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dragn1821

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A member registered Sep 26, 2018 · View creator page →

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Yeah, the AI is pretty basic.  I had plans to have a smarter version, but didn’t have time to get it working. I did notice there is a problem if you die without resources, you can get stuck in the spawn area.  That needs some more work for sure. 

Tip:  There are parts of the maps where the ghosts will never go.  If you can collect bullets or bombs and get to one of these, you can thin the heard.

Also, In each level, if you can kill the colored ghost(s), you win.

Thanks for playing and the feedback!

I'm not sure what to do.  The install instructions just download another ".tap" file.

I think the only thing missing was background music.  I liked the slow ramp-up in difficulty, but it might be a tad too slow in the beginning levels.  Good job and keep up the good work!

This was an interesting take on Mario.  I like it.  The only issues I had were 1) the "Restart" button.  It felt strange to start and restart with two different actions (spacebar and mouse click).  Making them both use the "spacebar" for instance might feel a little better.  And 2) exiting the game.  There didn't seem to be a way to quit.  Other than that, pretty fun game you have!  Nice Work!

It has some cool effects and I like the fish-eye look of the screen.  Being able to turn on or off the effects is cool to play with.  Nice work!

I liked the snake.  I wished there was a way to tell the good and bad apples apart or maybe there could be multiple apples spawn for a set amount of time, letting you choose which ones to go after.  But, with only one spawning at a time and health bar draining, I felt like I didn't have a choice but to go for the apple.  Another thought is the snake could hear buzzing flies around bad apples, and either show flies swarming or play the sound when you get near the apple?  I also had apples spawn on the edge of the screen and stop spawning after a while.  It's a good start, keep at it!

This is a cool little game.  Could totally see this on mobile.  I just wished I could swap vertically as well as horizontally.  I thought the music and bouncing ball theme and sounds worked well together.  Some power-ups or combo attacks could spice things up!  Great job!  Keep up the good work!

I couldn't make it but half-way through the first level where I died walking through an opening.  There wasn't anything visible that hit me, so not sure what happened.  It asked me if I wanted to play again and I couldn't find the right button to restart.  Maybe needs a little work, but a good start.  Keep at it!

As soon as I launched the game, a video memory warning popped up and told me to expect poor performance.  The game didn't seem to run too bad, but maybe some of the animations were laggy?  The background music is horrifying.  With that and Luigi crab-walking like something out of "The Ring", I would have expected the environment to be a little darker themed.  Horror Mario!  An interesting take on Mario Bros for sure.

I like the mini-map idea, I think that could help show you which direction to go to stay within your current color skill level.  I did notice that you don't lose your upgrades, which is great, but I headed straight left and down and quickly got into some bad screens for just starting out...lol.  I think they were yellow and I couldn't keep any bubbles for very long.  I'll try to circle back and give it some more play-time with this new info you've shared.  Thanks!

A very nice version of Pong.  The power-ups are cool, and I like that you have a screen that shows what each one does.  The ball gets stuck sometimes in a straight right/left direction and it's hard to get it to hit at an angle.  I've seen options to fix this where the front face of the paddle is not a flat rectangle collider, but more of a triangle shape to make the ball deflect at an angle.  Everything looks good and polished.  Great work!

Got through all levels now, thanks for the tip!

I like this one.  It's nice to NOT die when getting hit once, haha.  The power-ups were cool and I was surprised to see the guns overheat and have to cool down.  That's a nice touch of suspense.  Are the red ones like de-buffs?  I picked up one that made me move in the opposite direction for a while.  Another interesting twist.   Everything looks pretty polished and complete!  Nice Work and keep it up!

An interesting mix of genres for sure.  I had a little trouble hitting the ball at first, I think due to how close it is to the paddle, the random ball direction and how fast the paddle moves.  The ball would sometimes shoot off in an unexpected direction when it would hit a brick.  You have an idea that I've not seen before, it just needs a little more polish and tweaking.  Good work!

I think it would have a little better feel if pressing the opposite direction did nothing and if the snake started out at a slower pace and speed was increased with each apple.  It's a good start and those things can be tweaked.  Good job!

It is a cool idea.  It would be awesome to see you finish development, polish the game and send to SEGA as a pitch to get this game made!  Nice start!  Keep it up!

Nice game.  I never played the original, but I like the levels you've created and the puzzle aspect of figuring out how to complete them.  The level editor is a nice touch.  It is very close to complete, just a little more polish (as you said).  Keep it up and good work!

I liked the idea and mechanics, but the difficulty ramped up pretty quickly.  The music, graphics, and tutorial screens were great, but the controls felt sluggish to me at times.  I found if I move in a straight direction, I seem to move slower than diagonal.  I got stuck in one area where I was bounced back and forth between screens and couldn't move fast enough to escape either.  Two big creatures were right next to each edge and would just pummel me when I would pop in.  It is fun to play, but I think a slower build to the more difficult screens would be nice and give you an opportunity to get some upgrades before losing all your bubbles.  Great job and keep up the good work!

The music is great and really sets the mood.  I like the detailed sprites and gigantic bosses!  The background was cool too, very smooth.  I wished you could shoot further, but the weapons would end before the edge of the screen.  Keep up the good work!

Thanks, glad to hear it!

Ah, nice!  I didn't think about trying that.  Thanks!

It was the last one, right before the exit.  I couldn't seem to trigger it to drop and get far enough away in time.

This is a really interesting game.  I'm not sure if you planned to replace the squares with sprites, but it kind-of works as it is.  It has a very clean look and the game feels complete with animations, sound, effects all working together in a great way.  I did get stuck on level 8 at the end with the exploding box, but I loved the puzzle level design aspect.  The transition effect between levels looks cool too.  Amazing work in such a short time and starting late.

I also liked the concept.  Who doesn't like blowing up enemies with bombs?  I did use the mines at first but once I realized the bombs were unlimted, I just used those throughout the rest of the game.  It kept me engaged enough to make it to the end.  Great job!  Keep up the good work!

I'm so bad at this game, lol.  It didn't stop me from trying over and over.  Nice work trying something new with your first mobile friendly game in Godot!

I liked this game.  I think the music and graphics go well together.  It definitely had the feel of old retro-style games.  I'm also amazed that you made it work for the actual GameBoy Color.  Great Job!

Defending your planet from asteroids just makes sense.  I like the graphics and animations even though they are simply black & white.  It feels familiar but new.  I wished I could use the arrow keys for movement, but it's still a very nice game.

Also getting the "restricted" page.

I like the look and feel.  It took me a minute to figure out the bubble mechanic to cross gaps and was sometimes difficult to see when it was safe to drop down.  The art is great and the main character cute-factor is a plus!  Great work!

I'm not familiar with Gala, but I like how the enemies take damage and the particles fly off.  The controls were a little difficult for me to use.  I wanted to use different hands for movement/firing.  I didn't seem to take any damage when being hit.  It has room for improvement, but keep up the good work.

I liked the music and power-ups.  I wasn't sure how to use some of the power-ups, but would be interesting to spend some more time with this one.  Nice work!

I liked the look and feel of the game.  The puzzle aspect kept me wanting to keep playing to figure it out until the end.  I wished I could use the chips for something.  Great job!

This game was built in Monogame using  an Entity Component System engine that I've been working on (just to see if I could make one).  I used Tiled as the map editor and designed the game to use objects in Tiled for spawn points of items and enemies (and to specify different enemy types).  I used Aesprite and Affinity for art/graphics and music and sound files were free assets that I found.

I didn't notice the second copy of files when I posted.  There are so many DLLs because I published the game as a stand-alone, so it brought in all the .NET files needed so you don't have to install anything else to play.

Thanks for the feedback!

Changing the lava pits to only deal damage instead of instant death would actually be pretty trivial.  I setup the game to use the "Tiled" editor and read the property values, such as damage for hazard objects like lava pits and stalactites.  Currently, I just have the damage for lava pits set to more than the player's max health.  Something to consider for sure.  Thanks!

Thank you for your feedback.  The only thing I can think of that could have caused computer issues is that the game was built for Windows 10, 64 bit.  It uses Monogame and .NET Core, but the game was built to be self-contained, so you shouldn't need to install .NET Core or Monogame.  If you were using an OS other than Windows 10 or a non-64 bit OS, that may explain the crash.  At any rate, sorry about your troubles and I hope that helps you figure out what is causing the issue.  I haven't heard any other issues from any who has tested the game.

In the 1.0.3 version, I had removed some stalactites from above the first lava pits you encounter.  It made it too easy to have a random death and these were on the critical path to defeat the game, so I removed them.  The 1.0.2 version is exactly the same with them included in the game.

The Skeletons will wait a period of time before moving, but if you enter their attack range, they will strike.  When they attack, it resets their wait timer, so you could trigger their attack over and over and they would not move .  If you move out of their attack range until the wait timer expires, they  will move and turn the opposite direction when they encounter a wall.  There is a bit of a bug here that I wasn't able to fix, where if they are moving in a direction when they hit the wall, they keep walking toward the wall, but when they start the next move cycle, they turn around at that point.  Something I would want to fix if development continues. 

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The music is really nice and mellow and interesting.  Graphics look pretty good too, but I agree with the others on the controls.  I thought I saw some sort of attack, but wasn't sure how to trigger it again.  Maybe I used up all my energy?  I like the style and HUD health bars and symbols as well.

Keep working at it!  Would love to see you fix up some of the issues and turn it into a full game!

I liked the hit to jump mechanic.  I got stuck in a couple places because I couldn't get it to strike in the direction I wanted, but the quick "try again" cycle kept me hooked to try over again more times than I care to admit.

I also liked how the level design and enemy placement became a puzzle to solve to get past an area.

The yellow platforms were a bit frustrating and respawning after a death sometimes lead to another death because I was still holding forward when I died and ran right off the platform when I respawned.  Maybe some sort of short break either when you die or after a respawn so it can register in your mind that you died?

Good job!  Very engaging...

Thank you for your feedback.  That area with the lava pit is rough because sometimes random things off-screen can hit you on the way down and knock you into it.  After listening to some feedback, I had thought about switching that to a pit of spikes where you might get hurt 2-3 times, but you would have an opportunity to jump out and not die instantly.  Another thought is to have a difficulty setting and maybe use the lava pit map for the harder difficulty and one with spikes for the easier difficulty, so you can choose.

I suppose the knock-back time could be decreased a bit as well.  There are times where it feels a bit too long.  There is also an invincible time as well, which could be increased a bit to recover from a hit.

Great things to think about! 

I liked the art style and music.  I did have a little trouble controlling the character and the rail-grinding was a little glitchy at times.  It killed my momentum a couple times where the jump to ground was a little short.  The first time I died, but the second I used the dash ability and was able to make it.  The game is definitely fun to play.  I agree with raptor, it might work better to just do a platform/racer where you can just speed through the levels with collectibles or ability upgrades?  Speeding around and rail-grinding is more fun than the fighting.

Nice work!  Can't wait to see more!