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DrMoo42

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A member registered May 25, 2020 · View creator page →

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Really excellent, the puzzles were inventive and surprisingly deep. the sound effects get a little grating after a while.  I would probably remove/change some of the more hectic levels. Also  for feedback reasons I would have the level counter visible so people can give feedback on specific levels.

Two player games are hard to test how fun it actually is so I avoid commenting on that to much.

The acceleration on the movement feels a little sluggish, it make precise positioning feel more challenging than it actually is. I like the different bullet types, but they could use a bit more mechanical distinction. The one bullet I don't like is the one that explodes is you're face, as there isn't any planning or choices or interesting decisions made because of it. I would like to see more interesting level layouts, preferably made with special bullets in mind. 

Two player games are hard to test how fun it actually is so I avoid commenting on that to much.

The acceleration on the movement feels a little sluggish, it make precise positioning feel more challenging than it actually is. I like the different bullet types, but they could use a bit more mechanical distinction. The one bullet I don't like is the one that explodes is you're face, as there isn't any planning or choices or interesting decisions made because of it. I would like to see more interesting level layouts, preferably made with special bullets in mind. 

Really difficult to wrap my head around the controls. The last key pressed is helpful but still not enough to know what key to press next. The puzzles were inventive. At a certain point I just started button mashing and seemed to make progress. Neat concept, but I didn't feel clever as much as lucky when I solved things.

Really difficult to wrap my head around the controls. The last key pressed is helpful but still not enough to know what key to press next. The puzzles were inventive. At a certain point I just started button mashing and seemed to make progress. Neat concept, but I didn't feel clever as much as lucky when I solved things.

Nice game overall definitely enjoyable as is, but I do have a few notes. 

First of all, I could do with a bit more contrast on the asteroids as it can be tricky to see every thing. Also, a bit more explanation on the engines breaking could be helpful, At first I thought the engines were breaking from getting hit by a rock I didn't see.  Lastly some orientations of rocks will make it so an asteroid leaves the view of the camera and then rotates back in frame with no warning. 

Nice game overall definitely enjoyable as is, but I do have a few notes. 

First of all, I could do with a bit more contrast on the asteroids as it can be tricky to see every thing. Also, a bit more explanation on the engines breaking could be helpful, At first I thought the engines were breaking from getting hit by a rock I didn't see.  Lastly some orientations of rocks will make it so an asteroid leaves the view of the camera and then rotates back in frame with no warning. 

Great game, The lack of music is my biggest complaint. There were some levels that extended slightly past the screen. many of the levels can be solved with out needing to interact with the skulls at all(although it does take some amount of planning, so I would say they can be "cheesed"). There was one point where one of my wand projectile just kept slowly bounce across the top of a level without disappearing. I would also appreciate  some more "juice" on hitting the balls and having them collide. Some things like screen shake or slowing time would really sell the impact. Overall great game.

Great game, The lack of music is my biggest complaint. There were some levels that extended slightly past the screen. many of the levels can be solved with out needing to interact with the skulls at all(although it does take some amount of planning, so I would say they can be "cheesed"). There was one point where one of my wand projectile just kept slowly bounce across the top of a level without disappearing. I would also appreciate  some more "juice" on hitting the balls and having them collide. Some things like screen shake or slowing time would really sell the impact. Overall great game.

will that be a no code challenge as well?

This game is very original and quite pretty. I appreciate the tutorial, but being able to read at my own pace would be nice for comprehension. My biggest complaint is that player input is essentially irrelevant. You only have 5 boosts and you don't have much control over direction and are pretty weak given how limited they are.In addition, the wind has such an overwhelming control over you that is entirely random between extreme edge cases, you either are slammed relentlessly into the ground or end up over 100 meters in the air. My case and point is that I alt-tabbed to talk on discord and got a score of 240. I could see this becoming one of those games where you slowly upgrade your character to get further and further, but right now its more of a simulation than a game.

In summery, you took "Out of control" a little too extreme. 

Thank you for the Feedback I'm glad you enjoyed it so much.

Nice game, I like that the different enemy have different weakness' and strengths. The lack of music and shooting sounds take away from the feel a little. One note is that because all the weapons are single shot and long cooldowns,  they all feel a bit like variations on a rocket launcher+fragments or gravity or both.
(I did read how your weapon data got corrupted, so I am taking that into account. All the same I can only rate what is submitted.)

I like this game, but it does feel a little up to RNG as to whether you win or lose

I really enjoyed this, I wish there was more. I enjoyed that when you placed blocks was as important as where. However, some features you might want to add are an in game tutorial and automatically failing the level if you block off all the candy. In addition, you might want to prevent the placing of blocks directly on top of food or the player. 

The concept is pretty unique and the gameplay is solid. 

I love both the concept and execution. your game is "Out f Control" without being uncontrollable. I'm not quite sure if it could support an entire game, but I could totally see it in some sort of Wii sports or Wario ware collection of high quality party minigames. I think the rocks could be a little more jagged and spiky visually as a warning to the player, but I have no major complaints. 

I  like the concept, but I feel as though there should be more control over the location of pickups, especially since the character has to move to get them. In addition I think there is nothing for the player to do while waiting for placeables to charge. 

This is a fun well built game with a few issues. The rotation speed feels a little sluggish, and the lack of sound is really apparent when you're stumped on a puzzle. Speaking of which level 4 seems to be impossible to solve.

Very fun game play. This reminds me of "Cook Serve Delicious". I couldn't seem to work out what to do with "season correctly"(S and P). I applied both salt and pepper, but still failed me sometimes.  The A&D mini-game and the table serving are alot more attention demanding than the other ones. One extra note Is that I would like to know how I died on the game over screen so that I can watch out for that in the future. Overall very nice game.

Thank you, I plan on releasing more post jam content, so If you like it check back in later.

Thank you very much. I knew a lot of people would probably be doing controls changing around, but I am glad to tee that my game stood out from the rest.

The basic premise is there but there doesn't seem to be any goals. Also when the equipment breaks down there is no way to fix it.

I like your game. One note I have is that it's a little annoying having to look back and forth from the controls to the character. 

Thanks for Playing

Very nice game I like the risk vs reward nature. I would like it if the amount of time a train had in ghost mode was better communicated. Also when in the tutorial It's pretty easy for a new player to click on the dialog box and accidentally start building.

I like the concept, but I would really appreciate some feed back for when you actually lock in your controls. 

That was something that I tried in testing, but I decided that it was more interesting and fit the theme better if running out of ammo meant running "out of control". With regard to the running away point, quite a few weapons can hit enemies any where on screen regardless of direction, learning what each letter does and how best to use it (even if it's just for movement) is a key part of mastering the game.

Thank you for your feedback.

I really enjoy the combat. However there are a number of issues I have with the game in its current state. I didn't seem to be able to interact with any of the signs people or chests. Also the lack of sound or music is really holding this game back. Lastly, the panic attacks, while thematically appropriate and something I really want to see done well, didn't add to the game mechanically. Perhaps instead of completely stopping the player you could force them to run away from the nearest enemy while still maintaining some agency in how they make their escape.

Interesting concept. The UI is too small to read what the meters say and it wasn't clearly explained that you could move around the room.

There should be quite a few attacks that can hit diagonally, whether by homing or spread or traveling in a circle. I'm sorry the game crashed. If you wouldn't mind, could you tell me what happened before the crash?

Interesting concept, but needs more polish. The collisions are broken on the mandatory actions and the level design could use some work.

I really like the concept for this game. I had issues getting to the second level. I pressed enter but nothing happened

Nicely put together. As other have pointed out a cue for when the mode is about to switch would be appreciated. in addition it's pretty easy to get surrounded when in cry mode, which can lead to somewhat unavoidable hits.

The story is fun. Beyond that I don't feel like I can criticize other aspects of the game since anything bad is probably intentionally so. That being said I think the visuals could still use some work even at the expense of the joke. In addition, aside from one-off story moments, this game doesn't have any mechanical depth.

In summery: Story good, Game could be better.

This is a very good game. However, the screen size is pretty small which make reading what the attacks do a little difficult. Also it is very annoying to finish off enemies that are to the side of your team.

No, that's fair I kinda completely reworked the balance on the final day so it's probably a little janky.

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I really like the idea and execution of this game . However it is really easy to fall of the side of the screen, and once you are there you cannot recover. I thing having the edges be solid or even bouncy would make this game fantastic.

In addition, the controls aren't really explained and take a little figuring out.

when ever shld appear on something other than right click I didn't notice a difference.