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A member registered Jul 25, 2016 · View creator page →

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Really nice art across the board, sad theres no sound yet, looking forward to that.

VFX looks great and animations are good too, very solid presentation. UI is a little boring but it functions and doesn't stand out as bad or anything.

Player movement and enemy movement could be a little faster overall, early game it was nice to have the slow pace but as I got better it became a little tedious. Maybe as you get deeper into the dungeon the player + the enemies can naturally speed up? Making the countdown before each room starts visible might be nice too (a simple circle wiped ui element is probably enough? just so I know when the action starts)

I like what I see but it feels a bit basic for now. With more items + spells and maybe initial character select I can see this being a really good concept, especially if the art remains at this quality.

Oh yeah and I think the walk cycle has foot sliding.

Character art is cute and the writing is mostly decent, but i think the dialogue itself needs another pass, I'm not good at dialogue myself so I'm not sure what's wrong, but to me it feels slightly unnatural, hard to put my finger on what's wrong but that's just my gut feeling.

Combat is snappy and fun, some more enemy variety would be sweet and I like the telegraphing of enemy behaviour, but it didn't really click for me for a while. Maybe tooltips on enemies could help give a bit more info on what they are doing, at least until you learn what each icon means. I love the crabbos.

Levels are mostly passable but a bit repetitive, falls into the common pitfall where theres loads of map but most of it is using the same 3-5 assets so it's easy to get lost or confused. A bit more variety in overworld art would really help there.

It's a bit weird that enemies don't respawn and are optional. Feels like a way the player can screw themselves by not fighting enough enemies to get enough xp to stay relevant later on. This is a cursed JRPG problem in general, but I think it's worth keeping in mind.

The UI isn't ugly but it also isn't pretty either. It feels a bit off. I think the completely flat UI might be what's wrong here, and the large dead zones on different screens made it feel unpolished. The actual art used seems mostly fine, theres just something off about the composition of UI elements that makes them feel slightly jank. Maybe animation could help here?

Fun demo, would like to see more.

The music is great btw, the menu theme sounds really familiar, I think it has a similar melody to a lovely planet track? I like it, feels very anime bop.

i plan to keep colliders on to avoid physics issues, but it definitely needs tweaking cause it makes movement annoying. The dialogue thing is just a placeholder cause I had an update timing thing where when I bound it to E you got softlocked in convo and I just did the hack fix of swapping input until I have time to fix it.

Thanks for the feedback. The ute controls are fine that's just a skill issue ;)

I don't really like this genre as a whole, so I won't give much feedback cause I'm just not into it and that's not your games fault.

The writing is mostly decent, I think some references are a bit too on the nose but also the target audience will probably like this. Jojo is ok, but I think you should change her design to be less like you know who because it feels less like a homage and more like a ripoff.

The art is nice and the sound is good. I think your audience will like it.

Combat plays horribly from the top down perspective, enemy windups are insanely fast and stunlock the player instantly sending you back 5 screens. Which wouldn't be so bad but the player movement is slow and painful, and a lot of design choices rub salt in the wound of the unpleasant combat. Animations all around are bad and it doesn't seem like any thought was put into enemy encounter design, just spam enemies in rooms. Enemies also have visible stamina and mana bars, but basically can't deplete the former and the latter doesn't seem to do anything, so that information is just useless.

Starting the player with no simple access to a weapon is quite annoying. None of them are locked behind particularly difficult challenges, you just have to walk past most enemies, but it means combat is basically pointless until you find one of the weapons. I played for over 45 minutes before I found a weapon. It wasn't enjoyable.

Putting gameplay critical information like how to use consumables or perform alternative attacks inside pamphlets is a bizarre choice. Particularly when you can just check the control binding screen for that information. I'm not really sure what the goal of the pamphlets is, either the player checks the control scheme and they are useless, or the player will be frustrated by important mechanics being taught to them by random missable objects on the ground.

The campsite UI is confusingly designed and annoying to navigate, and the level up screen being separated feels arbitrary since camp fires always feature both. The UI also has a hard to read font and black on grey text is doubly annoying to read. It's also annoying that consumables are so readily available but not explained in the tutorial and not equipped at all by default. This feels totally nonsensical to me.

It's clear to me a huge amount of effort has been put into building the complicated combat system, but the combat itself isn't actually enjoyable at all. Attacks are overly punishing, stunlocks are common for AI and players alike, healing is slow and irrelevant in most combat, AI are highly aggressive and often lack punish windows and it feels to me like ranged weapons are simply overpowered as they let you ignore the AI.

I feel like this game falls for the common pitfall of a designer building content, playing it one time to ensure it's beatable (likely with full equipment, and with the omniscience of the game designer), then moving on to the next piece of content. Even if your game is intentionally difficult this is not a good way to design, you have major blind spots for the users first time experience, the pacing of the game and the ways in which it's frustrating.

Obviously this is a very rough prototype so I won't be too critical but the biggest problems I see here are the lack of telegraphing and the combat moving too rapidly.

I can't tell when or which enemy is going to attack, and they attack extremely quickly. Realtime combat can work but I think the enemies have to give you some breathing room, and knowing what the enemy timers are is important to keep the player informed for decision making, and also to make it so the enemies dont just feel like they are randomly hurting you and not obeying any rules.

Related, it's impossible to know which character you have selected, which makes the telegraphing even more confusing. I'm also not sure what the point of a character who has no skills when they are out of energy is. If she can't attack she should at least have some kind of weaker free ability so she remains relevant.

The visual style is nice but I'm not a huge fan of the shading model on the characters, feels more appropriate to have some kind of stepped shader or a cartoony phong effect. Stealing TF2's shader model would work nicely with these designs imo.

The environment is a little bit drab, I think more contrast on characters could help them pop. Perhaps lighting them separately to the room lighting so their colors show up better?

Overall there's a foundation here but it needs a lot of work to get off the ground.


P.S. bug report: the tall guy pathed outside the map and was no longer able to receive commands even though his charge meter filled.

close but that's antarctica lmao, nice work finding the easter egg

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left click throws objects but in hindsight I see I never documented that input... sorry about that

thanks for playing 

thanks so much!

Right click deletes whatever your mouse is over. Sorry about the grid thing, maybe one day but this project is fairly shelved.


Thank you for playing :)

you are probably building them close together and the ambient heat from one reactor is overheating the new ones

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Thanks for playing! Several of your complaints are handled/explained by the buff icons attached to the unit status panel in the bottom left. I think there needs to be more attention drawn to that in tutorialisation but I lacked time for a thorough explanation, and didn't want to bog the tutorial down too much.

The other feedback is very helpful and if we move forward the game will try and address them all, thanks!

Oh damn, that's an interesting edge case. I had a feeling there might be an encounter or two you can sort of semi-softlock on. Thats why I added the flee button haha

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Decking out isn't explained but I felt it was such a rare thing that I didn't want to worry about cognitive load explaining it in the tutorial, at least for the jam release.

When you deck out, you lose 1 life instead of drawing a card. It's fairly rare because cards go from your hand back into your deck when used or discarded,  I was attempting to enable 'force draw' as a way to deal damage, but it ended up being mostly unimportant. There are a few spells that can get a bit of extra damage through the mechanic in the fire school. I figured people who care enough about decking out would work out the mechanic themselves, and to most players it's an edge case that wouldn't occur.

This is extremely polished and I like the different take using Chinese mythology, which is very cool!

Unfortunately it seems to me that a large amount of this game is rehashed from previous games you've worked on, which to me feels a little against the spirit of a jam. 60% feels like an overstatement. The art is wonderful and colorful and the VFX are excellent, but most of it looks rehashed so I'm conflicted on my feelings.

The character is cute and the writing is fairly good, alucard is quite a charming cameo and I enjoyed the character's rapport. I can tell english is a second language for you and the english is fairly accurate, but at times still feels a little unnatural, so maybe running your script past a native speaker to tweak some wording would be wise in future.

The gameplay itself is pretty fun, I think the difficulty is a bit inconsistent and a simple solution would be a checkpoint on each level. The game as a whole feels very polished but unfortunately under-tested. I would highly recommend doing a blind playtest with a friend or two next time you jam.

Overall I have very mixed feelings because this is an excellent game but the asset and gameplay reuse really sours it for me. I think you clearly have the skills to make something excellent, and you can do it without relying on recycling. I hope next time you do a jam you go the extra mile and make something just as good from scratch.

Needs a lot of work I think. Some major issues here:

  • Volume is extremely loud, and I used the ingame volume slider to lower the volume and still got my ears blasted out when I started the game
  • Movement is janky and the camera flickers considerably as the character moves. Consider doing your camera movement in lateupdate or something to avoid the extreme character flicker
  • Movement is slidey and doesn't match up with the animation
  • Attack animations are only 1 frame and some aren't even animated. Needs a total rework
  • Enemies don't really do anything.

This one is hard to criticise cause it's so unfinished. I think looking at how other platformers do basic things like movement and attacking to really solidify your fundamentals is the most important thing for you to grow as a creator. Take your time and maybe focus on really polishing basics to make sure you understand how to do them, even if it takes a long time at first you will get better and it will become easier.

Anyone can improve, and it's good that you managed to produce something for the jam, I hope you grow your skills and can make something much better next time.

I have massive fatigue for dark edgy magical girl stuff so this was kinda a miss for me. I think it's pretty cool that you have a kinda complex dialogue system that's a bit more than just choices and it's clear you put a lot of content out here which is great, but I found platforming feels pretty bad and the plot lines are a little confusing. I'm not sure exactly what my motivations are even after having them explained to me and the second magical girl was just kind of a surprise even though supposedly she is very close to our protagonist?

A weird little unique game, I think it's good to try creative new ideas but this kinda story just isn't for me.

Really cool and cute game, I love the music, it fits the tone great and the character design is adorable.

I think mixing platforming and rhythym is a bit of a fools errand, so to get a game this good is impressive, but it's still problematic, hitting notes on time is really hard and so getting into the flow of the song is really hard. The pogo mechanic is a great way to mitigate the problem but it's still there, often I'm hitting notes way too early or way too late and while the game doesn't punish me for this, it doesn't feel like I'm actually following the rhythym and often I get thrown off for a later sequence. I don't think the problem is solvable though, and like I said I'm impressed it's this good.

Very solid little game, extremely cute, I enjoyed playing it a lot!

I really like the art style and the backgrounds on each level are gorgeous. The menus and UI are all pretty polished which is great. The combat itself is good but is missing the polish of other elements. I think some hit flashes, more flashy bullets and impacts, and explosions on killing trash mobs would go a long way to making it feel a lot more exciting.

The boss battles themselves are pretty well constructed, but I think Rhyn is a bit too hard to be the starting foe. The difficulty curve felt backwards to me, it starts hard and gets easier. I'm glad you made all 3 accessible from the menu though.

My biggest complaint is the players hitbox is quite large, I dont think you have to go as far as 1 pixel hitbox but I think it's ok to be a little player friendly in these types of games, and give them a bit of leeway, some of the bullet patterns are really fast and tight and fitting a gigantic clunky hitbox through them was painful.

I really liked the card system, I wish it had a little more feedback (VFX/buff indicators etc) and was a bit more exciting to use in general. The cards are all functional and powerful but the lack of flair makes some of them a little disappointing. I'm also really upset the X beam doesn't aim!!!

Overall very good submission, feels very well made and is only lacking polish and a bit of tuning to be a really really solid finished game, great job!

I absolutely love this kind of aesthetic and wish I had the brain to make something with this weird retro-psychedelic feeling. The concept is bizarre and unintuitive and I have no idea whats going on and I think that's exactly what you're going for, which is perfect.

I'm not sure if there's a win condition, I've tried many times and it seems to just be the same encounter on repeat? I've reached the third stage a few times but I tend to lose around there every time. While the core concept is neat it is definitely a bit repetitive so once the feelings of confusion passed and I understood my goal, the game became a little boring I suppose.

I don't like the hud, I'm not looking at it because it's in an awkward place and it's not even clear which meters are good and which are bad. I'm sure that's part of the design to some degree, but I feel this prototype works perfectly fine without the hud elements, the text prompts are enough.

I really can't stress how cool the aesthetic is and I'm looking forward to seeing where this goes.

I like the art and the concept is workable. The current unit indicator is cute.

I think even in a case where you have a failed project you should make a description on your itch page and a screenshot or two so people know what they're getting into. This is obviously a very short little combat sim but you still could have explained the characters, the attacks and whatever your plan was for the full game.

Good luck next time.

A cute little game, I really like the villains downfall being his lack of cards!

In terms of gameplay is very simple, which is not a bad thing, however I feel like nearly every turn the best choice is to just play the highest mana card available to you, which makes the gameplay a bit repetitive. I think stuff like card draw and discard would help add some tactical variety, and I'd recommend speeding up the pace of combat as there's a lot of waiting around.

The art is fairly good and while I think there's room for improvement, it's very consistent and there are a lot of detailed scenes and character designs which is something to be proud of.

Great work.

Thanks for the feedback, I'm really happy to hear you played it the whole way through!

The story didn't really get much attention, it was mainly a contrivance to give at least some motivation to the gameplay. I'd like to give the story a bit more love, but I'm not sure what's next for the game, we'll see I guess.

Thank you for playing!

thanks!

scoping for jams is weird, I didn't want to hide too much content so I gave out cards pretty judiciously.

There are 2 of us btw! Squareanon made all the art!

armor buffs dont stack (too easy to abuse)

there's sadly no connection, but that game looks absolutely amazing, I love their visual aesthetic

you may also simply be generating as much steam as a plutonium reactor can make, the systems are a little fuzzy at times so things can be misleading, water percentage in the core itself might not be super important, I actually don't know what percentage is optimal for each reactor myself, or even if it matters at all (asside from obviously 0% water being bad(tm))

are you using heating tanks? they can get you more surface area for pipe input.

pumps that are too close may get heated and generate steam, which you can vent to prevent pump damage, but this phenomenon will lower the amount of water that actually ends up in the core, maybe a screenshot can help

Sounds like you have an issue with throughput, try using additional pipes to get more water flowing.

i have no idea how to win the duel without cheesing lol

Hi, thanks for playing.

The stamina bar is there mostly to discourage using melee as your primary way to kill enemies. I didn't want to remove it because it's handy in a pinch, but without stamina you can just spam swings and kill everything in 2 seconds flat.


I tried to balance the stamina cost so it wouldn't interfere with you too much if you were playing the way I intend for best experience + scoring, which is to toss 1 or 2 balls at a time and try to build a combo.

I'm still working on getting numbers and balance just right, so I'll take this on board and tweak the stamina use a little bit.

ids happengig