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Edmanbosch

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A member registered May 06, 2017 · View creator page →

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Very cool and polished game. 

Normally I'd want to write a couple paragraphs of feedback, but here I have a lot of things to say about a lot of different things, so here's a list instead: 

  • I wish you could see your best results for each level on the level select screen. Also, on the results screen it says, "Time Left", but the time it shows seems to be the time you took to complete the level rather than the time left on the timer.
  • Cat boss fight is cute. Seeing it in the last level as a regular enemy was cool.
  • Enemies overall have a weird but cute style. It's quite nice.
  • Good variety of upgrades. I like how there were upgrades to your fire breath that were optional but useful.
  • Super jump feels a little short. Barely feels like an upgrade.
  • Normal arrows and super arrows being selected separately. Feels odd; I get that they use different amounts of ammo, but the separation made it a bit more annoying to switch between arrows and bombs. Might be a control scheme issue though, I had the weapon switch button set to select on my controller, and that wasn't a particularly comfortable.
  • You can traverse lava pretty trivially without taking damage by jumping quickly after falling in. Might be intentional?
  • Barely finished level 3 within the time limit. I had about 30 seconds left Boss went down surprisingly quick to super arrows (only 2 shots). While it did feel cool, some of that time was spent just wandering around the map hoping to stumble the only route the I had not yet taken near the end. I feel like having a map would alleviate this somewhat, particularly for larger maps where there's a lot more area to search over. It might not be necessary though, since each mission is pretty short overall.
  • Camera feels a bit zoomed in; it's especially hard to see what's going on vertically. Makes navigating downwards a bit of a hassle.
  • Would be nice if you could double check what an ability does in the pause screen. On level 4 I got the cloak, and I forgot what it did for a second since I hadn't seen it since the tutorial.
  • Music is cool and low-key. Strikes a nice balance between chill and energetic. It seems like there's a bug sometimes where it doesn't loop though. Also, it feels odd that the music always restarts after unpausing the game.
  • The levels overall were pretty fun. They provided a nice enough challenge while still feeling reasonable within the time limit.

Overall, it was very fun. Would play more.

Sorry that there wasn't any in-game control information. I planned on adding that, but I kept delaying it mid-development, and by the time I tried to sit down and add it I realized there wasn't enough time left to do so properly.

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Visual style is both very minimal and pretty cool. Time mechanic is also pretty cool and fun to use. I like how the creature in that one room looks, and it following you when activated is mildly thrilling. I also like how to ascend in the final room and beat the game you have to backtrack and activate a couple clocks. It was almost like a mini version of the artifact hunt from Metroid Prime. There's a tiny amount of jank with the platforms sometimes, but regardless, the game is pretty cool 👍.

Edit: Oh yeah also, about the audio; The sound effect for activating platforms is very pleasant and musical. I actually got myself killed on accident at one point because I was trying to spam the sound. The music that was there was pretty nice. It gave off a very determined vibe, which fit the scenario well. I did wish there was some very ambient track or hum or something for those glowing ability orbs though, those felt oddly silent. 

The use of a single room worked well. Seeing it turn into a giant boss arena at the end was very cool. 

The beetle boss was quite fun, and I liked how it introduces itself shrouded in darkness with the glow on its back looking like a spooky face. 

The flashlight feels a little disorienting to use though, due to it taking a while to rotate towards where your character is facing. 

No health bar also felt a little odd, although I did start to get a little bit of a feel for how many hits you can take. 

The gravity orb felt very cool to obtain. When I read the item name and figured out what it did, in my head I went "man, that's sick." Makes me wish the game was just a little longer so I could use it more. Do wish that the little direction pointer for it didn't take so long to rotate though, it felt quite sluggish.

Good game overall 👍

I wasn't expecting to enjoy this one as much as I did. The visual style of the world feels weird and trippy and I quite like that. The abilities themselves were also pretty cool; getting the ability to destroy spikes that were previously such a nuisance felt awesome. I also really liked how, when you activated the colored blocks while you're inside one of them, you get shot upwards fast. That felt really satisfying to use. I also appreciated having a map to navigate with, and how you can toggle it on or off so it isn't always taking up part of your screen.

There were a couple things I didn't like so much, though. The jump felt really awkward to use at first, since it seems to have a set height no matter how long you press the button. Also, there is this high-pitching static-y sound that seems to only play in the rooms with the bouncing balls that got really grating really quickly.

Overall though, the game was very fun to play. So uh... good job.

Very chill game. The aesthetic is really nice, especially in the upper part where you get the red visor. I also think the easter eggs were pretty cute, and I liked how they were a little bit more challenging to get to than the main path. 

The way the picture theme is used here is certainly rather interesting. I like the lore you wrote for this. Both tracks do a good job setting an overall dark tone.

No, it saves just fine. The problem is that it tells me to install something called "DirectPlay" whenever I launch it. It plays just fine if I don't install it, but it's still pretty weird. Here's an image of what I'm talking about:

Thanks, I was in a bit of a rush since I didn't do alot on the first day so I skipped over a lot of details.

oh sorry I forgot about that

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I suppose that makes sense, although you could've made the sounds yourself

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Interesting game, really do wish there was sound.

Thanks, I actually thought about tiling the texture when I put it onto the terrain but I never got around it.

nice

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Oh that's strange as that doesn't happen on my end.  Try running the prerequisites installer, it's in Engine>Extras>Redist>en-us, and see if that problem goes away.

No offense but this game is pretty meh. The gameplay isn't particularly amazing, and the use of the theme is pretty bland as it essentially since it's just about killing some enemies that walk around a road before they reach the base you're protecting. This essentially just amounts to a tower defense game that plays like a bland top-down shooter game. Sound design is alright, and the sprites are pretty good, however the player sprite rotates in a weird way when you move horizontally. It rotates by 90 degrees when this happens, which looks incredibly strange with the 2D RPG-style sprites the game uses.

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Wow this game is really good. The position of the window changing the position of the camera is a really cool twist and adds a lot of strategy to the game. The enemy AI also isn't half-bad, and it was fun to strategies ways to kill them. I did, however, frequently had a problem with the windows task bar obscuring the bottom part of the game area, which made the game occasionally wonky to play, however it didn't ruin the experience. By the way, I think the way the camera moved in the jam version was just fine, and imo the changes to it in the post-jam version  a lot worse as it means that the window also being the camera doesn't really matter. The speed increase in the post-jam version was really good though, as the original did feel a little slow.

strange, what happens?

Really cool game. Makes you think strategically about what you build. The sprites are also pretty nice and the sound effects are a nice touch. The controls were a little awkward though, wish it used mouse controls instead.

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edit: ok cool it's there now.  uh there's no download for the game?

This game is really good. The 8 game modes are each unique and provide a different way to play the game. There is also a lot of polish, and it's especially nice that the game saves high scores and game mode progress. Only complaint is that I wish the movement was more like the actual asteroids where you can freely move around. Also, it's pretty weird that the game says it requires something to be installed when opening it up, and you also can't close it once it's open unless you use the in-game exit button or end it via task manager.

The game is pretty fun, has a pretty nice art style and is overall pretty well polished. However, there was a strange scenario where the game would start lagging immensely once there were around a dozen asteroids on screen.

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This game is kinda neat, and definitely seems to had have quite a bit of effort put into it. The sprites also aren't half- bad either. However, the game is pretty confusing and hard to grasp, especially since there is no visual or auditory response for any actions done. The Carrier also doesn't do anything at all, which caused several minutes of confusion trying to figure out what it does. It would help if there was an in-game tutorial to help teach the mechanics. I also don't know weather this was intentional or not but most of the time the AI in this game make nothing but miners, even when they are being attacked. The music also gets pretty unbearable after playing for a couple of minutes.

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I'm gonna be honest, this game can be improved quite a bit. You get way too little money for each kill, which means upgrades come very slowly, and repairing your ship can easily take out most of what you get each level. This can be especially annoying since often the bullet patterns put you into a situation where you simply have to get hit. The dash isn't very helpful with this, since it just pushes you into a certain direction. It would be much more helpful if the dash was replaced with a teleport, which instantly moved you a short distance ahead of where you're moving. It can also be really hard to actually hit some enemies, as some of them move 1 to 1 with your vertical position, which means that if you try to dodge their bullets they will just instantly follow your movement, dodging any bullets you were sending to them. The lack of sound also kinda sucks, but isn't really too big of a deal. The sprites are pretty good though, and the fact that there is an upgrade system at all is kinda impressive considering the time constraints.

the game is nicely executed and has lots of polished, however I think it could use some more movement options

This game is pretty neat but the movement is just way too slippery for platforming

Thanks, but i didn't make the bubble gun

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oh yeah, i never was able to test the browser version since it just kept giving me errors, so I removed it.  That version was also using WebGL (which I believe is equivalent to an old version of OpenGL) rather than DirectX on the Windows version, so that probably disabled some features i was using

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That's weird, it's not supposed to look like that. On my end it looks like this:

You downloaded this from the game page, correct?

 Gameplay is cool but the jump key being W rather than Space feels very unnatural. Also the timing for jumping off the bubbles feels a bit off, especially since you go right through them rather than landing on top of them.

Interesting gameplay, I really like how new enemies and mechanics are introduced by showing how they work in an enclosed or safe environment. However, it is a little annoying that you have to spam left click in order to move around anywhere, especially since you need to reposition yourself often since when shooting bubbles near a wall the bubbles instantly pop.

The gameplay is a little simple but the paper aesthetic looks really nice and the sound effects fit very well.

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This game is very good with great gameplay, art, sound, and music. 

Really cool game with very well thought out mechanics and really nice art. Only problem is that there's no sound

this game is really fun, and makes great use of the theme. having the vertical view represent the ammo and the horizontal view represent health was just brilliant and works perfectly. 

reloading is rather annoying though, since you have to constantly spam r, which is rather clunky when trying to focus on fighting enemies. i think what would work better is making it so that whenever you press r your ammo constantly reloads without you pressing it, however you can't shoot while do so and you would also be slower. perhaps there could also be a bonus for reloading as little as possible

the score system is also not very good, with it mostly being based on pure luck on how many enemies spawn rather than skill. this could be improved by having it where you gain extra points the less damage you take, as well as the time you take to complete the level. 

something that i think would also be cool is if the game had more rogue like elements, with items you can find and with bigger floors that you progress through by going to exits rather than by eliminating every enemy.

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The atmosphere in this game is pretty good, and it looks pretty nice visually. It's really annoying how the camera isn't centered on the jellyfish though. 

The Shark AI is also pretty weird. They seem to move incredibly fast, with no way to know if one is nearby outside the screen bounds, and there's also always one shark following you. I think it would've been better if the sharks had instead been able to loose track of you and stop chasing, and would also react to movement. It would also be better if the sharks had some kind of movement pattern that they do when not chasing you. Considering the theme, having audio cues help you figure out where the sharks are would also help improve them. 

The light mechanic also doesn't work really well, since you can see sharks and food perfectly fine without it, and it just doesn't feel all the great to use. I think having it where instead the light increased in brightness rather than sized would've been much better.

This game is really fun and polished and makes great use of the theme. It also has a really nice atmosphere and visual style, although the menus buttons look quite inconstant compared with the rest of the game. The game's difficulty curve is not that great though, with the 2nd level being way more difficult compared to the first, and I find it pretty annoying that I can't aim my bullets wherever I want.

This is a rather cool take on tetris, and uses the theme in a fun and interesting way. There is a huge lack of polish though, with bland graphics and it's lack of sound.