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eukleides

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A member registered Jan 27, 2023 · View creator page →

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This is a very good card building game. It's not easy to balance gameplay that relies heavily on strategy, and there's clearly a lot of passion for these kind of deck builders. My only criticisms is really just still for making the screen less busy either by hiding the player's hand or making card descriptions hidden until checked. Since Inscryption was mentioned as an inspiration for the game, maybe in the future there could also be hidden lore/ARG elements integrated into gameplay.

It's easy to tell that there was a definitely passion for fighting games put into making this. The character stories and varied play styles are classic, and the controls, while simple, make a real effort to do a lot with little. Like I said in class, it would be good to exaggerate the animations to make the player really feel the impact of blows (and make it more readable). The characters can blend in to the background, especially since the background art is so busy. Super cool game, hope to see its wrinkles ironed out.

This game definitely has a lot of ambition to be another classic RPG and it's definitely a cool direction. It does feel a tad too empty though, as navigation is a bit difficult and there isn't much in terms of things like side puzzles or hidden treasure chests that would encourage exploration and make the map more lively. I liked the fact that you had to talk to NPCs for clues on progression (just like those older games) but the empty world does undercut that. It's definitely not easy to make a full, cohesive RPG though. I'm definitely hoping for further development on this!

Very cute game. I think the game is a tad short as I finished it very quickly, so it would be cool to either make it a bit harder or a bit longer. It would also be cool to have the kitten's meows have a proximity effect, so you can listen for where the meows are coming from and move towards it. The camera is a tad zoomed in so it's difficult to see the environment, but it could be turned into part of the mechanics.

I think the art style and concept are very very well done. The colors are gorgeous and everything is quite readable (save for the spikes). The ghosts are more forgiving than before too. I think that the size of the level combined with the slow speed of the player makes it a bit tedious to get through the level (especially if you died and had to restart). Checkpoints may be a good idea.

This is a very solid game. The art style is cohesive, and the mechanics play well. I think that it would be cool for the story to be a little more apparent within the game, and for there to be a bit more visual variety. A teeny tiny nitpick is that the pixel art of the player/objects doesn't really match the pixel art of the environment (the player has line art, the environment and enemies don't).

The environmental storytelling is really good. I like that it reflects which stage of life our main character is in. The dialogue is also the right amount of silliness that fits in with the platforming mechanics. The art style is a little disjointed in a few small places, but it's all still in line with the story. Most of the mechanics have been talked about already, so all I'll say is that I'd love for this to be a little longer so that there's a stronger story progression.

I think the idea behind this is definitely ambitious and it does it pretty well. Most of the main problems are bugs with sticking on the side of floating platforms being unable to walk under a lot of platforms, or being unable to jump out of hazards easily (and having to wait until the player dies). The horizontal movement is a little to light so the player character moves very fast. In contrast, the jump is slower, which makes it a bit jarring. However, the gameplay elements are worth the mild bugginess. I really liked the idea that lava can just spew out fire balls and that adds another layer to the platforming. It feels like all this really needs is a bit of polish and ironing out bugs.

The level design is very well done. Information is conveyed very efficiently through color coding and designs of obvious hazards. I like that you can take it slow and figure out what you need to do without much penalty. This isn't always the case in some levels and I'd like for some enemies like the blue penguins to only start chasing when the player starts moving. I am also uncertain if there is a pause menu. However, aside form that, this is very nicely put together!

This is incredibly adorable and polished. The game is short but the puzzles supplement the story, and the 2D paper doll-esque art style makes the lack of 3D camera movement and ability to see around walls work. One nitpick is that movement is a tiny bit clunky, so it makes evading ghosts and walking back inside the house a little annoying, but it's nothing major. The only thing I can really suggest is making the text box a little bigger so it's easier to read and see the sprite icon.

The mechanics are the highlight of this game. The levels are clearly built around them in mind, and it definitely works well for that purpose. I mentioned this previously, but the color of the background sometimes makes it hard to see the actual character. The only thing I think this is really missing is polishing up the environmental sprites and tweaking the art direction. Otherwise, it's really solid.

I really love the art style and concept of fighting in a dream. The idea of using the hair for attacks is super interesting.

I will say that I think the controls are a little awkward, especially since F is to attack. It makes attacking while trying to move right uncomfortable, because you'd need to hold both the D button and the F button down. The movement also feels a bit heavy, but this is a nitpick.

Overall, this is super cool!