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DylanCalaf

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A member registered Aug 19, 2020 · View creator page →

Creator of

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Thanks for trying it!

Thanks for trying it!

Thanks for commenting! Your camera analysis provides some good insight.

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I can tell you guys put quite some effort in designing all those enemies. And the skills are actually quite fun once you learn to use them right.

On the other hand, the procedurality and randomness makes it a bit confusing, but the unexpectedness is definetly there.

Ok, so it's pretty fun, but I'm missing some sort of progression in difficulty, and a score!

If you added that it would pretty much be perfect :)

Hahaha yes. I loved how you trolled me on this one. + Very polished.

I had to kill her, it was the only right choice :'D

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You kept it neat and simple and the unexpected elements where interesting.

The graphics are simple but well implemented and tweaked.

Only criticism I can offer is that respawning is sort of disorienting. Sometimes just even turning the camera around can be disorienting maybe due to the plain black skybox + very simple (and repetitive forms). However since the game is short that doesn't present any trouble.

It was fun to play while it lasted, I would have liked to see more, but it's good length for just 1 dev.

That would be really interesting if you do, but there's really no need for it so don't force yourself :)

I think you got us all good with the hearts.

I feel like I'd play this more if it had more levels. There's something about bursting those guy's heads from far away.

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I think we can call this unexpected when probably most of us where thinking "what the hell?".

I mean, the concept is certainly unique...

The gameplay is surprisingly adictive for such an abstract concept.
Can't really think of any criticism, it also feels quite polished.

I honestly got lost in the chat rooms D :
But I found it really original : )

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Unique concept, would really fit anyone who likes racing games, without the actual racing :'D

I was expecting racing, but was misslead. HOWEVER that certainly was unexpected in itself, so bonus points in unexpectedness for that :P

I guess you could call this a racing manager (?)

Cool idea, love how it feels to unscrew the robots and watching them fall to pieces :)

Maybe add some score?

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I beat the game, and I saw the reveal at the end. :'D

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I just noticed the cnontrol + mouse scroll thing reducing/enlarging the webpage itself (instead of controlling FOV) only happens if you don't make sure you click the game window. That might be the same thing that happened with your camera speed. + You can get some other issues (like camera getting stuck) if you don't make sure you are IN the game by clicking it.

Alternatively the game can be downloaded and you can play it without this issue...

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Nice visuals and voice effects, I felt the game was relatively fast paced, which for me, contributed to the fun of it. The gravity system is smooth but slightly confusing and indeed adds unexpectedness (even though clearly not the main unexpected factor) initially. 

Unexpectedness factor is fairly present once weapons are switched.

A bit hard to move around due to so many blocks getting in the way, very fast moving enemies,  and having to think what button to use in order to jump or move in the right direction depending on how the gravity is pulling you. Still, these things aren't necesarily bad, just a hinderance that makes it slightly complicated when playing for the first time.

By far the most confusing thing I noticed was the tiles changing texture (I'm guessing it's that dimension anomaly thing)? Also I'm fairly certain I got teleported to somewhere random at some point. Either that, or I died without noticing or was just confused by tiles changing texture. No lag for me, but after the 3rd texture change, the game crashed on browser.

I don't quite understand what you mean by "moving extremely weird", feel free to describe this in depth if you wish, or feel free to not, I'm just curious really.

It's a camera, and it just moves when and how you move the mouse. That's exactly how it is in your mentioned games.

But I did notice the sensitivity option may be jumping too much, or may be lacking some precision.

+ The fact that you control it with the mouse wheel and not an option bar really leaves you visually clueless as to how sensitive the camera is being, and when you restart the game, the calibration is undone, so you have to recalibrate. I understand these factors are a pain.

Ideally these things should be changed through propper menu, or something more visual, + preserve configurations between game sessions, so I could fix the FOV thing for browser and add some options while at it.

Hahaha :'D, yeah, the game could do with some more polish in general.

But would you care to attempt at describing exactly what you found unconfortable about the controls?

hm, I guess if you don't read the instructions one could get confused playing this. Interesting to know. :)

The idea is well thought, but the learning curve is pretty high at the beginning if you don't notice the instructions, which are right there. The problem is that you have to read them but are forced to lose a few times until you get it, or just read them from your website.

Once you get over that, it's surprisingly challenging and entertaining.

Neat and simple game. Would easily benefit from progression though. Just steadily increase the speed at which shurikens appear maybe? If you're already doing that, it's not noticeable.

The final text at the volcano is sad.

You made me feel bad about closing a game based on dating buildings.

I guess I'm the king of a very small space now.

Post your score if you don't find it painfull (I kinda do, and I made it :'D) to play this game for 10 min. Mine is 7400 (before the props made it practically impossible to progress).

I believe you're absolutely right, thanks for the extensive review. If this game had to go further, it should definetly go multiplayer. There's also many other things the game obviously needs, and would be attended to in the future If I decide to pick up this prototype for anything serious.

The artist made the rooms modular, and we had planned opening further rooms, maybe as the game progressed (that's probably why I didn't care much about the game's progression at the begining but ended up accelerating it substantially relative to how the initial release was a few days ago).

Anyway, this was a fun project that got me refreshed in Unity, but I'll be doing something more long term and serious from here on.

This doesn't mean I'm abandoning Bricks Room, it's a jam project made for the experience, but will be polished as much as the reviews
request it. If we find any game breaking glitches they will be fixed (I think there's some issues with the doors still :P).

Hey, I tried your game yesterday, it was fun. Broke aproximately 100 pots.

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Ok! I'm on it. Camera speed seems dependent on screen size (not really sure why, so I implemented a quick and lazy camera sensitivity adjustment with the mouse wheel), make sure you tweak it with when playing on windows.

This seems like a recurring comment, and I feel like it's slow too... I'll see what I can do.

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Are the first ceiling spikes missing death colliders?

Fun game :)

Just noticed that camera limit thing :)
Thanks!

Very nice ending :D Is there currently anything else after that?

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Indeed,  We ran out of time but I was aware of the issue with camera sensitivity once compiled. As for fov, I could do something about it too.
Thanks for your comment!