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Avon

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A member registered Jul 14, 2019 · View creator page →

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A homage to pokemon snap where exploration is the gameplay!

The town is all fittingly textured and the accessibility of changing controls is always welcome and appreciated!!

I cannot imagine fitting the theme any closer and the sound adds to the sensory experience. 

Collecting photos is such an introspective thing its remarkable how this loop of taking pictures and looking back through them gets me sentimental, even with these polygons. 

I would criticize the slow movement but this is likely an intentional choice to keep the calm going and I should leave my personal preferences aside. 

This is not my typical cup of tea but certainly caught my 'eye'.

Very impressive RPG!

The ease of play makes this so enjoyable! 

The banter and cutscenes are a wonderful addition where the character personalities make the world credible and complete. 

There are some nice details of the game recognizing when things are out of range and preventing the player from wasting resources. The design of fights feels quite fair and fun to plan with the 3 different archetypes. 

My big complaints are that I couldnt find a menu to check stats, equip items or go to home screen, and that character health bars left their life totals ambiguous. We can guess the wizard has less health than the knight, but I wanted to know how much exactly.

Maybe I have more questing to do but I didnt get the connection to eyes of the beholder yet.

But that doesnt mean this game is not my jam crush. 

I mostly didn't understand what the situation was or the goal. 

The rhythm game sliding bar seemed a bit jittery and hard to time initially, but I eventually settled in and learned how it reads the directions.

After selecting "duties" from the list I held the correct directions and the heart went up, but I do not know if I have won or lost and the song plays for a long time and eventually annoyed me, so I just restarted to try and figure out what was going on by selecting other options.

I was confused as to how to play and why i was playing.

Greatly presented RPG!

I am mostly echoing Walfacon's comment. 

A visually cohesive game but the mechanics of dice and using items were unclear to me. The original music fit the stark atmosphere really well but did get repetitive fast.

I will likely spend more time playing this to see more story elements and abilities. My experience went as far as using the outlanders rage ability and fighting the foreseer. Especially not having a background in RPGs I will need assistance in menuing and  love to see tool tips.

Overall a content rich experience, but lacks some cohesion and theming.
 
Firstly adventuring here is fun, the rooms all felt distinguished and considerate of the play experience. Danger was presented before needing to respond so everything felt fair, the only question was about the reviving blobs whose recovery time is also generous to player reaction times. Also when rooms are challenging or far reaching the punishment for losing is not overwhelming and the teleporters help a lot on this front. 

What a playful game! The playthrough has many little details like the disappearing trees and card collector that add a carefree mood. While not a wholly original game, there are plenty of Easter eggs sprinkled about which adds character.

Visuals are clear, but also disjointed. While I never questioned what I was looking at and the sagging trees and textures of the ground set the environment well, the images did not seem from the same place.  Also I want to acknowledge the huge task you set to create so many character drawings, animations and all original too. My suggestion for cohesion is to use a consistent color palette and consider rules for outlining things. Possibly I am missing some rules for inactive background and interactive characters but I think the inconsistency was a little irritation.

My main critique is with the player stopping to attack. It feel awkward and makes spacing around enemies and projectiles difficult which may  be your intention but it also detracts from the knight fantasy of running and slashing the sword which can ultimately empower players.

Also what a fantastically complete game, great work!

"Oh My Gosh, the arcade has NORMAL TAXI!?! For FREE! " 

I love the spirit of this one! With a name like "Normal Taxi" I did not expect such a abnormally fun time. There is a carefree mood  that keeps me smiling about this game. 

The song writing sent me! Original punk and ska songs with lyrics about being monogamous with kickflips, social ostracization , driving recklessly, reselling used games, I cannot feel more connected to dreams of my youth! These repetitive tracks do not bother me, I cannot stop grinning at the perfect recreation of childhood counter culture clichés. 

Far more charming than it is unoriginal, ultimately this is direct and loving parody of crazy Taxi. I can run over mini-fridges with legs, I can bring them to their destination, which is revealed from ever silly sayings. I am overwhelmed with goofiness.

The UI is thoughtfully considered and adjusting controls is a huge bonus I do not expect from a jam game.  A responsive menu system, high score screen, and reversible menu options are among the list of usability considerations. The ease of play is noteworthy.

Controlling the car was a little rough. Sharp turns, as in life, were difficult and after slamming a wall, backing up definitely hurt my ego. With some adjustments to the car's handling this could be extremely fun! The controls are my main criticism and they do not interfere too greatly with the joy of the game.

This game is my jam crush, and I will never forget the normal son of father crazy.

Very cohesive look. I enjoy the silliness of having the scary dog and easygoing party decoration together.

Very cute game, Im curious about different item combinations effecting the house. The combat was amazing! LOL 

Nice game!

Very spooky, I couldn't play through the gun scene because of the terror. Also took a little while to figure out where I was being attacked, but enjoyed the spook!

I enjoyed the soundtrack and art. 
The first image for the story had some interesting shading I would have liked to see more of. Fun gameplay with some challenging and simple puzzles. I thought the early puzzles were more difficult than later ones. 
Awesome job for a week!

I worked with wyvern making a darkly themed character whose body separates and reattaches. 

They created all the art, characters and the main concept for the game while I did the programming.

The time constraint and noviceship kept intended combat features from this release. 

After the project there remain many bugs and many unity lessons. Thanks cwyvern for collaborating.