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El Final Boss

69
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A member registered Jun 08, 2022 · View creator page →

Creator of

Recent community posts

cool idea - creepy and startled me with the first jump! Well done! 

Was impressed with the intro video's quality and coherence however it probably could have improved from some trimming down. 

cool idea - creepy and startled me with the first jump! Well done! 

This is a cool one - I might have needed a bit more of a gradual introduction to some of the mechanics, but I loved the ideas that were in this project!! 

This is a cool one - I might have needed a bit more of a gradual introduction to some of the mechanics, but I loved the ideas that were in this project!! 

Exe - thanks for the kind words, and yeah - was a blast working on this one, and I'm still very much planning a fuller V2 very soon on bossfeed.fun - currently that site is my edutainment daily puzzle stuff, and hoping to add some of the feed gamification as much as able! Will see lol, but I'm so glad these mechanics are resonating, and it's great encouragement to keep building!! 

I'm scared, so that's good! Not my normal pick for games, but def a great concept and observation duty likes are always a blast!

I got eaten O_O 

thanks for the kind words -- yeah quite a few rough edges still, but hoping to have a more flushed out version sometime. 

This is a chill and fun one -- it got a little repetitive and I didn't really know how to balance between taking care of my cat and the cauldron, but the game flow felt great and it was really smooth and seamless. Unity was a great choice!

Well done!! this was a great one!

This is a fun one! I love old school dungeon crawlers like Nethack and I just felt that a few quality of life changes could have been added to make it a little smoother. If I bumped into the down staircase, it immediately had me descend and similarly the combat was a bit confusing when I encountered groups (where other units hitting me?). But overall a nice lil game :) 

Cool one!

Down to collab :) 

Thanks @saesa - I think with a bit more balancing and refinement it'll get there :) 

@crab - you should be able to press SPACE or LEFT click to shoot, but yeah - hope that works ^__^ and sailing like a bumper car is always a viable option. 

Liked the STS setup and the idea about removing corruption. Wish there were a few more gameplay options in the beginning, but well done!! 

Nice project! I just got a little confused at first as to what were the power-ups. I thought the enemy projectiles were things I wanted to pickup at first O_O 

nice!

SDuper fun!

Well done! 

Yes - thanks! 

cool little game! Well done! 

Super fun! Love the comedy and the chaos of the power-ups!!

So it still doesn't seem to be workingit might be that my itch.io email is different than ziva... can I just ping you the email on discord? 

Hey all - nice to meet folks - excited to see what's going on with Godot - I'm looking in my Ziva acct and don't see credits, but anywho, excited to try learning the system!! 

This is fantastic feedback and good catch on some of the unity stuff that we struggled to pick out -- will definitely take and extra look at those visual pieces and make updates! And yeah - I think I'll be starting my "fix it quest" pretty soon here! Thanks again for taking a look and the great insights!! 

Thanks so much and great feedback - definitely have some opportunity to add some more tutorials and a bit more clarity around stuff like consumable! It's updating time ^__^ 

Another great game from feedbackquest - this game has some cool ideas, but is definitely showing the signs of being early in the dev process. It's a cool project, and I think if the developer focuses on giving the game something unique to engage players and makes the mechanics "feel" great, this could be something to keep an eye on!

Video review here: 

This story's dialogue, humor, and art were wonderful. I think this could really evolve into something fantastic with revisions around driving conflict, trimming exposition, and ensuring the integrity of the worldbuilding remains intact. 

Great job to the creator! And here's my video review: 

Thanks for the feedback and taking a look! Definitely still need to update a lot of art for sure, and good feedback on the mechanics / clarity. We've wavered back and forth between more and less tutorial, and this definitely seems like we prob need to make a few adjustments and updates to ensure we're communicating clearly how things work. 

And great feedback on getting a notification for high-level vault monsters - it honestly didn't even occur to me and will definitely implement when I'm able! And yeah - it sounds like a few of the controls on PC are acting up a bit - will definitely try my best to add some extra polish and clarity there for sure. 

In any event! Thanks for the feedback and taking a look at the game!!!

408 - it's a nice one :) 

Just tried for feedback quest - love the interesting mix of genetics/little alchemy and "balatro" style playing. At least in the first "breeding" phase there's probably good opportunity to highlight the "potential outcomes" view cause that seems to carry the most "gameplay info" but it's a little hard to see among the other ui. 

It took me a bit to figured out how to equip items, and since the "show" mechanics were a little tricky, I wasn't super sure what my goal was. Do I want lots of rare sheep? Pairs and combos? Or does having variety matter? I do like the sound fx feedback you're already implementing and it made the shows feel really exciting. I'd just say a bit more clarity around what each sound and "score breakdown" moment in the score view means might help. 

I sadly failed on my third show, but I did find myself wishing I could breed more sheep during the planning phase (that sounds really weird now that I write it out), but yeah there's probably also some untapped humor around the subject matter as well. But overall, I think this is heading in an awesome direction. I'd keep exploring how to make the mechanics a bit clearer -- this seems like it would be really engaging to interact with if I knew the consequences of the decisions I'm making in the planning and show fazes a bit more clearly. 

Just tried for feedback quest - love the interesting mix of genetics/little alchemy and "balatro" style playing. At least in the first "breeding" phase there's probably good opportunity to highlight the "potential outcomes" view cause that seems to carry the most "gameplay info" but it's a little hard to see among the other ui. 

It took me a bit to figured out how to equip items, and since the "show" mechanics were a little tricky, I wasn't super sure what my goal was. Do I want lots of rare sheep? Pairs and combos? Or does having variety matter? I do like the sound fx feedback you're already implementing and it made the shows feel really exciting. I'd just say a bit more clarity around what each sound and "score breakdown" moment in the score view means might help. 

I sadly failed on my third show, but I did find myself wishing I could breed more sheep during the planning phase (that sounds really weird now that I write it out), but yeah there's probably also some untapped humor around the subject matter as well. But overall, I think this is heading in an awesome direction. I'd keep exploring how to make the mechanics a bit clearer -- this seems like it would be really engaging to interact with if I knew the consequences of the decisions I'm making in the planning and show fazes a bit more clearly. 

Great feedback and yea - balancing audiences is something we're still working on improving. Our thinking is to have a paid "steam" version that just lets you walk around anywhere and play through the deckbuilding and story where if you play on mobile you can do the normal mobile microtransaction stuff.

You're 100% right tho - it's a TOUGH balance to strike and I don't think we've nailed it quite perfectly lol. 

Appreciate the feedback tho, since we're still trying to figure out the best way to share this one around and hopefully encourage everyone to live a bit healthier! 

But yeh - def need to do a bit more polishing on ui and thanks for calling out some of the things that were blockers. The "pick" button on rewards screen def struggles right now lol. 



As a streamer - I'll also try to post my reviews on the "rating page" for the game itself. 

Fun characters, well written dialogue, and a clever combat system make this game really stand above the pack. I think with some trimming on the narrative side and a bit more efficiency in storytelling and balancing the game's pacing, this could definitely be a winner!!

Video review here: 

This game does a lot of stuff well. I think with a bit of trimming on the tutorial and focus on pacing for the big "yay" moments for players, this could be one to keep returning to! Thanks to feedbackquest for putting this on and for the dev for sending over a build!!

Video review here: 

This game has gorgeous art and vibes to spare! Really loved the style and flow of this one, and I think with some UI and narrative improvements, this could be one to revisit down the road! Thanks to the devs for sending this over and for feedbackquest for putting on the event!!


Video review: 

Fun style and vibes - def a recommend for sokoban fans: