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DemonHunter

117
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6
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A member registered Dec 08, 2021 · View creator page →

Creator of

Recent community posts

Thank you for playing and for the feedback!

Thank you for playing. I have set it so spawn rate increases every 8 seconds to a max of 0.5 sec for enemies and 1 sec for obstacles. Though now that I look at it, I didn't do the math right and it increases by too little.

Thank you for playing!

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Thank you for playing! lmao

Thank you for playing!

The player is actually in the middle of the pillar and it's just being rotated.


The bullets are only moving forward. It looks like that because the camera is rotating around the pillar with the player and the movement and rotation is smoothed out.

Thank you for playing and for the feedback!

I think I need to rework the enemy and obstacle spawning so it's more targeted towards the player instead of being random. I got a headache too from testing it and even lowered the bloom because it was a lot worse. Maybe a filter to darken the background while the player is moving would fix it.

Thank you for playing! 

Thank you for playing! 

The problem with shooting was that if the fire rate was too slow you couldn't hit anything, but shooting too fast made the game easier and I wasn't able to find a middle ground. Maybe if shooting was in bursts it could work. I will see if I could make it better after the jam.

Thank you for playing!

Thank you for playing! I have been trying to mix 3d environment with 2d sprites and I think it works really well.

Thank you for playing!

Thank you for playing! 

The theme was to have a bug and make it into a feature. I did that with the towers you build to defend yourself, being able to kill you as well as the enemies.

Thank you for playing! 

I normally disable the fullscreen button because it messes with the viewport on itch, but I will look up how to do it properly next time.

Thank you for playing!

Holy shit... Thanks for playing!

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Thank you for playing!

I haven't really thought to make the UI scalable because I have a set resolution. I checked it quickly and it seems like it doesn't look right when your browser in not set to 100% zoom. I will change it after the game jam.

I was actually going to work on changing the contrast of the text literally today :D.

Interesting concept. 

The art is fantastic, both in the menu and in game. It's cool that there are a lot of enemies to face and shooting them causes different effects, but the combat doesn't really feel good. 

The ghost capturing gun overheats really fast and the enemies can easily stun lock you and spawn too close to you. Also the dialogue between levels is a lot. A skip button wouldn't be a bad idea.

This game is so fun and it's probably the best game I have played this jam! The character is super well drawn and cute. The mechanic with the shotgun  and it being a double barrels is really creative. The movement is not bad either.

The only negative thing I could say is that you could go back to the first level with the blue and red blocks and have to redo it again.

All in all, would play again.

Cool puzzle game, but having to redo the levels from the beginning when you die is a little bit frustrating.

Thank you for playing!

The first thing I saw of your comment was the picture and my reaction was like "Holy shit they have played a lot!". 

Thanks for playing! 

The tutorial was a bit of an afterthought and it was even worse, but I will add an outline after the game jam ends. You are not the first actually that has wanted to see the whole map so that is going in the list of things to do in an update.

The art style is really cute! The moth is my favorite >:D. It's an interesting game idea. The monsters even put on hats! 

For some reason a couple of things I already had returned to the shop and when I bought them the game turned black. Maybe it crashed. 

All in all, the concept is good and it's made really well!

The gameplay is quite fun. I like that you can buy items between levels and that the attacks have different animations. It would have been good though to add a skip all dialogue button.

Having to defend against the ghost while doing mini-games to repair you car i cool idea. The ghost creates suspense and the need to do stuff faster instead of just having a timer. Having mini-games seems to be a rather popular idea in game jams. The only negative thing I can come up with is that the game doesn't indicate that you have to go up or down with the mouse to go to the mini-games. I was clicking on the car parts and wondering why it wasn't doing anything.

Really fun, creative and unique game. It was all going well, then I lost the spaceship minigame which is really hard by the way and got banned from using "the" in the story. In the end I had exactly 0 points. :D

The art is fantastic, but the gameplay is kind of non-existent. There is just one enemy to defeat and nothing much else to do.

The fighting feels really good and leveling up is satisfying. The art in the menu looks great, though in the game itself it's a bit simple in contrast to the slashing animation. It could use a bit more enemy variety and the enemies can stun lock you if multiple shots hit you one after the other. The upgrades are a bit expensive, though with more content they should fit nicely.

This is probably one of the better games I have played yet in this game jam. I think I reached level 13.

Moving the ship on the waves is really fun, though it's a bit hard to navigate cause the water cuts off at a certain distance. The shooting is a bit meh, but seeing the 3d boss after the 2d krakens and towers was really suprising. It looks really cool!

Fun little game. I like how all the mini games go towards the same goal of earning money. Having a few mini games instead of one bigger game seems to be quite popular in game jams.

Really cool game! I like that there is a little variety in the way you shoot each life, though the dash could be buffed a little bit.

I really like how all the levels are different mini games. It keeps the game fresh. The last level was my favorite, though the second level where you have to dodge items was really funny because it glitched and it became faster and faster so that the items where on screen for like 2-3 seconds. :D

>:D

I slept on it and I think I know what happened. I added 2 buttons in the market window that show/hide the monster and normal resources and they are the only way in the code to hide the resources. You may have clicked them by accident and forgoten cause they are not explained and in no way indicate that they are buttons. I had plans to remove them and replace them with a sell all button but forgot.

Thank you for playing! Sorry for the bug, my friends and I have playtested the game a lot and have never had that happen. Sometimes some bugs are really hard to catch.

Thank you for playing! Yea I could have made the attack have a shorter cooldown. I already lowered it last moment, but more wouldn't have hurt.

Thank you for playing! I spent a lot of time to structure my code so I could easily add more stuff like enemies moving in a different way, but I just couldn't find the time to actually add them.

Thank you for playing! Upgrades, different weapons and friendly units were in the plans, but I didn't have enough time.

Thank you for playing! Upgrades, different weapons and friendly units were in the plans, but I didn't have enough time.

Thank you for playing!

Thank you for playing! Probably half of the time spent making this game was on the enemies. I have never before made so many sprites and animations for a single game.