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Dg-191

60
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A member registered Nov 18, 2016 · View creator page →

Creator of

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Ah then I'd imagine its some compatibility issues. I didn't make controls for controller type inputs so that's probably another reason why things aren't working as they should (I don't personally have a controller so I don't bother). 

hmm. I did optimize it decently well, at least for unreal standards. Can I ask for your specs? The door issue has me thinking you're not running the game well as its supposed to just open and its not able to compute that fully. What specifically about the controls did you not like?

lol, reminds me of the Double fine style of games like grim fandango. 

It does indeed feel much better I was able to beat it all this time. I will say however my one last gripe is that the not being able to precisely control the flame does get tedious after a while, maybe as the dragon gets bigger the mouse could have more influence over where it goes?

I'm glad you had fun! For sure I will be working on this more.

I concur with Ferret,  solid art style but gameplay could use refinement. I would suggest having the wave start smaller, you want to ease the player in and get them some Ws before you hand out the Ls. I would also have hit sounds or make the enemies reactive to getting hit. I couldn't tell if my incense was doing anything until they died. I would also add more movement mechanics. Neat entry. 

Very cool concept however the camera and control scheme prevented me from truly enjoying it. 

This wasn't bad, could use clearer recover spots when falling into the water. The insta death water after the skull gate part was tedious. There's a bug where the player can move while the camera does its cutscene, I fell into the water during that lol. I liked the vibe of this game. 

A lot of solid mechanics, I like swapping between the candles for new abilities.  I did get stuck at the towers however and when I pressed the pause menu and the game broke. I think it's not executing what it needs to then the player is stuck in ui mode. There's also a bug where the player is moving both pawns when switching as well. Other than that solid game, could be spun into something bigger. 

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I'll be honest here, I found this to be tedious. I think the collecting materials needs a complete change. The first person mode could be more interesting, maybe give the player weapons and abilities. I did like the jam mechanic and voice acting. I did not like needing to run to the ship to escape especially in the later waves where death is super fast. I do love tower defense games so I hope to see this one be a great one! 

Neat, can confirm exe does run. My only gripe is that there's no countering the China lady's attacks so it's just fire away until you win. I do like the refilling mechanic a lot though, a mini game for them would make it more intense. A good submission!

OH right the door collision! I kept forgetting to fix that.

Indeed, mostly no need to pilot but it does help and rockets are great against the fish!

Damn, I've got hands. neat game!

Neat game, can't go wrong with tazing penguins. 

Took me 7 minutes  due to me falling into the lava saying I hate platformers LOL but honestly pretty neat. I think my favorite voice thing was voice pushing the boxes, would have loved more of that! 

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That was a neat rpg, lotta solid work done here.

indeed indeed, Skeleton is a fighter and a roller. thanks for playing!

For sure, that was the original intention, with each boss wave you'd get a new ability but bugs I made and Unreal made slowed me down some.  The bone attack drops a bone at the cursor, its was to get ranged enemies easier (if they were to be added). The E dash is my favorite too. Thanks for playing!

Good game, I was thinking "Ah Chess but fun!" while playing lol. Is something worth expanding upon.

That was pretty fun, great use of theme as well!

indeed, I had hoped to add stat boosts to make it faster but no time sadly. Maybe in a final build . I will!

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yeah sadly I only found that bug out when I had no time to squash it, so uh death is an opportunity to be immortal I guess lol. Thanks for checking it out!

Not bad, definitely takes a bit to get started but progress feels good. 

That was neat, nice and peaceful!

Neat, I think I would have liked being able to use the weapons on demand rather auto shooting when you shoot the main gun but solid game!

Good timing I just uploaded a playthrough and added it to the instructions on the game page. Thanks for playing!

hmm, I'll keep that in mind and yeah the camera should have been done with mouse input instead of edge scrolling. Thanks for playing though!

I watched it and I was in pain watching LOL you were so close to getting it but yeah I think I see why people can get confused, I should have explained in game that the first domino you place is the one that gets pushed and starts the chain reaction to hit the enemy at the end with the combined damage. Also even after you beat the smolem you got the quest bug, so double pain. Anyway, definitely the camera was not good, it was the first thing I coded and the gameplay quickly evolved past it and never had time to go back to fix it. Thanks for the feedback!

Neat, a solid game of balls and bullets!

A terrifying all consuming dragoon aquarium. good game!

That was cute, loved the ridiculous escalation. solid art!

Hmm, I see. When I had my friends play test it they got it so it seemed the instructions in game were enough (maybe we just think alike lol), but I'll add a more thorough explanation on how to play on the game page. Thanks for playing!

Credits on game page!

Pretty sold! It would be interesting to see this expanded upon with more robot types maybe like one that throws the other bot lol! Good Game!

Thanks! hmm, interesting, I'll have to play with the params. 

Thanks,  indeed lots to be added and refined.

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Well made game but the beat timings was just too strict to hit good chains, I could only ever get 3 in a row and I'm sure that was just luck, making the time to hit the beat more lose would be a major benefit (at least for an easy mode). A metronome or a track that's to the beat would help a lot kinda like hi fi rush. Looking at the beat bar trying to time it is counter intuitive to combat so having those audio cues would be nice. Also having the beat bar flash a different color when it's time to hit instead of that bounce animation would also be great at indicating when to hit. An in range/on target attack indicator on the crossair would be helpful too, it's hard to get a good judge if an attack will hit. Lastly, the enemy count at the start is simply too overwhelming, having a cluster of say 2-3 max at the start and going from there would be great at get players used to the combat without the frustration. A well crafted game here just needs those refinements to start flying! 

Thanks! I found the VA in a back alley doing line reads from a rusty paper and said he'd do anything for a gig! what a steal!