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changwoo624589

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A member registered Aug 31, 2017 · View creator page →

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As soon as I started the game, I thought the music went so well. When I got to the elevator I knew you were using 3D audio. I think if you make a corner on the map so that the elevator is not visible right away, it will give a little surprise to people with 3D audio. As others have commented a lot, the 2D sprites and animations work well with this low poly map. I don't know if it was intended, but the light looks like a pixel, possibly due to the web version. Personally, I would prefer much softer light, and baking the light map could be the solution. The level design was so good that I could play repeatedly, and it was good to know the progress of the game by looking at the face filled with pieces every time. I also enjoyed totally three different emotion rooms. The sound was a little loud in the cartoon part, but it would be good to match the sound of the first scene's background music. Overall I enjoyed the game a lot.

It is very impressive that the enemies have different characteristics. However, the flow of the game, movement speed, and shooting speed, is so fast that it's a little bit bad that the way I deal with enemies is the same. Too chaos to notice they are different. It would be fun to have a strategy to kill each enemy. 

The overall art is so good. I was amazed at the polish of the whole game. Despite its simple design, the screen does not look blank. Changing the color and mood of the song at the same time makes the game richer. I could have guessed that the difficulty became difficult with the dynamic change. 

I appreciate you made the tutorial on-off feature. But I didn't know how to use the skill by right-clicking the mouse until the last dash skill came out. When I first get a skill, the game explains about the skill but doesn't explain that I have to right-click.

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I was fascinated by the art and atmosphere of this game. Background music is a really necessary element in this game. I think the background music will make this game incredibly beautiful. The beginning of the game was a brilliant idea, and it goes well with the concept of a meadow. Overall, the contrast of the colors is not strong and I love its calm. 

My criticism is the pond scene; I was expecting more than pushing objects. I thought it would be nice to add a rule to find a way out by pushing an object or hiding something like a treasure under an object.

It was good to write the explanation in handwriting. It goes well with the hand-painted texture. I thought it would be nice if you explained the control keys in handwriting at the beginning of the game.

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Playtester Name: Chang

Developer Name(s): Cecil

Playtest Date : Nov 26, 2020

 

What were your favorite moments of the game?

- Love the idea of mechanics, jumping, and shooting. There seems to be a lot of content that can be created using this mechanic. The overall industrial, and factoryish atmosphere visuals are harmoniously designed.

Where do you see room for improvement?

- Personally, I think you could try to make the attack direction rotate faster. I felt a little slow, it was a little hard to find the right timing. Once I got the wrong timing, I fell down again. If the rotation speeds up, I have to press it at a good timing, but I think I will have a chance to attack at any timing.

When did you stop playing and why?

- I haven’t stopped.

What was confusing or intuitive about the interface or controls?

- The control keys are explained very kindly during the game.

What was confusing or intuitive about the game mechanics?

- I was confusing if I was being damaged or not. I think it would be good to make it flicker when it gets damaged, like the old classic game. Other than this, it seems fantastic. Everything is well visually explained and reasonable.

What was frustrating or imaginative about the visual art, or sound design?

- The beat of the background song is so good, and I don’t know if you intended it but the character moves(animation) to the beat is very funny. It would be nice if a pixel-type typeface was used. Some seem to use this type of typeface, but I saw the regular san-serif for warning text in the game.

Do you have any other feedback that you would like the designer to hear?

- I love how the second level is designed which I can’t pass without shooting. I think this is a very nice tutorial.

* You made a typo on itch page. You wrote the W key instead of D.


Playtester Name: Chang

Developer Name(s): Xander

Playtest Date : Nov 22, 2020

 

What were your favorite moments of the game?

- It was fun to see the bananas chasing me in the final stage. The recipe changed randomly in the first stage, so I could play the game in different ways every time which is great! This is a necessary feature when playing repeatedly. Also it's nice to see foods flying smoothly in the air.

Where do you see room for improvement?

- I tried the 3rd stage many times, but in the end I couldn't clear it. I thought it would be nice if the field of view was wider so the player could avoid bananas. 

When did you stop playing and why?

- I haven’t stopped.

What was confusing or intuitive about the interface or controls?

- Recipe hides the text on my screen. I think it happens because I’m using a 4K(16:9) resolution? Other than this I really liked the typeface that you chose and the UI  theme with a yellow color palette. 

What was confusing or intuitive about the game mechanics?

- The tray controls are so soft and move the way I thought. The tray controls are so smooth and move as I thought. The idea of getting a penalty when hit by a banana is fun, so I think it gives enough difficulty for the game.

What was frustrating or imaginative about the visual art, or sound design?

- The background music is very oriental and seems to suit the game well. It would be better if there was a sound effect when hitting a banana. 

Traditional objects such as Korean doors, lamps, and tables seem to be really well described. I also love the pattern that you draw on the door and ByoungPung(folding screen). Nice detail!

Do you have any other feedback that you would like the designer to hear?

Always love to see Korean stuff in your work. I don't think I have ever made any Korean stuff  in the game yet, even though I'm Korean, haha Hopefully there will be a chance to work on the project together next time.

Playtester Name: Chang

Developer Name(s): Daniel

Playtest Date : 10/6/2020

What were your favorite moments of the game?

I really enjoyed the challenge. The scissors really scared me -- in a good way. 

Where do you see room for improvement?

The scissors are really great, but I think many players would be frustrated by this.

Giving a hint to avoid the scissors in the second stage will be great. Instead of giving a hint, it would be nice to come out from the other side, too.

When did you stop playing and why?

When the first game was over, I didn't know why I died. Because I didn’t know enemy projectiles could cut my cable. I thought it was a great idea. It gives me more challenge. Also, the concept hanging in the air by the cable and cutting rope mechanics goes well together.

Was there anything related to the interface or controls that was hard

to understand?

The controls were clearly explained. The item icon is also clearly drawn. I immediately noticed that after I ate the item and the attack distance was getting further. I could understand Wing and Heart right away, too.

Was there anything related to the mechanics that was hard to understand?

It's hard to predict the moment from stage 1 to stage 2. Is it not related to the number of enemies raminning?

Was there anything related to the art, or sound that was hard to understand?

I didn’t hear any sounds. I think it would be nice to hear musical music, of course.

Playtester Name: Chang

Developer Name(s): Yuen

Playtest Date : 10/4/2020

What were your favorite moments of the game?

When I first played, I played without looking at the instructions. Nevertheless, I knew the navigation keys and attack keys right away. Also, seeing the blob color is black, I was able to assume that this could be harmful to me. 

Illustrations makes me look forward to how the character illustration will change every time I go to the next level. It was fun to see the character shake his eyeballs on the second stage!

Where do you see room for improvement?

I was able to clear this game just by spinning and shooting. If you can get HP by touching the white cloud without shooting, wouldn't there be a reason to move a little more? and if there is a disadvantage when shooting the white cloud, I think I will shoot a little more carefully.

When did you stop playing and why?

I haven’t stopped.

Was there anything related to the interface or controls that was hard

to understand?

It's a bit difficult to see the instruction because the background texture of the instruction has dark gray lines.

Was there anything related to the mechanics that was hard to understand?

nope

Was there anything related to the art, or sound that was hard to understand?

I really liked the relaxing background music. It really matched  with the bookshelf background image.

Playtester Name: Chang

Playtester Date: 10/4/20

What were your favorite moments of the game?

It was really great to have a little story and narrations in the game and it was very well delivered! The art in the game is so beautiful.

Where do you see room for improvement?

I don't think I heard any sound during the game?

When did you stop playing and why?

I didn’t stop.

Was there anything related to the interface or controls that was hard

to understand?

I thought the interface was really well designed! 

Stage 2 was a little difficult for me, it took me a while to get used to it. However, I enjoyed the difficulty of stage 2. It's a personal opinion, but I thought the movement of the main character could be a little faster? because on stage 2, once the eyes and roaring passed me, since they have the same speed as me, there is nothing much I can do. 

Was there anything related to the mechanics that was hard to understand?

nope

Was there anything related to the art, or sound that was hard to understand?

Art looks great. Especially the naked character! The color palette is harmonious.

I didn’t hear any sounds.


Playtester Name: Chang

Developer Name(s): Ava, Ethan

Playtest Date : 11/19/2020

What were your favorite moments of the game?

- The moment I enjoyed most was watching this graphic. I was really curious about how this character was made until I heard you guys’ presentation. 

Where do you see room for improvement?

- I thought it would be nice if the enemy was pushed back when the character hits an enemy. 

When did you stop playing and why?

- I didn’t stop.

Was there anything related to the interface or controls that was hard

to understand?

- It would be nice if the Health UI was placed a little more inside of the screen. 

- There was no explanation for the control.

Was there anything related to the mechanics that was hard to understand?

- I accidentally found out in the middle of playing that I could do double jumps. It would be nice if there was a terrain structure that couldn't pass through without a double jump.

Was there anything related to the art, or sound that was hard to understand?

- This game is like a game made by a little child cutting colored paper and magazines. I like this art because it has a unique sensibility and doesn't have a unity feel. And the animation of the character is surprisingly smooth. Perhaps the next step would be to make the enemies the same way as the main character.

Do you have any other feedback that you would like the designer to hear?

- I wish there were many moments where I could use a double jump.

- I want to try this style of art later too. I appreciate that you guys provided a very good example.

Playtester Name: Chang

Developer Name(s): Caitlin, Alexia

Playtest Date : 11/20/2020

What were your favorite moments of the game?

I really liked the different scenes with different atmospheres. It's fun to play in a different way. Especially, it was funny that cows were flying at the end. I enjoyed the last scene a lot.

Where do you see room for improvement?

When it changes from space to normal sky, it would be good if the scene does not change and the mood is converted smoothly.

When did you stop playing and why?

I stopped when I touched the first switch of the door. When I first played, I didn't know there was a door on the map. Therefore, I didn't think I had to go back the way I had been.

Was there anything related to the interface or controls that was hard

to understand?

UI and texts are a bit small for me. Maybe that is because I’m using a 4K 15” display. 

Overall, it would be nice if the size of the interface was cut. I like the controls being kindly explained.

Was there anything related to the mechanics that was hard to understand?

It is my personal preference but I don’t prefer the game to ask me to go back the way I came. I would tweak the position of the door so that it can be placed after the switch. 

Was there anything related to the art, or sound that was hard to understand?

All the characters look so cute. The aliens are so cute that they don't look threatening, but I love them! Before jumping in the parachute scene, an alarm in red in the spaceship seems to convey the situation visually very well. I want to hear an alarm sound, too. In addition to this, your team really well directed a short story in visual: spacecraft, space, sky, and earth(ground).

  There was no sound when I was playing. It would be nice if there was an unlock sound when the player approaches the switch.

Do you have any other feedback that you would like the designer to hear?

Since the last scene was my favorite stage, I wish it was a little longer. Other than this, I really enjoyed this game.


Playtester Name: Chang

Developer Name(s): Yuen, Milena, Daniel, John

Playtest Date : 11/19/2020

What were your favorite moments of the game?

Love to see how the characters have different skills and interact with each other. Idle animation looks great! nice detail. I think these minor details make the game more lively.

Where do you see room for improvement?

It would be nice if there was a button to go back after selecting the move button, because the players have to press the button to see how far they can move.

When did you stop playing and why?

If I return to the menu and replay the game then game is broken.

Was there anything related to the interface or controls that was hard

to understand?

The UI layout is well arranged.

I think the typeface which is used for description could be changed.


Was there anything related to the mechanics that was hard to understand?

Everything was kindly explained.

Was there anything related to the art, or sound that was hard to understand?

  Art really fit into the game style. It seems that small characters are well expressed with a small number of pixels. 

Do you have any other feedback that you would like the designer to hear?

It was nice to see the 3 difficulty levels. In my opinion, it is good that the map grows, but I wish I had a lot of skills, because in the beginning, there is nothing to do except moving, so the tension seems to decrease a lot. 

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Playtester Name: Chang

Developer Name(s): Xander, Nicky, Alex, Chloe

Playtest Date : 11/19/2020

What were your favorite moments of the game?

My favorite moment is when I succeed in a jump, specifically the second section. Sometimes when I jump, I blow a girl up and I don't know why this happens, but it was a fun moment.

Where do you see room for improvement?

I wish I could see the tutorial in-game.

I thought it would be nice if the dog was always visible on the screen, too. Now the camera seems to be only following a man.

When did you stop playing and why?

I stopped at the second jump section at first because I didn't know if I could move the stone.

Was there anything related to the interface or controls that was hard

to understand?

Explaining this control in the game could be a challenge. I would like to see the description of the game control in a different way than just text in the game.

Was there anything related to the mechanics that was hard to understand?

I thought human mechanics are amazing. Human animation goes well with the mechanics. However, I think it would be nice if the dog's mechanics could be a little more complicated, and compared to human animations, the dog's animation looks a little flat? I think it would be better if the tail or face move a little more smoothly, like a person's arm.

Was there anything related to the art, or sound that was hard to understand?

  I love the overall atmosphere with a calm, and charming feeling. Art and sounds are well matched to the mood of the game. If the fast and dynamic sounds were inserted into the game, I would have been more stressed when the game was over. I think it is a great idea that filled pink color to the stone which is moveable.

Do you have any other feedback that you would like the designer to hear?

The movement from walking to jumping is really well subdivided, and it seems to be challenging enough which is math to the game concept. 

I wish the environment(map) was designed so that I could try again from the point where I made a mistake, like the game Getting Over it with Bennett Foddy, rather than designing a map that falls into the water, and restart the game.

Playtester Name: Chang

Developer Name(s): Nicky & Alex

Playtest Date : 10/ 26

 

What were your favorite moments of the game?

- I want to applaud you guys for making a polished game in 3 week! The stealth mechanics are really amazing to see. I like overall level designs.

Where do you see room for improvement?

- I personally think the score system is not necessary in this game. I was able to pass the stages even though I didn’t kill any of the enemies. I thought it would be nice if each stage had the minimum number of enemies to kill. If I get the score every time I kill an enemy, I can easily guess what the highest score will be.

When did you stop playing and why?

- I was surprised when I didn't see any enemies at first in the fourth stage but it was amazing.

What was confusing or intuitive about the interface or controls?

- There was a little lack of explanation on how to attack. I didn't know at first that I could right-click.

What was frustrating or imaginative about the visual art, or sound design?

- The music really fits well with the game concept. Pixels expressed everything they needed really simply.

Do you have any other feedback that you would like the designer to hear?

- I hope the door(vent?) can be seen on one screen in the third stage. It was difficult to use strategically because the door was not visible at once and I had to take a risk.

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Playtester Name: Chang

Developer Name(s): Chloe & Milena

Playtest Date : 10/ 26

 

What were your favorite moments of the game?

-  The atmosphere that the art and music of this game bring to me is overwhelming.

Where do you see room for improvement?

- I thought it would be nice if I could know how many items are required and how many items I got. From the 3rd round, I didn't know that the game couldn't proceed, and I thought I didn't find enough items so I kept walking around. 

When did you stop playing and why?

- There was an area where you can pass only by jumping while crawling. 

What was confusing or intuitive about the interface or controls?

- The first stage explained well about controls.

What was confusing or intuitive about the game mechanics?

- I thought it would be great if the game had some text that explains how the mechanic interacts with the sphere. The mechanic itself and the level design using it was a completely brilliant idea.

What was frustrating or imaginative about the visual art, or sound design?

- I always wanted to try the art style using images like this, after seeing the results in this game, I want to try more! I personally thought it would be nice if the bats and characters were more unified with the background.

Do you have any other feedback that you would like the designer to hear?

- I wish the game was a little more difficult! I like the atmosphere of the game. Especially the platform with the image of stone.


Playtester Name: Chang

Developer Name(s): Daniel & David

Playtest Date : 10/ 30

 

What were your favorite moments of the game?

- I have cleared all stages! It took me about 20 minutes and I really enjoyed it. The part I liked the most was when I found the checkpoint !  And I feel the most joy when I pass the obstacles at once.

Where do you see room for improvement?

- I had a hard time when I tried to kill enemies on a small platform. Even though I succeeded to kill I died right after because mostly I fell down and was killed by spikes. If check points didn’t save me from killing the enemy, this game would be much harder. Other than this, it was so good. The difficulty was suitable for me because I used to play difficult games such as Super Meat Boy, and Cuphead. 

When did you stop playing and why?

- I stopped at the tutorial stage. I didn’t know what to do with the sphere.Other then this everything was clear!

What was confusing or intuitive about the interface or controls?

- Everything was clear.

What was confusing or intuitive about the game mechanics?

- I thought it would be great if the game had some text that explains how the mechanic interacts with the sphere. The mechanic itself and the level design using it was a completely brilliant idea.

What was frustrating or imaginative about the visual art, or sound design?

- There was no sound. I liked the color selection considering the mechanics. Fireball and Dash effects are awesome, too. They are well animated

Do you have any other feedback that you would like the designer to hear?

- It was so nice to have a check point, and I think it is an essential element in these games.


Playtester Name: Chang

Developer Name(s): Alexander & Yuen

Playtest Date : 10/ 26

 

What were your favorite moments of the game?

- When I am able to double jump. Whenever I collide to the side of the platform I really like the feeling when I could do multiple jumps. 

I also really liked the mechanics of flashlight which I can actually make a platform while I’m playing. I don’t know if you guys intended it, but I was able to skip some platforms(path). It was really fun in that the path varies depending on how the player creates the platform.

Where do you see room for improvement?

- There seems to be insufficient explanation about the key. When I first acquired the item, I couldn't figure out what it was and how to use it.

When did you stop playing and why?

- I stopped while I’m waiting for the flashlight delay.

What was confusing or intuitive about the game mechanics?

- I thought It would be nice to reduce or eliminate the delay of flashlights and maybe better just add a limit to the number of them? Because several times I have to wait without doing anything.

 

What was frustrating or imaginative about the visual art, or sound design?

- Sounds fit into the game mood! The background music is amazing. 

Do you have any other feedback that you would like the designer to hear?

- I cleared all stages and it was nice to see a unique mechanic!