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Domeen0

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A member registered Oct 11, 2019 · View creator page →

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Was this game inspired by "Scuba" ?

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I found a couple bugs, first one is when you try to shoot to the left, after returning to the base position the rod begins to sink into the ground and the string disappears, second one is when you have the shop open when you are reeling in any fish, you don't get any money for it.
I also wish you could just click anywhere instead of just the bait, but that's just a small complaint.

Well, its a rhythm game...with the worst control input for this kinda game possible. I do like how i can make the fisherman do a lil dance tho.

Gonna be honest, the game was really easy. Some more obstacles and detriments could probably improve the difficulty, like a limited range for the fishing or some obstacles that could kill the player, but the concept is aight.

Art of the game is really pretty, though visual novel kinda games aren't really my kinda thing.

Appreciate it.

Wait a minute, this isn't fishing, THIS IS JUST DIGGING!
Im kinda impressed you managed to implement a scoreboard though.

The graphics are nice, also the positioning for the direction you are fishing in is a bit wonky, should probably change it up a bit(sometimes I wanted to fish at the front and started fishing on the left).

The concept is aight, but honestly for this kinda game a score system is not really befitting. Especially since the score doesn't revert back after dying, so you can just die constantly in order to farm the points.

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The graphics are aight, there's a losing condition missing though. Also the jumping feels a bit pointless

Thestory was pretty good and the visuals are nice, but there ain't really much game to game. Still tho, good work.

The moves are pretty nice to control, if not a lil floaty(I do wish he jumped higher tho). I'm interested in seeing the moves advance more.

It's a good use of the theme. I kinda wish there were more obstacles, maybe a couple moving ones. Also maybe making the bar more noticeable/a tutorial showing it so the player can pay attention to it could help a bit.

I like it, its a unique use of the theme. The hand drawn style is clean and symplistic, and the main character looks like a clown. The musi is aight. Though I wish the jumping was a bit more...floaty? I know there's a double jump but it still kind of feels heavy. Also maybe different inputs for all the moves?

I like the idea for this, but I really wish it was more expanded on. Some fish variations(like speed and size wise), a losing condition, music etc... I'd like to see this finished eventually though, the art is kinda cool, with the combination of 3d models and hand drawn windows. (also the suction cup goes through the ship rails, while on the floor it bounces so that's a bug to fix).

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Honestly the setting is my kind of weird. I also like the whacky art, and the music is alright. Though if I had to pick niggles, perhaps a bigger distance between walls and stairs could be better, they sometimes get buggy, or how on the last map you can't walk down the stairs on the right after you go up them. The game kinda feels like a platformer point and click in a way with the fishing mechanic, I guess? I'd like to see this expanded a bit to be honest.

The game is pretty aight, the difficulty curve definitely rose high at the end. It was pretty easy apart from that to be honest. What does turn me off though is the weird contradiction between the styles, with the banana and fish being photorealistic, the ship and monster being hand drawn, the legs being a jpeg and the ship being pixel art. A more consistant style would have been nice, but overall I enjoyed the vibe of the game.

The art is quite minimalistic in terms of style and palette, the fish are pretty fast which provides a nice challenge, though a losing condition would probably complete the gameplay loop, without it this game is kind of like a clicker.

It feels quite difficult to catch the fish if the hook spawns too far from the area, which results in the cutoffs being a bit sudden. Perhaps having the juice filled 1/2nd or 1/4th at the start could fix that. I did enjoy the gameplay and the few graphics that there were however.

Yeahh, looking at it now in hindsight I should have added an ammo limit, but I had no time for that left anymore sadly.

As for the controls I honestly just went with what I saw fit, the game also had no playtesting done so it's difficulty curve is probably high.

Calling it rough around the edges is an insult to bricks.

Is it okay to edit the game page, like the header and stuff after submitting? I wanna make it nicer but didn't have the time to do it.

Is the tutorial supposed to end right after the "press right or left to ram other cars" thing?

I was able to get to lvl 40

Im not sure any card is higher than the ace? And a Jack sure as hell isn't higher than an ace.

Yup, it was either that or holding the button, but this method adds to the difficulty of the game(also with holding the worm would easily fly into obstacles).

To be honest, the gameplay doesn't really fit into the theme, also I feel like the music is too dark and gloomy for this kinda game. Something more lo-fi relaxing, or turning this into a beat game would have worked better.

The game is fairly simple, nothing much to add to be honest. Except maybe more sound effects and visuals for the pig's face.

You probably should have used up the full 2 hours for this, either for sound design or for some way to loose. It might be satisfying but to be honest, without some sort of difficulty im not sure if it could be called a game, so it could use some fleshing out. But I like the physics of the gems.

You could probably up the spawn rates of the rocks a bit, and make the colors red bright so they don't hurt as much to look at, but apart from that its a solid entry.

The idea is there, but to be honest using the H J K L keys is kinda of annoying/difficult. It would have been better using the number keys, also there really is nothing stopping the player from just mashing all the keys. It also is difficult to play the game without the mashing, because of how quickly everything is going.

The music is a little bit too...hard? rough? with what im assuming is the violin, it could use a softer ntoe for a game like this. Also, its hard to say when a picture got taken.

It honestly feels too easy to just get into a corner and shoot blindly into the room. The biggest difficulty is in trying to find the character at the start before they get killed haha. Maybe making it so that only the enemies in the light that are shot could die, would make things at least a bit more difficult.

The fire rate for the pre-power up firing probably could be at least a bit higher. I feel like upping both the fire rates, so that when the character has less than 10% hp is like, ridicilously high would make this alot mroe funny and anime-like.

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The game was really hard to figure out. Also, the sensitivity is way too high, so its hard to get a good lock on a target. But I like the vibe and sound design.

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The game is nice, but the layout make it hard to get multiple boosters at once, with the amount of boost that we get, so level design is probably the biggest downside. Also, the movement is kind of stiff/limiting, it would be nice to be able to be able to rotate 90 degrees to both the sides. But I gotta admit, the music is hilariously intense.

I have kind of a hard time seeing when the theme comes into place, also I feel like the generation could be a lil better, since its really easy to just fall between two blocks and get goofed over.

The game is simple fun, if only the real stock exchange was that simple, though it took me an embarassing amount of time to notice that I didnt have to look at the squares on the top and instead had to look on the values on the left lol. 
Also, considering the kind of game we had made, I think we are officially natural enemies.

I probably should clarify where the theme comes to play. You see, you gotta throw into the box the 1%, the richest fat cat capitalist sircles, squares big bois and the illuminati, you get the gist.

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Woah, I didn't recognize you at first but then I realised who you were, im actually a fan lol. Hoping to see a vid on this game soon, as for the feedback:
I enjoyed the game alot, the gameplay loop is simple and the graphics are pretty. Though I gotta say, the game felt too easy to be honest, it was really easy to just pick off the moths on the edge one by one, by rushing over. I feel like if you plan on building the game up a bit more in the future, it could benefit from some other kinds of moths. Also, I feel like the theme could probably have been incorporated into the game a lil bit better than the story, especially since this seems more like 1% of the power being left than 10%. Probably making multiple buildings lit at the same time, and having them become dark once a moth collides with them will add to the difficulty of trying to protect multiple towers at the same time.