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Denil7

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A member registered Oct 07, 2020 · View creator page →

Creator of

Recent community posts

The game has gorgeous aesthetics, I love it!!
My feedback would be: Make things more clear in-game (when I started playing I didn’t know what anything was doing and didn’t even notice the star that finishes the level). Not saying that there should be a text tutorial but a negative sound when you try to move when there’s no move charges + giving more contrast to the goal sprite/making it bigger would help a lot; Making the moving platforms a bit more readable/predictable would be good. Playing around their clockwork feels a bit frustrating at times, and; Maybe the adrenaline doesn’t need to be charged? It could be used with a cooldown at the cost of your score.
Keep in mind that this review is based on first impressions, the game does get easier the more you play (I bet that’s how you guys got scores so high LOL. Seeing the scoreboard feels like watching someone beat a demon level in Geometry Dash: hella impressive and you know they put a lot of training into it, which feels pretty epik)

That’s looking amazing! 100% Wishlisted
Kudos to you for making an educational game, specially of this quality, it’s a wonderful work :D

Yeah, no problem! And thank YOU for creating such fun and atmospheric games.
What can I say? It’s just a blast every time I pick this one up, and I’m always amazed at how well done and pretty everything is. Any day I ought to buy Wibbly Witches and roll with it as well!

Hope you’re doing well Owen. You’re sort of a legend/big inspiration to me :)

Very fun, very cute :D

Nice update B)

Also,
"ready to move on to the next project"

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I love this game man   

Everything is very thought of, and the attention to detail is insane! Not to mention how good it looks. Some places still have me stopping by to appreciate the scenery or some cool elements    

The story is super cool too! Well, who knows, this could be one Chapter of a truly great journey ahead :)

P.S. It's epic to see that crossover come to live here :>

Neat!!

Very challenging, but fun nonetheless

Thanks!
You get a random spell every time. The fire one launches fireballs from your totem in the opposite direction that you're in and the other one makes the totem fly and stomp the ground you where standing.
For the art I used the program Paint dot Net

I've just scored 673,125 with wings, double lives, magnet and that spike heart thingy

It was insane
I love this game

I don't know if I beat the last level the right way but at least I got it XD

10/10 trophies and 10/10 mechanic. Bravo!

How did you get that much :o

My high score is just 100

I'm afraid this game is just an interface for a very serious and very real artillery system that we don't know about yet. Maybe they needed pilots for their drones but machines just couldn't handle it, they had to trick us gamers into piloting their drones to fend against this mysterious force..

or maybe not XD

That video was great btw :D

I got to 2254 AD!

Pretty solid, but the spaces where throwing me off XD (likely a skill issue on my part)

GOsh this is some genius idea right here

Using 10 arrows to attack really feels like you're typing out a giant combo hahah

Dude's been cooking up some of the coolest anime boss battle! This is going to be such a fun game

This is too good !!
The design is so so polished and nice, and the gameplay is challenging but not too hard

Great job on this demo! It's superb

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I'm saving this to my collection "Coolest Games (play again l8)" tyvm

so cute!!!

My Goodness

Dude...

Oh it's fine then lol

Yooo the atmosphere is so good! You nailed it with the graphics and sound, they're really well put together :)

Yes!! Vector was one of my favorite games, I used to play it a lot and I always loved its aesthetic  combined with fast action :D

This is so nice! You're doing a great job :)

I love this aesthetic so much!! and the way the ship changes every time you upgrade is such a nice little detail!
Although the gameplay was a bit too random in my opinion, it felt like I was just tanking all the hits because of the controls, but I see that this can be a great shoot em up / bullet hell game if you make the controls tighter and the projectiles a bit slower and bigger (to make them easier to see). Also add a simple meter to display how many XP you have to collect to upgrade again.

I'm not really into zombie games but I liked this one! The graphics could use a bit of a rework for better contrast between elements but overall it's pretty solid
Good job!

Why post such a demotivating comment :(
I understand you can criticize but you've gone way off track

This is such a nice experience!
Although the time to decide something is a bit too fast IMO (which is a me problem, as I'm not a fast reader), it makes the game feel more realistic

Thanks for the feedback ! If I'm going to remake this game I'll definitely balance the difficulty better

I liked it too xD

Many thanks!
The Speedrunners vibe was exactly what I was going for with this game, but the lack of checkpoints is way too punishing indeed

This type of puzzle is kinda tricky to code but you coded it flawlessly! (at least I didn't find any bug XD) My only problem with this is that the orange and red colors are practically the same. I'm not colorblind myself but checking the hex values I noticed that they are only different by a hair
I wold recommend creating a shader that adds some sliding textures in front of the different colors (like a pattern with triangles floating in the green for example)

Thanks!! It's so nice to hear that someone felt immersed by something I created :) I would say that many types of artists feel this way too (like writers, painters, storytellers etc.)

ty :D This design is heavily inspired by the game Vector, I would recommend it if you would like to see more games in this style

Thx!
It was really fun to play around with the level design - at least it was fun to playtest as I was doing so XD
I would say that this game would lean more towards the 'finding a nice way to swing through a level' type of game, hence the quick level restarts to help with route testing. But I have to agree that the death detection is a bit harsh, the way I coded it is like: if velocity x of player =< 0,  /kill (which isn't exactly the most accurate way of doing it)

Thanks!
I indeed should add some quality of life features such as checkpoints and less confusing jump mechanics (or at least code them better), it's just that I'm so familiar with platforming that I sort of forgot that there were people that weren't so much into it like me while developing this entry

Thanks :D
I always try to keep things simple so that it's easier to make them consistent, it's a balance game between adding more or less UI to the screen at the same time

Ty!!
I put a good amount of time fine tuning the controls but the jump feels a bit random indeed.