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CrimsonBulb

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A member registered Sep 12, 2021 · View creator page →

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Thank you! I was considering different methods of displaying the characters as they attack, but I couldn't quite get a method that felt right with the battle animations. I'm glad you still liked it though!

Thanks! Yeah, I made the Four Wheelers as the first real test of strength enemies, so no worries about them setting you back a bit!

Thank you! I'm glad the polish came through since I spent the entire first week just working on the visual assets to ensure a lot of quality and diversity to it. I hope the next game you make will have a chance for polish as well!

It's a portable wireless mouse that isn't made for gaming, so it's probably a pretty low DPI.

The camera movement felt a bit fast even when put to the lower end of the sensitivity spectrum. At the lower end, it felt like it was at about a medium-high (6 or 7/10 maybe) sensitivity as compared to other shooter games--at least from what I experienced. 

The art had a cute, playful aesthetic to it and the core idea of having a score attack game about destroying a city works well! I think it's still rough in a few ways and a bit too straightforward, but it all functions without any huge hiccups so no major complaints.

This feels fantastic to control! The physics are great and the hovering feels empowering without being gamebreaking. Works great as an arena shooter! My main complaints are that the mouse sensitivity seemed to be extremely high by default and even the lower ends of the sensitivity would cause the camera to shift around overly quickly, and also the game has a bug which causes immediate death every time a new run is attempted. Other than that though, really solid work!

Really fun and easy to grasp! The minimalist gameplay and aesthetic really helps it come together as a nice party-style game. I think it would fit extremely well into a Mario Party game or something similar to that!

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Very nice audio feedback and weapon variety! I think the jetpack also would have benefited from providing stronger lift and for a longer period since the required height to reach was too precise to hit consistently with standard physics. I also had a bit of a hard time trying to dodge any of the enemy projectiles due to the tight corridors, but that did also lend it a nice bit of challenge.

Even though there technically isn't a full game here, I feel like the focus on sfx and visual effects like explosions really lent it a great overall sense of impact and feedback. Were these effects and designs attached to a full game, I feel it would play great, so this is very solid for a prototype!

Really cool concept that works well! I did notice some bugs (the worst one I found was that tanks would stop at the invisible barrier to try to shoot my farthest turret, but no bullets would pass through so they'd just be shooting at each other until I sold the turret), but nothing too game breaking. I also liked the pixel art! I think the UI could have benefited from also being pixel art to make the game more cohesive, but it still looks good as is. Solid work!

The story was funny and the gameplay was solid if a bit slow. I like the upgrade tree and all variety it had! I went with the damage boosted double cannons and managed to pick off enemies by the time they appeared on screen. 

Really cool aesthetic with the feeling of reading multiple accounts on a damaged CRT. The art was great too and the storytelling was excellent! I do wish there could have been more in the ways of branching paths, but I realize that would probably get in the way of the real gameplay of piecing together the narrative itself, so that's more of a preference thing on my part. Great work!

I like the bullet hell gameplay, though it is a bit too easy. Still, the minimalist retro style paired with a limited palette lent the whole game a nice NES degree of stylism, so I think the aesthetic works well for the brief time it lasts!

I like the visuals and the towermech design! Unfortunately, it was a bit hard to appreciate the game's design when the difficulty started out being much too easy before quickly escalating into being completely overwhelming, but I still like the core concept of a mobile version of tower defense! The inclusion of the PSX shader was really nice touch as well!

The Mega Man style gameplay was really solid, though I felt like the character's momentum could be a bit too severe at times, especially when try to land or correct midair direction. It actually feels a bit more like a Sonic game during the platforming sections because of it. I'd also say that the enemy designs encourage too much of a static approach of running back to or ducking in and out of safe spots. Ducking to dodge attacks can feel good but when the attacks are so telegraphed the tactic can feel a bit rote. Those criticisms aside, this was a genuinely challenging retro sidescroller with impressive visuals, so I think it was great overall!

Really liked the retro aesthetic! Reminded me somewhat of Mega Man Legends. I like the gameplay too, though it is a bit too straightforward after a certain point. Still, it gives good reason to mix and match the mecha parts around into different combinations, so it serves the core point of getting to see cool mechs very well!

The mechanical complexity was really nice! The mixture of different unit costs, the cooldown timer, and the enemy boss having its own healthbar that could be taken down by shooting at it added some good depth to the tower defense aspects. I do think the artwork could have benefited from being more cohesive, however, since the sketch-style drawings mixed with the pixel art caused some assets to feel somewhat out of place. Aside from that, solid work!

Really great concept and execution, though after I found out I could infinitely jump and that the enemies wouldn't be able to quickly give chase, I began to treat the game like a high pressure platformer rather than a shooter. It was enjoyable as a speedrunning game in that way, though I imagine that wasn't intentional. Still, the core ideas are solid and the infinite jump made it very enjoyable!

Great writing, though it might have been nice to have more little moments early on that clearly engage with the player's given information (though I realize that may lead to some unfair favoritism). Perhaps include an Earthbound-style reference to the player's favorite food or another specific? Otherwise, it has engaging writing which flows very well! I also didn't notice any typos, which is great for a text-based game!

Thanks! I appreciate you trying it out even if it's not to your preferences!

Thanks! The spritework was a focus for me early on so I'm glad they came out well.

Thanks! I'm glad the momentum picks up. I'm still a bit worried I made the game overlong for a jam entry, but I'm happy it worked out overall!

Great concept and surprisingly intuitive systems! It took me a bit to figure out what I was doing, but once I did, it was easy to get into the swing of things. The dragon having its mouth wide open at the very back was a very nice touch--made me immediately aware of what "serving" the pizza meant! The classic pizza-making music was a great touch as well!

I like the tower defense concept and the background visuals were very clean! However, I recommend you implement the character sprites at their intended resolution or otherwise scale them up in even multiples (2x, 4x, etc.), because they're currently fairly blurry and appear out of place atop the pixel art background. The music was also a nice fit for everything going on and I liked the overall techno vibe!

Took me a little while to get the hang of it, but it played well once I did! Only major complaint is that trying to fit the character through narrow vertical spaces is a bit finicky since the point at which those spaces can moved through is so specific, but other than that, it's a very solid take on pacman!

The fantasy mecha style setting is impressive! Along with the cheeky prose, it reminds me a lot of Shadowrun. Without any visuals, it's a bit hard to tell exactly what's going on and the implied lore felt a bit confusing, but the execution of the dice rolls and character building added some nice depth to the narrative flow. I managed to get the ending where you ran out of dev time and therefore I automatically killed the beast!

Figuring out that the trees could be dashed through made the whole game much more interesting after my first several failed attempts. It almost felt like I was hacking the game, but in a very fun type of way. Overall, a simple and well-handled concept!

Very pretty color choices and impressively smooth animations for all the mechs! It is pretty noticeable that it's a prototype, but the aesthetics and music really help it come together regardless! 

Great retro aesthetic and the gameplay concept was really compelling! Finding out after the tutorial level that the game was actually a Worms-like turn based strategy game was a cool twist! I did notice some glitches though and some of the communication about what to do next could be a bit clearer (when I reached the barrier surrounding the flagpole, I assumed I'd missed something and ended up going backward through the level rather than shooting missiles at the barrier). Overall though, very solid work!

It took me a little while to piece out what exactly I was doing, but once I did, I found it to be a clever concept. It reminds me of Terraria and Steamworld Dig a great deal. I'd say that the blocks which need to mined could be clearer if more colors were used on them, but for the most part I think this was a simple concept with a nice execution!

The core concept works really well and I like the way the sword spins around the character when moving the mouse around. It does a lot to indicate where the sword will be swung. I do think the story or visuals could be expanded more, but I still think it's impressive how well it works as a straightforward score attack game!

This would probably benefit from having a bit more elaboration on the itch.io page for how to play and what to do. I realize it's a prototype, but you can probably offset some of its rougher edges with a little more external direction. The aesthetic was very nice though and I like the core concept!

I downloaded and clicked on the Godot executable, but the game wouldn't run for me. The window would appear, but it wouldn't respond and would eventually close by itself. I'm curious if this will be a problem for anyone else.

I like how straightforward the fighting was, but it was a bit too easy to just kick back down everyone the second they got back up. Jumping on everyone's heads was my personal favorite move to pull. 

While individual pieces of the aesthetic look nice, it doesn't quite coalesce into a consistent look (some elements are cartoony, others are realistic, etc.). Still, it's impressive how well everything fluidly animates and how functional it all still is!

I liked it! I do wish that aiming was independent of movement, however, since putting the two together can make it difficult to dodge an attack since you generally have to move to where the enemy is shooting in order to shoot them back. The aesthetic and concept also had some nice punch to them!

Cool aesthetic! The gameplay is nice but is a bit lacking in feedback (enemy destruction animations and sfx mostly). Also the part involving descending felt a bit too much like guesswork since the camera wasn't pulled back enough to show what was below. I also accidentally kept shooting the tutorial bird which tried to teach me how to glide several times, though that's really on me. Otherwise, nice work!

Very satisfying once I got used to the controls and physics. Everything works well, so the only point of improvement would probably be to add more in terms of variety or modes. It's also really nice how the music becomes reaches a more heightened point the longer you stay alive. Really adds to the tension!

Great aesthetic and foreboding atmosphere! It reminded me a lot of "Milk outside a bag of milk outside a bag of milk" due to it being a VN with a limited pixel art color palette.

There were typos and I did receive an error in one of the branches, though that might have been an intentional inclusion given the context (it occurs in the hangar when talking about "success"). The music was great as well!

Overall, really solid work!

Thanks! I did primarily make a sequel to see how far I've come with my spritework in comparison to my first game, so I'm glad the differences are so noticeable!