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A member registered Jun 22, 2018

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Hmm okay I can say what you're aiming for. If I could change one thing about this game, I'd go for the controls. The whole stick-to-the-wall mechanic is almost impossible to control viably in level... I don't know, 4 or 5. But I like the idea of a simple puzzle platformer. Maybe you find a way to make this mechanic easier to use or to exchange it for a different one.

(in the level with the falling floor tiles, where you need to use the wall on the left side to climb, my character won't climb, but always just jump about 2 pixels high, and then stop, and there seems to be no way to overcome it).

edit: I figured out the issue is that, in order to wall jump, you need to first press into the opposit horizontal direction and then, a few frames later, press jump. So that's the point I'd improve if I could :-)

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Okay, I gave it another go. You didn't mention the left control key anywhere and due to how the missiles work, I didn't get any feedback this might be the key.

I gotta say I love the atmosphere, the visuals and the audio of this game. All of that is very satisfying and I think it's even carrying the game at the moment. I am not very experienced with this genre (I only played Star Wars Rogue Squadron and Aquanox), but the game very quickly appears to lose all pace once you start disassembling the station screw by screw. I wish I could give you feedback on what to improve, but I'm afraid I can only say, at some point I started to feel more like a space engineer than a space fighter.

For the fights, the best exploit I found was to disengage entirely from the fight, then turn around and shoot missiles at the enemies one by one. Which is pretty dull. On the other hand, I was glad it worked as the close combat I suppose you intended would have been too much to take for me - the enemies are so fast and difficult to hit on close distance. Maybe this is what you're going for, but, again, from my gut feeling, I would have said maybe look at how AAA genre games handle this bit and copy the good parts from it.

In summary, I was suprised by the overall presentation of the game. Really solid. I believe you will be able to turn the game into the direction you want. Keep it up!

Hope this feedback helps! :-)

by the way, I have a hama urage gamepad that works with almost all games, but this one couldn't detect it, which is why I played with keyboard.

Ah dang, I would have loved to play with game with keyboard or keyboard and mouse. But the mouse sensitivity is so ultra low that it is entirely impossible to make any useful turns with it. And the keyboard controls don't offer secondary fire... really a shame!

The game looks great! Would have loved to try it, made it till past the nebula until I gave up due to the controls.

Z,Q,S,D instead of W,A,S,D? Seriously? :-)

Well, and this, kids, is why you don't do drugs :-)

Quite funny, nice job!

Really solid and nice platformer!

I think it would be cool if the sword choices were not solely cosmetic, but actually had different gameplay stats.

Also, if you could push enemies backwords by hitting them (the skeletons), the weapon impact might feel more powerful!

Overall, really enjoyable! Great job!

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action number 1
of Create Event
for object o_player:

Variable o_player._music(100169, -2147483648) not set before reading it.
at gml_Object_o_player_Create_0
stack frame is
gml_Object_o_player_Create_0 (line -1)


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Yeah well, the mouse controls work out really nice and the game is actually quite fun to play for a few minutes.

However, why do I constantly have a different kind of special ammo? Especially, why is my special ammo sometimes less powerful than my primary ammo? I don't see how that happens.

(The boss would need a proper collision mask and good hit feedback.)

The pacing is just 1/0 ... 1 for boss fights, and 0 for default enemies.

Then, there is the music. I can't think of any reason to put this music track into this kind of game apart from... guys, I already have it on my hard drive, so it's basically free, and the file format is the right one already, too ;-)

Okay, that may come over very negative (actually, the more I read it, the more do I see myself coming over as a jerk), but really, I mean to be the opposite. I like the controls and how the game generally "feels", it has a lot of potential in my eyes that I believe could be easily unleashed by fixing these issues, and they can be fixed relatively easy.

I honestly hope this feedback helps you :-)

Keep it up!

(the music is alright, it's a nice solid pixel art track, but it doesn't suite the game, that's what I meant to say regarding this point!)

Well the game imitates Sonic very closely and inherits its strenghts and also its very obvious and numerous weaknesses in game design (low player agency, pointless speed, etc.)

In regards of implementation, you did a great job here! Thumbs up! :-)

Excellent atmosphere and fantastic story telling!! The story may be simple, but it's engaging, I love the whole presentation a lot!!

Quite an issue is actually the readability of this game. The colour scheme makes it hard to spot the bullets on the screen. It doesn't impact the difficulty of the game (as there hardly is any), but it's still unpleasant. It also makes the turrets on the big ship almost invisible. A few simple outlines might already solve this problem (I know these outlines may effect the visuals a bit, but it makes the game more comfortable to play).

Also, the mouse controls don't make any sense as the only thing on the mouse available is the left mouse button. You could remove that entirely and make the main menu controllable via keyboard, that would be great. (The main menu font is pretty unreadable to, I have no idea what settings were available in that sub-menu).

Still, an awesome game I enjoyed a lot! Great job!

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Brilliant game, just excellent!

Would be awesome to see the progress through the game at any time though (or in-between waves), not just at the end.

Oh, and explain the controls somewhere, that's a must-have!

I like the audio of this game a lot and it's really pretty, too!

However, unfortunately, for me, the gameplay loop lacks all kind of motivation. The overall combat experience is not engaging. I have no reason to push forward ever, since there are not items to pickup, no goals to reach, nothing to do. On the other hand, just waiting in the corner and luring enemies in is not that fun, either. The weapon feedback is also pretty much zero, it's not interesting or fun to use.

Overall, these are the points I would start with regarding improvements. Hope this feedback helps :-)

I love the audio of this game. The pixel art is great, too!

However, you're making an absolutic basic mistake in the platformer game design which is enforcing micro precision jumps. Most of your platforms require the player to use the collision box of the player model to such a precise extend that it just feels absolutely bad. In platformers, reaching a platform should just never be difficult as such. The difficulty comes from timing, interceptor enemies, platform movement, etc. But if the basic jump feels bad - the game feels bad :-)

You might also want to look into adding jump sustain, it's a basic platformer feature.

The combat is also pretty much non-existent. There is no back-and-forth, now dodging, no interacting with the enemy, you just see him and shoot him before he shoots you.

Now, all of this sounds worse than it really is, the game still feels even sort of good to control, I just want to point these things out because I feel you can easily fix them and it would be a shame not to! (- these issues would come much more into play if the game had a serious scope).

It's a great start, good job! Hope this feedback helps!

First of all, the sound design is really fantastic! Awesome job!

You really carefully designed around most of the issues that fpsc has, really good job. What you didn't handle so good is the combat itself. It feels good in the first level where enemies always come from the front, but once they can attack from different sides (second level), things start to feel very fpsc-ish again. I think you could handle this with more linear level design, as the open areas you provide are not truly open at all, anyway.

And as all models are just slightly retextured default models that come with the engine, here is quite some space for improvement, too.

But really good job on this one! It is good *for an fpsc engine game*

I didn't expect much from the theme and the screenshots, but this is really a brilliant platformer! Just right away awesome!!

However, with one restriction: The last year/episode stopped me playing because here the difficulty requires very often a higher precision than your controls actually can offer. By which I mean to say: To demand precision reactions from your player, you must offer high precision input. And the treadmills, just as an example, reduce the precision at which the player object responds to the space bar press drastically.

Still, it takes time to get there and all previous episodes are well crafted and got me smile quite often!

Great job!! Hope this feedback helps somewhat! :-)

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Hm yeah the game looks very, very pretty! And the player basic movement (W,A,S,D) feels also pretty nice (which is not just natural).

However, the rest of the controls and gameplay need quite a lot of improvement. After two runs, I still can't tell for sure whether the weapon is a hitscan waepon or not. Which means my combat experience was very... uhm, pointless. The overall weapon handling is very 'wobbly', in every aspect. That's a classic issue with non-AAA fps, so no need to feel bad for it! Still, if you want an fps that plays great, dig deeep into weapon handling, weapon feedback, aiming specifically for this genre. It's a science of its own and it's probably best to just 'copy' a style that you like for your game from a successful AAA game as good as you can.

Also, maybe you want to consider the dash system of UT (double tap left/right to dash) rather than using single buttons for it (just an idea).

You got a great start here and damn pretty screenshots, I can see you really handle the visual aspect of the engine very well!

Hope this feedback helps! :-)

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Whoah, this feels insanely uncomfortable to play for me. I like the idea, might have worked better for both ships on the same screen rather than two different ones for me.

Sad, it looks very fun to play from your screenshots! But I'm getting cross-eyes even trying :-)

How crazy are these controls mapped? Y,S,D,E instead of W,A,S,D for a first person controller? You deserve a special place in hell ;-)

Seriously, though, it kept me from playing it at all.

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Hmmm yeah, I like the general shader usage and the particle effects, the music is nice, too.

The main issue of this game is, I think, the fact that you cannot make any informed decision on where to go. You cannot move in a clever way through the level (like, for instance, in UT) to be in the right spot at the right time to destroy the cubes. - And, if it was possible, it still wouldn't be as the level is pretty much unreadable regarding navigation. Which, in sum, means, that the progress bar is not giving away helpful information, but is rather just a display of how lucky you are at the moment as a player, sort of.

I would have also liked an even higher mouse sensitivity than 150 (oldschool hardcore UT gamer) but 150 was okay-ish :-)

I think you got a nice start here, but it's prettier on the technical side than what it can really offer deep down in its core design. But you can definitely build on it. Hope this feedback helps somewhat! :-)

Awesome shmup, really great!

The issues I have with it so far, are, though, that the game is a bit lacking readability. It took me forever to find out where my amount of bombs is shown and what the bar on the left means (which means, I was not making calculated strategic decisions, but often just hoped for the best when pressing 'x').

I didn't understand at all what the green boxes are, but collected them anyway.

Also, giving the key binding away in the game itself is always a good idea (and be it as a simple display on the menu screen).

But I really enjoyed the playthrough, great job!

Hm, I don't quite get why this game does not work with checkpoitns. Sort of lost my patience with it very soon although it looks promising.

Well, I didn't figure out the basic controls. The controller mapping doesn't work at all (right shoulder button doesn't have any effect) and the keyboard controls are scattered around the keyboard without any clue which key to use in-game... sad, it looks interesting.

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Ugh, I find it *super uncomfortable* having constantly to press the right mouse button over and over. Why have you decieded the player has to do this?

Also, the explanation screen gives away little information about how to use the bomb and other items, it's not very intuitive.

About the gameplay, what I can tell from hammering that right mouse button for maybe a few minutes, I feel like you should care more about pacing and creating some situations that require relevant player decisions rather than just flooding the screen with enemies over and over. I can see you tried to achieve that with the items (at least I suppose you did), but for the core gameplay, what exactly the player does seems almost irrelevant to me.

Sorry my feedback probably comes over pretty harsh, I can see you put work and effort into the creation. But these points are pretty much fixable. For controls, always make them as comfortable for the player as humanly possible. And if the enemy waves are somewhat configurable for you, you can easily turn it into an engaging gameplay loop (and if it takes some hardcode changes, it's still possible for you!)

Hope this feedback helps! :-)

I have the impression that this game has a two core game design issues: The first one is that the major dodge movement is typically vertical (to avoid bullets), but the dash can only be done in horizontal movement. It is possible to dash vertically by starting the dash horizontally and then going vertical, but it's very imprecise. [Edit: I just noticed that, in the updated version, you have addressed this issue, good job :-)]

The second issue I spotted is the enemy design in regards of the level design: The procedural level designer creates a majority of rooms/situations where dodging enemy bullets is right away impossible, which just shouldn't happen. [You addressed this with the boost-invincibility to some degree].

I love the health pack pickups, great idea!

Yeah... so, my negative points have been addressed in v. 0.1.1, sooo .... I'm glad I can help with my feedback :-)

Good job!

(wait, one more to go: Music would add a lot to this game!)

Score: 3800, Best Combo: 2

Hm, I find it very, very hard to define, but somehow, this game didn't really work out for me. I think combos are maybe a bit too hard to get (so they'd be fun), and the puzzle elements for beating enemies are way too irrelevant. Maybe environmental kills should be rewarded more.

I think I'm having overall a hard time with the pace and the low input stimulation the game gives. So maybe it's just me after all! :-)

I can see the overall implementation is quite polished on the technical level.

Hope this feedback helps... at least a little bit :-)

Really cool! Great job!!!

(full screen mode would be great!)

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The game has a nice atmosphere and build up, good job!

The messages on the left top are way too small. I didn't realize that this powerup is a double jump since I missed the message, which meant just dying over and over. Also, some jumps require a bit too much precision giving that, in first person, it's difficult for a player to know exactly your own collisions.

Hop this feedback helps! :-)

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Hm. I think, for an exploration game, there is a lack of actual things to find at the end of the paths I went. And for a decision making game, there is not any knowledge about what consequences cartain doors may have, which means, I'm taking paths carelessly, not making any kind of decision, not even an estimating one.

I like the artistic approach and the atmosphere of the game, though.

Hope this feedback helps somewhat :-)

I've not played any Metroidvania so far, so, I think I'm not the right person to give any comment on it, but ... you guessed it... this is the internet.

I liked the game quite a lot, great assets and very good gameplay. I think the main issue is that music is completely missing, which would add a great sense of atmosphere to the game. Also, I don't know what to to with the monster in the ice spikes room ... I suppose I should find out somehow, but I didn't feel like puzzling at the point. I think it's not an issue with the game, but rather me not being part of the genre for a reason, but you can judge that better.

Good job!

Hm, feels to me like that what I'm earning out of the fights dying in wave 2 again and again is not what gives me much progress. I think the rewards should be bigger, especially when the game starts. Why would I want to die in the same wave again and again? :)

Apart from that, the graphics, sounds and atmosphere are great.

Good job!

Hmm, yeah, I'm torn. I like the idea of difficult arcade games, but then again, the gameplay is a bit monotonous for having checkpoints so far apart. I sorta like the gameplay, but I don't feel like playing past stage 3 since it's just not engaging to do basically the same task over and over again without making mistakes out of being careless since it's the one millionth laser barrier. So, what I'm trying to say is... I like the idea of that arcady rare checkpoints design, but I think the game is focusing too much on not having the player getting tired rather than being excited for learning how to overcome the next obstacle.

I enjoyed the music, art style and precise input and gameplay of the first two stages a lot!

Hope this feedback helps somewhat! :)

I think it's a game with potential, good job!

The main issue the game has is the readability. Despite the pretty neat radar-look it has, it's pretty much unmanagable for me to read and understand what's happening on my screen, which objects are asteroids and which are collectables.

This plus the overall chaos that's going on in level 2 stopped me playing at that stage.

Hope this feedback helps. It's a good start and could probably be tweaked well!

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Don't get me wrong, -- the visuals are acutally pretty neat in their simplicity, it's a matter of the platform. On Steam, I would have suggested that the game will be great despite or even due to the simple and readable visuals, on itch, the genre of the shmups with simple visuals, especially within the free games section, is just a matter of different expectations, which has nothing to do with your game at all. So no change is really needed.

And I really DO NOT think that randomization would do the game a favor, the opposite is the case. I think rather that some sort of additional 'expert mode' run or ... I don't know exactly, just some incentive to play again, whatever it may be. But I wouldn't the change the existing run through the game much for it. I guess, maybe this incentive is actually *not* right. The game does a fantastic job exactly the way it is. It's just a players thing to always *request more* of something that's good the way it is.

So... good job exactly as it is :-)

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Whoah, nice! I didn't expect such an excellent game from the visuals, but it rocks!

Good job!

Full screen mode would be nice. And some incentive to replay.

Phew... this game is potentially very good, but has some really weak points.

First off, I like the graphics, they are amazing. And the intro sequence is just awesome, I love it.

Also, the two button gameplay is good. Very direct and responsive, well done.

For the most negative part, the music is basically a no-go. I think it's some sort of a nice funny idea to play that song for a short moment, but having a popular song just play in a loop, - yeah. A no-go, since, as a player, it's just annoying. I played it with my computer sound muted since I really wanted to play it, but hated to be doomed to that one song.

I think I would have like the game more with health seperated from the energy system, for this reason: The energy being the health at the same time often results in situations of check-mate, where I can basically just kill my virtual self because I will run out of energy, no matter what I do. It dooms me as a player, which is just not good by design.

Finally, I think bigger bullets would have been a good idea because, despite the reaction / precision gameplay core: Especially the missiles 'wobble' in the air and with the two button input, it's almost impossible to reliably land a precise shot (by intention), which reduces player agency a lot and adds an unnecessary potion of luck to an otherwise nice quick-reaction game.

I made it till the yellow / brownish area where I then ran out of enery and crashed into one of the boxes.

Hope this feedback helps somewhat and I hope it's not too harsh! ;-)

Glad it's helpful!

Good luck, keep it up!

Oh, gotcha!

Hm, maybe it should more communicate that tactical aspect, be a bit more slow paced and look less doom-ish, or also, Unreal Tournament - alike.

But anyway, good luck, make whatever you want to happen happen!

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Well, at first I thought: Damn, this is going to be ****ing good!

But yeah, the game has very basic core issues. Mainly the combination of level design and enemy placement, I think. But also weapons stats.

I have to say, I was really impressed by how direct and great the player movement feels and how great the enemies navigate, shoot and just feel.

Here are some ideas:

  • The sword could be much more powerful, killing an enemy with an instant hit. That would feel so much more powerful and not have you dancing around a single enemy, but rather like a super great Samurai. And some enemies could be invincible for specifically the sword (armor, shield, ...), which would not make it a pure match winner. OR the player could be able to block bullets for a certain time (or even reflect them) like Genji can in Overwatch, don't know about this idea, though...
  • Enemies should chase you down only so far. Otherwise, you see yourself backing up all of the time (a problem solved by the modern 'doom' by giving the player special rewards for going close-in on melee attacks)
  • Overall, it was not clear to me whether this game is a power fantasy (Doom) or a survival fantasy (Dead Space, Amnesia ...). If it is a power fantasy (which I assume), I want more ammo. Lots of ammo. And lots of shooting. I don't even want to care so much about checking my ammo constantly, I want to shoot 300+ bullets without having to worry. -- So, IF it is a power fantasy game, then maybe take a closer look at what Doom does (and yeah, bascially, I'm telling you how to run your life, ... ;-)

Hope this helps somewhat, Good luck with the game, I like the basic approach!