Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

darilin

23
Posts
1
Followers
A member registered Nov 12, 2024 · View creator page →

Creator of

Recent community posts

- the movement (mouse sensitivity) is way too high and makes me feel dizzy

    - also maybe the game would benefit if the camera was not statically mounted behind the starship but would instead follow in smooth motions

    - there's not really anything to do in the game at this point so I'm not going to review further

    - obviously at an early point in development so I'm not going to be too harsh

    - I'm guessing attacking is not implemented? or I have not figured out how

    - the goblins are doing all sorts of weird stuff

    - an unfortunate observation - ctrl+w closes the browser window on firefox-windows, which means I could not pass under the first obstacle
    - but otherwise the game feels polished!

    - I played through the first 2 levels and the puzzles feel great, definitely not too trivial

    - the glue gun is a really good idea for a puzzle game however some notes:

        - when building bridges the projectiles felt a bit too small

        - walking on the glue bridges introduced some weird clipping and stuck movement especially when going from glue surface to solid block

    - I did not enjoy getting rick rolled :)

        - funny detail that you can turn off the rickroll with your gun

        - not so funny that it lasts only for a few seconds :)

    - overall a realy cool project! with creative game mechanics

    - a promising demo

    - I like the idea of a 3d tower defense

    - in its current state the lack of enemy health scaling means that there is no gameplay factor - placing a few turrets means you will survive forever

    - turret placement and camera movement feels good
    - the projectiles seem to be working great

    - absolutely love the concept!
    - really great work with the voice lines

    - I played with my screen off for roughly 10 minutes

    - execution of the spatial audio is great but as a player I often felt lost and confused, afraid of pressing every next button in fear that I completely get lost
    - I frequently forgot that i need to press space to confirm a dialogue, which only helped to make me feel more disoriented - whether I can or cannot input movement

    - the amount of different sounds that each signal unique information was a bit too much for me as a new player, keeping a mental note of what they mean was hard with no visual foundations to lean back on

    - I like the doodle artstyle

    - a tutorial level is nice

    - gravity does not have the best feel - a bit too much like a floating / moon level vibe

    - wall jump is a great game mechanic

    - I cannot complete the level 1 jump? no matter what I try I can't jump high enough

    - maybe I'm missing something but I just cannot jump high enough in any of the levels

    - a very nice card game!

    - I watched 2 AIs play :)

    - I also played myself, at first it confused me which player's hand I'm supposed to play from

    - it has all the things you need

    - great tweens, the gameplay feels smooth

    - nejvíc džujsi projekt!

    - super množství levelů na výběr

    - camera shake je občas až moc
    - samotný gameplay je ale hned jasný a plynulý

    - perfektní věc kterou kdokoliv může vzít bez předchozích zkušeností a soupeřit mezi sebou

    - A wonderful game I really like this one

    - Beatiful environment, lots of depth

    - The level design flows nicely and I never felt lost

    - I really like the portals idea, however:

        - The player is poorly configured (tiny resolution) thus making it really confusing to navigate the level, it feels like piloting a tank. This issue could easily be fixed in the itch.io / build settings

        - Portals felt very punishing - teleporting me back to the start in an instant. Also I'd like them to be color coded or otherwise distinguishable. When every portal looks exactly the same it's hard to remember where they lead to

    - The environment was nicely done

    - Nice level of difficulty with the limited hearts but medkits to compensate

    - It was not clear to me how to finish te level, I ended up somewhere where it teleported me back to the start without any notice on what has happened

        - I'd like to know if that means I've gone too far or anything else

    - Way too intense - so many enemies it requires dying multiple times to progress

    - At first i did not even know how to exit the starting area because it was not clear that the block is breakable by force and the constant fire of spitters did not leave much room to think

    - I honestly couldn't finish the level because there is not any clear direction to what is happening, what I need to do to open the door/how far I've gotten

- I loved the amount of detail and lots of instructions to guide the player on what to do 

- At times the level felt a bit cramped with a lot of stuff going on and not a lot of space to breathe

    - A nice touch with the speech of ellen. Instantly made me feel like more of a game experience and less just like some platforms and monsters

    - Big bosses are cool

    - The player light is not really ideal, I dont like the one streak of darkness under Ellen

    - The horizontal player speed is waaay too much

        - It feels like driving an F1 car on ice

        - This results in the parkour feeling odd and not really rewarding
        - I had to make some jumps so many times just to get the perfect force applied (which was very small)

    - The final boss was cofusing to me, I was told to push it but I waited for something to happend then tried to run into it but just instantly died

    - UI does not update with missing health

- This game is just straight up evil :D

    - The most hardcore parkour out of all these games

    - Diagonal platforms are an interesting feature and definitely good for making a challenging parkour map but they introduce so much frustration

    - You can soft lock yourself by pushing the two pushable blocks into a corner with no way to progress further

    - The first part is nice and makes sense but the next part has so many doors and buttons and places you can get to with closed door that it just makes for a really confusing experience

    - The buttons never really had any feedback on what they are opening - where I can progress next

    - I managed to die without respawing for a long time

    - And when I respawned the spitter projectile targeted me right away and instantly killed me (or rather paralyzed with no option to respawn)

    - A long time is spent waiting for platforms to move to a perfect position which results in a worse gameplay experience

    - Silly backgroud music :)
        - But it makes slashing chompers more satisfying

    - The level overall is a bit short

    - Camera pan to the door opening is a big plus, it adds a lot of clarity

    - The level could have better lighting in my opinion and some extra aesthetic details

A nice level design with good gameplay

    - The execution of the plan is not ideal though

        - The player window is small making it feel cramped

        - Visual glitches - the sky is not stretched all the way out

        - lighting is not done well so everything feels dark

            - Also the big door disappearing does not have any animation or transition which makes it feel like something went wrong