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Cmdr3nder

23
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5
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A member registered Jan 31, 2020 · View creator page →

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Other than often hitting the wrong arrow key to rotate around, I had tons of fun. Good job!

I liked that.  I'm not sure it was intentional, but I had to hit the z key a few times to 'light' the thruster, then I could hold it down to keep progressing. I did finish this game and it was very satisfying to find the escape pod.

Very good game. I like how well this fits the theme. Trying to clear out the world :-)

Kinda wish the game over screen showed my my score in the end. Took me a long time to notice the timer bar ticking down. I like the little bit of physics when the character bounces off the blue walls.

This was really fun. The play field felt a little small, but otherwise good fun.

Pretty fun, although I kept poisoning myself. It wasn't obvious to me at first that you could grab more than one item at a time and cycle through them with the mouse wheel. My bad really for not looking closely at the bottom right corner of the screen.

I think this fits the theme well. Good job!

Perhaps some enemies could add more gameplay possibilities. I'll keep it in mind as a possibility for a post-jam update. Thanks for the feedback.

I definitely intend to add some more levels in a post-jam update. Thanks for the feedback!

Yeah, the collection triggering definitely needs to be more generous. Thanks for the feedback.

Definitely need to tweak the exits in a post-jam update. Thanks for the feedback.

Thanks for playing. Instant death wasn't intended to be a chaotic effect, however it does give me ideas on some more mechanics like a countdown where you need to eliminate an enemy before it times out or suffer an instant death; something like the "Final Countdown" card in Yu-Gi-Oh.

Thanks for playing.

Thanks for playing. I agree, as I was playtesting I could feel that all of those things needed some more development time. I overscoped myself again and didn't have time to tweak the mechanics.

Thanks for playing. I've gotten similar feedback on my previous Jam game. I guess I really need to try and let the Jam theme run more wild in my designs.

Pretty fun once I got the hang of it. For me the rotation was precise which I liked, but the slow rate of rotation quickly got frustrating since the witch doesn't remember previous rotation. Perhaps providing the player a wider variety of rotation speeds could keep the precision without leading to tedium on retries.

The first moment of realizing how fast the broom was going to fly and why a 'stop' button was added was pretty cool.

Good job on the fine details: screen shake, soundfx, music, damage flashes all helped me get into it. Took a while to understand the aiming and shooting mechanic; fun once I figured it out though.

The faces on the pinballs were a great touch. Made us smile.

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Pretty fun overall.

Took me a while to figure out that the goal was to repair the 'gate' and enter it. The perceived inconsistency of the monopoles was a bit frustrating and I stopped due to this after 2-3 puzzles.

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Without 'landmarks' exploring to find resources felt very hit and miss, kinda like harsh RNG. If finding resources were based on RNG then maybe tuning the system so that it isn't purely random could help.

I had a lot of fun with the blasting off and landing physics. The 2D Art in the 3D world helped the resources and landmark/ship stand out.
Trying to balance the O2 meter with the jetpack fuel meter was really engaging until I found out that I could still use the jetpack without worrying about fuel; this may have been unintentional?

I'm sorry, I couldn't figure out what the goal of this game is or what it had to do with 'repair'.

Perhaps someone could enlighten me and I could give it another try with context.

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I agree with pretty much everything Snowdrama said.

The 'inverted' flight style controls really threw me off, a setting to flip the vertical axis would be much appreciated. I actually had to give up finishing because of a feeling of sea-sickness due to the speed + atypical (from my perspective) vertical axis alignment.

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Do you remember what exact sequence of events lead to the bullets not colliding? Also was this the Web, Linux, or Windows version? Very unexpected bug, never ran into any similar issues during my playtesting.

Yeah my iconography ('green icons surrounding repair zone') could have been clearer.
Also the whole game could have been much more explained up front.
The area between all the green icons repairs the player's ship if they sit there long enough (1hp/sec).

Thank you for the feedback.