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Distru121

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A member registered Jul 23, 2021 · View creator page →

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Reviewed! :D (phew!)

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LET'S GO, LAST MINUTE FEEDBACK!!!

First of all, incredibly polished game. I cannot fathom how you managed to make something so good in a month (Didn't finish it because I wanted to write a review, but I am probably going to after I post this).

It was incredibly fun to experiment with all the possible combos and controls, and they are quite easy to get the hang of! The spinwheel of the mouse is a quite underutilized key when it comes to gameplay, I'm happy you included it here so gracefully!

The controls feel good and responsive, and the fights feel fast and frenetic, you need to always think about your next move.

Every thing you do has some great feedback: spinning the disc, getting damaged, damaging the boss, everything has those graphic effects or comic-like panels that make the game all that more enjoyable.

I love the overall vibe and style of the game! The art is fantastic and very cute, and the sound design is also great and synergizes perfectly with everything that is happening on screen.

Great game! I would see this as a full release, heck, I feel like it already could be one! Amazing job!!!

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Woah, what an incredible game! This really has the capability of being a finished game in my opinion.

From the controls, the mechanics, atmosphere and the bossfights themselves, everything seems incredibly well thought-out and polished!

The art is incredible, and the sound design is great!

At first, I thought of saying that the reloading mechanic could become a bit annoying. But I feel like it's implemented in such a satisftying way, that it eliminates all issues I had with it (also after a while you get used to it and it's satisfying to hear the sound and animation).

The "regenerating life" mechanic is implemented in a very original way!

Maybe my biggest issue was with some bosses having a bit too much projectiles spammed at the player, but not too excessive.

Nothing else to say! Fantastic game!

Thank you for the kind words!

Your game was an amazing experience too! :D

Thank you! :)

Thank you for all the kind words, and for playing the game! :D

I have quite a lot of plans for this game, stay tuned if you are interested! ;)

Thank you for the kind words!

Just rated and reviewed yours too! ;)

Wow, great game! Very much a fan of the overall vibe of the game!

I had a lot of fun during each bossfight, the intro cutscene is also very polished and adds immersion, and the sets of attacks are varied and interesting to dodge (except some that I didn't get how not to get hit, like the beam attack of the 3rd boss).

The mechanic is really interesting, tho I think it's still not at its fullest potential yet. The "speed is your life" mechanic is very in theme with the game, but I feel like sometimes it can be a bit clunky, mostly because your only way of "healing" for now are spinners, that can be easily destroyed by bosses (they also take a bit too long to regenerate). Also, because shooting takes away speed, healing becomes a non-optional thing. I think the brushing mechanic of the spinner is a bit underutilized and too high risk, while I feel like that could be one of the most fun moves in the player's arsenal (the particles are amazing, I sometimes did it just for fun when I was sure I was gonna die).

I feel like this could also use some other ways to recharge speed: standing on a spinner waiting to be fully healed feels a bit like an interruption of the game flow, while I think more "dynamic" ways of recharging speed could make the game so much more fun and immersive! Or, make the spinner recharge you much much faster.

The audio and visuals are great, I like the low-poly-count aesthetic, reminds me of old games. the artstyle is very consistent so it feels good to play.

Overall, great game! I feel like the main mechanic has a lot of potential, it's a very cool idea!

Woah, I am honored!!! Thank you for the kind words! :D

Also

Shall the eternal fires of immortality bestow their blessing upon you, and your indomitable fiery soul, oh Fiendish comrade.

Thanks for playing the game nonetheless! :)

In the future I have planned the implementation of better tutorials, so to combat any confusion. I get that the game may be a bit hard to pick up (happened a lot during playtests, but I had no time)

Thank you, very happy you think so! :D

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Thank you! Glad you liked it nonetheless!

Thank you! Yes, I tried to balance the difficoulty to not make it too hard as just a "showcase" for the system, I'm happy you enjoyed!

Thank you! I'll definitely update this in the future, stay tuned ;)

Thank you! Happy you enjoyed it! :D

Reviewed! :D

Nice little game! Very interesting mechanic!

The bosses are interesting, and the physics based gameplay is a novel touch. I appreciated when the bossfight became sort of like a pvp match, and I could really see this in an actual multiplayer setting. 

The movements through physics felt interesting, but sometimes it was a bit frustrating to dodge incoming projectiles. The dash was surely needed, but it felt a bit too uninpactful, as it was spammable and short, I used it all the time and sometimes ignored the main movement mechanic. Maybe a much more powerful dash with a short cooldown could've been a bit better?

Overall, cool game, it's always interesting when a physics based game pops up, because they tend to be very fun. Still needs some polish to work the best it can, but it has potential!

Reviewed! :D

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Really interesting game! I will start by saying I couldn't beat any of the bosses, as I encountered an issue where, when I'd shoot, the projectile would go towards the center instead of where I was looking, making the fight very hard as I had to position myself between the boss and the center to actually get a few hits in (I suppose it's not intended behaviour).

The fun factor is there! I couldn't play it multiplayer (as I didn't have friends online) but just bouncing around the arena was pretty nice, I can see it working well in the co-op format! From what I've seen, the boss's attacks are simple but can work.

The highlight of the game is surely the mechanic of "spinning the mousewheel" to reload! I've never seen something like this, and I think that's a very interesting mechanic to have! It keeps you active, and fixes the problem of having to wait a bunch of time before the reload is complete, because this time the reload time increases through skill! Only criticism, maybe the reload is a bit too slow as of now?

The art and sounds are great, and the glowy-cyber feel is very cool.

Nice game! It definitely needs some polish, but I can see it working pretty well once everything is ironed out.

Reviewed! ;D

I have just one word: insane. It's absolutely insane how you managed to make a game like this, so complete and polished, in a month.  And it's not even short of mechanics and bosses: every one of them had its own unique ones, with attacks that changed the more you damaged it, making you need to adapt. I had so much fun defeating each one, it truly felt like a strategic experience of where to position yourself to get the best result, instead of just "shoot and dodge".

The graphics and ambience are just on point, just one minute and I was completely immersed in the game. Also, I'm quite a fan of "analog horror" media, the atmosphere reminded me a bit of those and I think this would go hard for other fans of the genre.

I also liked the story a lot, because I love it when an author tries to express something with their game, and ohh boy if there was something to be told. I already like kaiju, giant meat monsters and horror a lot, but I genuinely didn't expect it to go in the direction it took. I think the theme was a very, VERY bold one, expecially for current times, and I appreciate that a lot.

Overall: I will await for the sequel. Incredible job.

Just one thing: at the very start, I couldn't figure out how the game worked, because I fixated on the "enclosed" part of the sigil I needed to make, trying to figure out how a 2 point shape was an enclosed one and even if I was just looking in the wrong spot. I think in this case, a 3 points sigil as the first one would've been easier to understand, but that's just my opinion.

Reviewed! :D

Wooahhh this game is incredibly cool!!! All the art and animations are charmingly unique, it has its own charm and an intriguing artstyle, and the bossfights are hilarious! I had lots of fun defeating the various bosses, I liked that each one had a different strategy to be defeated, and the mechanics were explained well enough that I mostly knew from the start what to do. That said, there are still some things that I've noted during the playthrough:

- At the start of the first boss, I didn't know what to do exactly, I knew there were the bouncy things I could've used to accumulate speed but I didn't figure out you were supposed to use them to hit the brick until some time later (at first I thought you were supposed to kill the minions). I would've maybe firstly let the player explore the arena a bit, figure out you were supposed to hit the boss through bouncing, and then making the minions spawn so to not distract the player (this could be one of many solutions).

- The second boss's mechanic is perfectly explained, through putting the hazard right in front and letting the player see him being damaged. A nice touch, nothing to say! Great application of "show, don't tell".

- The third boss is a bit strange, as it doesn't require much skill to dodge incoming attacks rather than knowing where to position yourself in advance to hit the bag of money to deal damage. I kinda feel like she was the easiest to beat.

- The movement mechanics are fun, but often become unmanageable as the character accumulates momentum in certain conditions, and your only way of actual movement becomes the dash (intern mode). This is not really a criticism, more so an observation, because I feel that aspect could very much be elaborated further (as some of the funniest moments I had were when the character was speeding and bouncing everywhere out of control). But this also means that the character often cannot do precise movements.

I also really like how the dash mechanic was implemented, with the time slowing down and all. Maybe it could use a direction arrow that tells you the general direction of where you are going?

I hope these observations can be useful on improving this! Personally, I would really see this as a full release! :D

Reviewed! :D

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Interesting game! The dialogues are well implemented and the  story is funny. The art is great and the music is a bop! :)

I also have some criticism, that I hope will be useful:

The controls were a bit strange, for example, when pressing two directions at the same time, instead of going diagonal or just changing direction, the character would stop, and this can result frustrating during a bossfight where you have to move to dodge attacks. Also I found the stopping delay of the melee and spin attacks a bit too long. This could make the game pretty strategic on where to position yourself to find the best spot to attack and run away, tho I don't know if it was intended. Also, going over the scroll and clicking on it to begin felt a bit counter intuitive, I think making a "interact" prompt or picking it up automatically would be better.

The bosses, I feel they are pretty random, for example the attacks aren't well telegraphed, I often got hit multiple times by hits that I couldn't dodge or didn't know that were coming, which felt unfair.

The moveset of the character is varied, but I would've appreciated if the spin would've been elaborated more, for now I feel it's just an attack like any other, but also pretty risky sometimes, as a projectile could spawn on you as the spin is ending.

I sometimes was also unable to use all the extra mechanics, I guess it's linked to the bar in the bottom left, and if it is I feel like this makes the extra moves even more risky, and that mechanic wasn't really explained.

Reviewed! :D

Woah this game is great! I'll start saying I couldn't beat any of the bosses, I found them pretty hard, but that's not a problem about the game (I'll try again later probably). The bosses are extremely well thought out, and I was pleasantly surprised by the amount of different attacks and animations for each one.

The controls feel good and are easy to pick up, only thing I feel is maybe each character could use their own additional movement options: because of this, the cockroach is probably the strongest character between all of them, as he has the one ability that most resembles a dodge.

The art is nice and consistent, making the game feel really polished.

I liked the roster of playable characters a lot and the fact that each one has their own strategies, but as already said, I feel the cockroach is the only one that is truly viable. I'd like if characters were expanded more, maybe with other different stats or ways to complement their playstyle.

The only true criticism I have is, I feel like the theme of "spin" wasn't really implemented (some bosses have spinning attacks but other than that, I feel like this is a classic bossrush).

But a great game overall! Feels polished, and feels fun! Great job! :D

Reviewed! :D

Reviewed! ;D

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Wow, nice game! This one really got the charm! The dialogues are funny, the characters have personality, and the entire premise is hilarious. The models are really well made and the gimmick of the game of being able to choose upgrades for both you and the boss is an interesting and novel factor. The arena gimmicks are also a great addition.

I admit tho, that I couldn't really play it at full potential, maybe because I don't have a controller, but I don't know, I think I found the arenas a bit too small, and sometimes its gimmick made the fight too easy or too hard. I had the train run over the monser 3 times in a row (or at least I think it was the train that damaged him, either that or Viktor became a superhuman for those 3 hits, I think feedback for damage could be improved because sometimes it blends with all the other effects).

Overall, a nice funny game, rich in personality and with a great artstyle, but may still need some polish. Hope this review can be useful! :D

Already reviewed! :D

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Thank you! Happy you liked the mechanics! :)

Reviewed! :D

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Interesting little game! It's quite fun to use the attack (that doubles as a dash), and the bosses have a large array of attacks to dodge, plus the random factor makes them very unpredictable and fun.

One criticism I have is the bosses felt way less like bosses, and more like normal enemies most of the times. I like when bosses are not damage sponges, but here I think they could use a bit more health, and more "impact", I don't really know how to describe it.

And another thing, I noticed that some bosses didn't seem to attack me, at least actively (like Violence, who was for the most part floating around in the arena passively).

The goblin is cool😎

Reviewed! :D

Wow, this is a great game! It has a really great aesthetic, it is a lot of fun, and the theme is incorporated well through the level. The controls are very easy to pick up and it's satisfying moving and dashing around. The art is great, I love the eldritch/body horror theme!

I also enjoyed the levelling system a lot, gives you a lot of options and builds and I could see it expanded even further. For now I tried some glass cannon builds (less life, more damage/bullet size/bullet ricochet), some "shielding" ones (less life, maxed deflection tree), and some hybrid ones. In general I noticed more "speedy" builds tend to do better for me, as my main way of dying was being crushed by the arena (which is very interesting, but sometimes I noticed it was a bit bugged as some of the times I died I was just chilling on a spinning block).

The story is also very intriguing, and I'm surprised by the amount of stuff there is in the game! I admit I couldn't beat the clock boss (as already said, I got crushed multiple times by the arena), but maybe I'll go for a rematch later.

Only criticism I have, I fell like boss movement and shooting is a bit too random and could feel unfair at times, also i didn't get how the clock boss worked (I had to damage the numbers, but why and what happened when I didn't? Maybe a bit more feedback was needed).

Thank you! :)

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Thank you! I'm impressed too by how I managed to finish all the art in time haha (20% of the card artworks were actually made some time ago and I recycled them for this jam, but the rest was made in the last 2 weeks).

I'm glad you liked the mechanics! Interactive tutorials are already on my todo list, and yes, I plan on updating it and hopefully releasing on PC and Mobile, so stay tuned for that! :)

Reviewed! :D

Wow, this game is great, and definitely stands out! I had a lot of fun with the mechanics, it's refreshing to see a different take on bossfights other than shooting them to death. Usually, I would find mechanics like "break the weakpoints to defeat the boss" quite annoying, but in this case, making it the main game focus and combining it with the other mechanics like having no actual life made for a great combo! The bosses almost play like a ring match, where if you're out, you lose, so the projectiles make sense to have a lot of knockback and be chained. At the sarcophagus, I couldn't count the times I died because i got chain-hit by a long streak of projectiles, but the dash makes so this isn't so annoying as you almost always have a chance to escape (if timed right).

The controls were smooth and banishing the bosses felt hard but fair, as you need to time your prayers correctly but still have many movement options in case of emergency.

The art was very good, and the animations were fluid and very nicely done.

Some suggestions I would have:

- I didn't quite get what each rune does for the boss: does it make the arena smaller, or does it add more attacks? I didn't receive any feedback from the game about it so I just continued doing them in random order. Maybe it's me who didn't pay attention, but if not, knowing what they do would definitely increase the strategy factor!

- The character sometimes is easy to miss between all the bullet hell and light effects. I would've liked if, in some way, it was highlighted a bit better (even while not praying).

Overall a great game! I don't know if you plan on continuing this, but if you do, you have a great starting point!