and Blue, you  would use the abilities of both. If you would then match a red alone, the last match would become red. White doesn't have an ability itself, so if you match it alone, it doesn't change the last matched combo.

Making the player play a full game of War to get to the abilities is a bold strategy. I'd maybe consider a few scripted hands to show how things work, I spent nearly 15 minutes clicking through that first game before finally losing. I'm glad I did though, because I like your other girl designs, and the abilities add much needed interactivity to the game.

I'm not sure if its intentional, but using the Equals ability into the +3 at the end of the war let me slice through the entire rest of the game in less time than the first game, while I'm not sure when I'd ever use the switch ability, as I'm not planning on card counting in War. 

I'd suggest adding some abilities such as "look at the top card of your deck, choose to discard or not", or "force opponent to redraw their card". Some happiness/sadness facial expressions for when the girls win/lose wouldn't go astray either.

War is a pretty good template to build a small card game from, don't be afraid to bend the game as far as you can.

I like this, its a really neat little action puzzler. The graphics, audio and everything gives the game a nice little atmosphere.

The thing that is really holding it back for me is polish. The people you rescue just kind of sit in the water, where a nice little float animation would have been really nice.

Similarly, a liquid puzzler without a water animation seems odd. I would have really liked to see something, even if it was only a few frames.

Allowing me to waste charges clicking on things that I can't interact with isn't great either. Maybe add some sort of feedback for a bad click?

I'd really like to see this get more love and attention, there's a good core idea here.

Thanks for the feedback!

Funnily enough, I actually just found out about WASD games being odd on other language keyboards last night (it makes sense, but it had never crossed my mind as an issue), and so I was already going to change the inputs from ASD to 123. I've also added a sound effect for the Timer Up, as that was definitely a glaring omission.

Unfortunately, part of the reason I'm releasing  a little early is that I'm just not going to be able to work on the game much the next few days due to Real Life, and the enemy/wheel animations were what I had to sacrifice. I've definitely got a bunch of ideas for further releases of the game to go along with those animations.