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chooon

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A member registered Feb 05, 2023 · View creator page →

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fun game. I can see this winning. good job!

done

it is pretty much done at this point. leave a review when you get a chance to check out the game. thanks

submitted a bunch of games for jams, got some reviews and what not, rinse and repeat

I mean, I do think i am getting better at putting games together but I am feeling stuck.

Am I supposed to keep grinding until I win a game jam? would that be the next step? 

is anyone feeling the same way?

I still need to add sound and some polish but kinda

definitely mind blown. kudos for pulling it off

it is a well made old-school style roguelike IMO. Good job

it is a well made old-school style roguelike IMO. Good job

you may be able to avoid the bug by fighting away from the corridors but yeah, the game is unpolished. Thanks for giving it a few tries

I think you should contact the dev who made this game: https://itch.io/jam/pirate/rate/3261880

a reskin of his game is probably what you need

Hello, I am looking for volunteers to either create new voxel arts or donate existing ones to a voxel styled openworld RPG I have been working on:

https://chooon.itch.io/legend-of-voxelwood


I will provide credits in the project page (and later in the gallery mode when I get to it)

Please reply if you are interested. Thanks and have a nice day!

  • finish adding skeleton as enemy
  • make a new weapon for skeleton as a test for projectiles
  • (maybe add companions when the artist delivers)

hey thanks. I hope the project picks up momentum too.

character by Mahrou: https://www.instagram.com/p/DF81E4HCzgD/?igsh=MWVpams2eXVjc2I5Yw%3D%3D

Robot Jox or one of those old school mecha vs monster game with destructible buildings

Hi everyone. I just started working on a voxel styled openworld RPG. It is pretty much going to be like Cube World

I haven't decided on the list of features/systems yet. At this point, I am just going to focus on the basics first:

goal for the next month or so

  • 3 classes, Warrior, Mage, Rogue
  • control scheme: LMB, RMB, Shift, Q, E, F
  • basic leveling system with skill points
  • probably just a few skills to set the tone
  • simple inventory system (right click to use/equip)
  • 1 mount

I will be updating the web build and posting devlogs regularly. Hopefully this generates some excitements 

P.S. please let me know if you want to help with making some .vox files for characters or buildings. I plan to have a gallery mode with creator credits for each asset.


creative choice of having one item as both ammo/healing item

the graphics is really good too. I can see this being a mobile game

I wish melee attacks have a bigger hitbox

(1 edit)
  • good job putting in a cutscene
  • really cool art style and sound
  • control works really well too

I dont quite get the point of being a spinning top when the ranged attacks seem to be more effective most of the time (but I only got boss 1 to 75% hp so I am probably not a good judge of gameplay)

not directly related to the game, but I want to see a mecha combat game done by your team in a similar style. lol

  • the design is quite original
  • controls seem fine to me. Dash feels right
  • I found the constant spinning of the background disorienting
  • not sure if I miss something but is the "attack" circle random (in terms of spawn location and timing)?
    • I fought jelly twice. I had 5 circles in a row in one run but 2 in another; a lot of searching and waiting

I think the game has potentials. Good job.

the issue is both volume and frequency I think. I lowered the volume already (It was worse before) but I somewhat like how "realistically annoying" it is so I kept it the way it is now. 

I think I will just stay away from these types of audio situations in a more serious production. Thanks for the feedback

the game is competently made in my opinion, I didn't notice any bugs. the art direction can definitely be better (is the main character a wizard? what is he fighting?)
I agree with the other comment that some vertical options would make sense e.g. vertical aiming

keep it up

I am not a fan of the resolution but nicely done!

the GUI can be better (enemy radar or weapon info) but good execution

(I also scroll too fast one time and skipped the dialog about launching the drone/missile. The next dialog doesn't come up if player misses the shot)

I am still on unity 2022 but I will increase the text speed. Thanks for the feedback!

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if the die roll is lower than the requirement, his attack misses; I didn't put in any indicators for that

Thanks for leaving a comment btw :)

EDIT: I updated the build to a "Miss!" appears above the enemy

addicting

adding some variety may be good; I was able to win by just ducking any punches. I didn't have dodge left/right at all.

the art and animation are cute; I found the stabbing more interesting than the drag & drop mechanic.

0/300 from the start is a bit much though

thanks for leaving a feedback, and good job :D

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at first I thought the game is a bit simplistic but the art (both graphics and audio) really works for me

the password mechanics is somewhat confusing to me

the way you handle HP is pretty clever, ngl

as a KB & M user, I would like to see better support (e.g. being able to cancel password prompt via ESC or backspace) but thats just me

Nice work

try running away from bosses; they should be chasing you when they are far away enough

some saw blades should hurt the bosses too, but I didn't make it clear. 

maybe I will color code them in my next update

I see. I adjusted their positions in the latest build. Thanks for the feedback

I updated the description. Please let me know if that works better. Thanks!

just made this for a game jam

https://chooon.itch.io/too-many-saws

any suggestions or comments would be great. Thanks!

I started off okay but then I feel like I ran out of ideas halfway through the process. Any suggestions for additional bosses or mechanics? Thanks

https://chooon.itch.io/too-many-saws

I updated the post. Thanks.

(1 edit)

this is a 2.5D action game with cute graphics. I envision it to be a RPG some day but right now it is just a few maps with loots and some monsters to kill.

the current state is really short and I am not sure where to go from here honestly. Any suggestions or feedbacks would be great.

https://chooon.itch.io/forest-of-euclid

yeah, that is intentional i.e. the spears are merely sticking out of the undead enemies. Probably not that good of a game design choice in hindsight.

yeah, another person also pointed out the same issue. It wasn't apparent to me until the comments come in :/

there are actually upgrades to improve the player's reach/speed but I didn't make that obvious in the game. Oh well.