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DreamSequence

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A member registered May 04, 2020 · View creator page →

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Thank you for the kind words! Balancing each boss was a huge struggle and Cycloptopus needs a bit more tweaking for sure. 

It's an enjoyable experience and I'm sure you learned a lot making it! The use of the theme lets the game down and creativity also takes a hit because the game was created using a tutorial.

The enemies sometimes spawned underneath the player which made it hard to avoid them, although hugging the edge of the arena seemed to prevent that issue. Overall, it was a fun endurance challenge! 

It gave me Doom vibes with some fantasy thrown in. The bosses were quite varied if a little bit easy and the mouse sensitivity did take a second to get used to. Overall a fun and quick experience that I'd love to see a bit more of in the future!

I love the look of the game and the use of the theme was great (I'm a sucker for Greek mythology). It was a little bit challenging due to some of the gimmicks - the flying spoons in Gluttony with the little guys coming in from either side felt too stressful at times.

I'd love to see this expanded upon in the future, I could see this as an RPG with more abilities (a new one gets unlocked after you defeat each boss maybe?) and a whole story. In its current state, it's an enjoyable and challenging game!

I can see this being a really fun party game! Dante did feel a little bit unfair with how he instantly pulls his arm back but the level and boss design was great, and the Turtle was a good test of endurance :D

I'd love to see more bosses in the future!

Sounds good! I'm on mobile right now but I'll still give it a try later

Unfortunately couldn't play as I don't have a controller with me. The first screen looks cute though! (didn't leave a rating, just wanted to comment haha)

I tried to play it on two browsers, once froze on the title screen (?) and another only just passed the intro bit where the cat moves along a screen. Do you know what I should try? :(

I love the idea of the monster following your ribbits - you could make a game centered around that mechanic itself! The game could be a bit frustrating at times, like when you only have 1 block-wide paths with the walls made entirely of traps. I had to give up on that level.  Overall an enjoyable concept, the mechanics could be polished slightly (the ball seems to push the player in random directions at times which makes it harder to break the orange blocks). I'm sorry I couldn't finish every level!

Thank you for the feedback! I tweaked the AI movement so that it's not as predictable and it tries to dodge any nearby projectiles.

Thanks for the suggestion! I've swapped the controls a little so that the mouse is used to aim and left/right click is used fired projectiles, so you can aim freely rather the  only shooting in one direction

Thank you for the feedback!! I'll be sticking with this game for a while to at least polish it out and make it playable. 

Better/customizable donuts is for sure something I'll look at and I've drafted a state machine system to improve the AI.

It's a great foundation for a game! Maybe allowing the use of A and D to turn left and right would be a bit more intuitive although you honestly get used to the mouse controls pretty fast. I'd love to see the fully fleshed out version of this.

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There's a difficulty modifier that applies to the AI's stats every time they die, so its speed is multiplied by the modifier and the donut throwing frequency is divided by the multiplier. It's not at all a robust system haha

The controls were really original, I think I just suck and couldn't get past the part with the two turrets :( I'd love to see these mechanics expanded with a storyline to go with it!

Having some visual feedback on which direction the player is moving (like stars in the background) would improve the gameplay. Overall very enjoyable though!

Really fun given the simplicity of gameplay. Would definitely love to see this expanded upon!

The concept is fun, it is a little bit unforgiving in that getting hit once means game over but it's a good challenge!

It was a little difficult, upgrading your stats after a round ends was a bit stressful. The concept is great though! An improvement that comes to mind is if you were able to quickly switch out colours rather than waiting for the character to completely stop before being able to do so.

I loved the feel and aesthetic of the game, and the gameplay was great! It might've been me being so dumb but one of the enemy types didn't seem to die :(

Loved the puzzle!


The puzzle had me stumped for a lot longer than it should have done.