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flamewolf14

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A member registered Apr 02, 2021 · View creator page →

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ah thats fair if I get multiple done will just have to do some playtesting and feedback to see which is best

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Sheesh! @ Gizmo199 that animation and style are looking clean!

I have a couple different ideas one smaller in scope to where I might be able to do multiple submissions, as long as I do them solo are we allowed to do that?

There is a mismatch with the styles that makes the game feel less cohesive. (you see this with the 4 different buttons that all are different visual styles)

some of the buttons don't seem to do anything (Load, resume, exit)

There were quite a few things that had me confused. why does getting a loan bring back customers? why did I get sent to jail? why do some customers like somethings and not others? the last is more I have no feedback or indication what they like

some bugs I think I ran into

Once sent to jail I couldn't start a new game without reloading the page. Sometimes all but 1 of the customers would leave. twice hitting the pay button for events at the end of the day (with wife or father) then I would hit the bed button and start the next day, but then another night time event would pop up, so I missed a whole day?

Its a solid over all concept, just got some work to do to help with clarity, and some bugs (consistent style would be good to but less of a priority than the other) 

the idea of levels with increasing numbers is interesting could work to give the players a break from time to time (maybe they could see a graph of how their money went up or down over time, sort of like an investment stock over time), 

you could just have it be that the more things the player hits the more money it loses them? like first 10 then 20. could be that your like credit rating or insurance premiums are going up making each subsequent hit cost you more, might not be totally clear to the player could be explained or having the text size increase as the amount increases, which could be used on money as well I wasn't sure now that I think about it if orange or green dollar signs were more my instinct is green but idk

I really like the concept and I think it could help kids get practice counting coins.

The coins spat out seem to keep a high speed making it sometimes get in the way, the purple goo making things disappear was also causing similar frustration? There were times when I wanted denominations that weren't there (not sure if that is what you want) like I needed a quarter but had to make do with nickels and dimes. At times I tried to click on things and other items got in the way or just didn't act as I expected, sometimes coins would appear in the way of others?

Idk what system you are using but you could do a calculation for the total needed, probably using a mod function (14 mod 5 would give you 4) the coins could perhaps be tracked in a list and giving the player a couple extra of the ones they need. maybe I just had a fluke on a level or 2

Rather than spawning the coins in the box you could have them fall or slide into the box, if its unity you could temporarily disable its rigid body/ box collider and change its position without physics and re-Enable it with like a coroutine after it presumably got in the box or it could even wait until its position is within the bounds of the box (maybe calculating for the different sizes of coins)

all and all I think this is a pretty good project, just my thoughts though I don't know what your design goals were

I think you capture the idea of racing through life. It feels solid to control and you got some nice pop ups for getting money & losing it. Music pretty good. nifty aesthetic.  for a first jam you did better than my first jam.

getting money after a while felt less impactful than losing money. there is more juice when you hit into something, and the text is bigger on a hit. 

It felt like my character got faster over time, but when I hit something that didn't seem to slow me down so I would stay at a pace where I kept running into things

Without a loss state I felt less compelled to keep playing. I think my interest fell off after a certain amount of time then I made the goal to hit all the things and see if there was a loss state. 

I think the loss state gives users a break and also messing up makes us want to try again as gamers. And doing the same thing at around the same intensity level will end up frying interest. we want interest curves to have up and downs. I think there is a game makers tool kit episode about doom that talks about this, where the intensity too high for too long burns out players. Also having a loss state often forces players to stop before they lose interest, so you get that feeling of one more run. Also gives players a good stopping point. Maybe you can break up the gameplay to still vary up the intensity for the player without a loss state but I think the genre tends to have that convention for a good reason. 

You experimented and that's good. You made a game that is more than many people ever get around to. Great job :D

no 10/10 because it has a King of the hill reference, actually~

cool concept, but I wasn't sure what the orbs did or when I could move forward or back, I think maybe the orbs show when you can travel forward and back, but I am not sure what to do with the 3 orbs in one spot becuase only the red let me go back the other 2 wouldn't let me go forward or back it seemed

really cool game! I thought it was fairly simple to pick up, fun art style, and strategic. Very engaging!

I am confused. I selected my dice and rolled is something supposed to happen after that or me do something?

I really dig the art and the idea, just don't know how to engage with it more, sounds like other people figured out how to play.

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the effects were quite good for attacks. The art was pretty cool. I am just kinda confused. Maybe I didn't get the the part with enemies, but there were a lot of breakable objects. The attacks were hard to aim precisely on keyboard. There was platforming, but it didn't seem like a main focus. There was a pop like song at some point about romance? not sure if that was part of a story?  there were 4 different characters with 4 different attacks, which seemed cool, but were hard to use, if they seemed to do anything(battle mage's melee didn't seem like i could hit anything before it hit me and it was stationary) It seemed almost like a grab bag of very different ideas sort of unrelated not like a specific vision. So the experience feel like it was lost in translation. oh also mouse lock in place would help, but that might be an intch.io thing. and other people already mentioned the camera.

over all it seems like the game you designed might have been really cool, but you guys might have fallen victim to scope creep, or just too large a scope from the start. I have been there plenty of times. Hope you work on the project more and it goes where you want.

The ideas was very interesting, and the getting waves to form was satisfying, but maybe I just am not a true gamer I was struggling with the little guy in the canoe. I had to reset because my tentacles got so long they would spaz around that is how after I restarted (they guy flew off the screen) my big tentacles hit the guy and his cursed canoe! but then the second level felt much easier, the third took a bit but felt doable. 

I would make clock wise circles usually to the left of the target to make waves and just move in those circles and try and time them to make them bigger not sure if I was doing it wrong. 

 If you are using unity if you go to the canvas you can lock the ui to be anchored to a specific point

nifty Idea , I thought the water physics was interesting.

A zoology degree that is so cool! yeah I saw videos of them fighting like that and it seems so cartoonish I just had to have them in here. And there is plenty more for me to do, even just a win screen would be a good idea. I have to make a better enemy ai system which was a taunting task, but I am looking forward to improving the project

Thanks for the feedback! I did think some kind of little narrative at the start would have helped seeing as there wasn't even a picture or main menu to give a hint. I plan to update it before the end of the month and my second job will have a more conducive schedule for my workflow. (working 40 hrs 4 days a week then some weekends over the summer)

Yeah when I told people about the concept they really liked it, one of many projects I want to work more on. I have to get better about managing the time I do have between work and life.  Thanks for the feedback, I hope to make an update before the end of the month sooner would be better!

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Having the buttons stand out more when you hover over them like a color inversion or animation of them getting bigger could help. Then when you go back to the good place sometimes I would be pointed up then pick a random boon egg, which I also didn't know what they did, which as long as that was a consious decision thats fine though indicating what they do to the players gives them choices to engage with the game.  Also the grey eggs that shoot 2 blue fire balls horezontally the projectiles come out off center not sure if that was intended. I would also seem to get stuck on the fence around which didn't feel good as a player. I think having the ability to heal could be useful to help players be able to play more if they make a couple mistakes or get stuck on map geometry.

Over all I rather liked it

The art didn't turn me off the game I found it a bit indeering. The audio did its job wasn't anything magical or epic, but helped communicate the the player and establish a mood I appreciate it. I thought the tension between I want to pick up these eggs, but also avoid them to not get hit was interesting. The risk reward of seeing them "wind up" with the exlamation point and if I was quick enough I could get em before they shot but if my timing was off I was punished for poor timing or movement. The movement took some getting used to, but was quite interesting. I tend to play card games so not exactly my normal arena, and for games with movement I tend to play stuff like mordhau or csgo(though I haven't played the 2nd of the latter yet). I found myself when I died I wanted to play again because I thought I could do better, simple but effective.  Oh also even though the act of dodging the attacks wasn't crazy difficult it was satisfying.

so im confused about how to play I tried placing the cards one the 4 spots in the middle or the any spot there was a back of a card but the card would just go back into my hand am I missing something?

the ui art is great. the art on the cards im not a big fan of would recommend a boarder all the way around the card i personally think it looks more professional. it seemed like you just hit ur opponent in the face first not really a big incentive to trade if your a head in health. most of the cards are just scaled up vanillas which i get, its good place to start. having a blocking mechanic might be good. when you have your hand up on your turn you can't see how much health you have left. your turn ending after you hit face does make it so trading is a good option but if you open with too expensive cards and your opponent has many cards they can play you seem to get behind, maybe a mulligan system. also being able to play against other people would be cool but idk what ur goal with the project is that's what a random on the internet thinks. over all great job probably took a good amount of work

ah thank you for the information. I do need to add a tutorial I should move that to the top of the list and ill look into that restarting bug. thanks again :D

oh and same with the mana stuff it being on the bag made it hard to tell it wasn't a separate thing

so I have had a bit of confusion at times telling the difference between gold and the energy so maybe making them more distinct. I also initially had trouble telling i had to add the coins to my bag because they sat next to the bag not under it like the other items, but once i moved some into the bag it obviously made sense they needed to be in the bag too but it took a bit. because in some games gold has its own spot so that is what i thought it was

Very fun game neat ideas im a bit iffy about how well balanced it is. Also some of the effects like poison its hard to know what they do when deciding which items to pick having an extra panel pop up next to them when you hover saying what the effect does would be nice. Lovely art style and a good time. well done :D

alright very cool

it kinda makes sense tho its like you are getting ready to grab something its just awkward when you find that out and slow people like me just takes a bit longer lol

learned something about kwanzaa so thats cool had kid book vibes which is what you were going for very different from what i expect when i think of a game but interesting. some of the art didn't go super well together. I really respect what u said about buckling down and getting it done Great job :D

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so when I played the mouse was still moving around normally which made it very hard to look around it took me reading the comments to figure out what to do cool art style fun music it slowing down immediately made me think something was wrong so thats good. the pickup mechanics felt a bit weird maybe it was just user error I would try to pick something up then also throw it. I noticed I mainly camped by the board and looked from across the room at people not that thats a bad thing just something I noticed cool stuff which I didn't have the mouse issues but i think I might have been the only one also some sound when you throw something or buy the thing. and the issue with the mouse i think happened when i clicked lmb before the I was close enough then got closer and clicked again but it like auto pick uped which is what threw me off

watching the live stream makes even more sense good point about the reward for doing something right makes a lot of sense I'm a little curious was there a reason u picked mine first was it just was in the middle or was the name interesting if there was no real reason its all good just curious if there is something I can capitalize on next time

aww i missed the stream sad appreciate the feed back :D

thanks those are some good points I really appreciate it gonna learn from those thanks again :D

gotta agree movement feels a bit jank and idk if some of it is ment to be intentional and a style choice also i fell out of the scene/world as I tried to do the jump over the wall next to the spike and chip gonna try again just gonna have to reset. art style is sweet but the level being individual objects makes it a bit awkward and sometimes you fall through them like i did to fall out of the world. cool music btw. the ability also being on a timer made it a bit of an issue to time because sometimes it wouldn't activate when I wanted it to. i might be unsure exactly when the extra jump hight is added very interesting concept quite unique as far as ik nice job :D

cool puzzle game it felt like the game took a while to ramp up it was around like 12 or so not necessarily a bad thing just a thing I noticed. I like the art, the little ball guys were cute.  the story stuff with the text boxes were a bit confusing im guessing there was more in the secret levels which i like that thats cool. i just didnt figure out how to get to them. i also noticed that later in the levels you had some more tutorial/ simple levels and was initially thinking that was bad, but actually having variation in difficulty is good to not burn out the player so great job there. a little unfortunate that when you refresh or go back to the page you loose progress i know there is a way to keep that info through like player preferences(or something) but idk how to do that sorry. I also didn't get the random slow downs of time but im guessing that was the hidden narrative elements i didnt get too. Overall fantastic job :D

also i forgot to say this but i really like the paintings being pixel art versions of classics :D

So my big issue is and this may sound weird but its too easy. the reason im saying that is a lot of the starter levels i could just walk around picking up paintings and the only fail stat was walking into a ! square unless i missed something. and the first time i lost was just to see if that is what would make me lose. after i realized that was it i played some more and ended up doing it again just to make sure i was right then i actually read the description and found out you had these sick awesome abilities, but for the most part you had every opportunity to just not walk into the ! squares. I even didn't initially know i could walk into the guards and swap with them. once i figured that out it really made me think dang this does seem maybe a little too easy/ i can even be caught in one then just walk out and even if im surrounded just use the ability. I was initially trying to pay attention to the numbers on stuff to know when it was going to switch but then i realized i dont have to worry about the numbers just the !s. idk this all might sound overly critical but that's what me slowly start haveing less fun because it felt like i didn't have to be that careful and it even got to the point where i game overed 2 times from just not paying attention. all that being said i played like 6 or so runs and might have spent 30 min on it. It started out really fun, but it lost something when i started to feel like so many moves were safe and i didnt have to pay that much attention. i really like the vibe and the concept and the abelites are super sick. i hope this long winded comment was helpful and didn't just sound mean cause i don't mean it that way.  and honestly it kept my attention for the most time out of the games i played so far so major props there and even if i sound overly critical i think u still did a great job!

it honestly plays more like a puzzler platformer for me at least because you have to get the placement right for the stuff to get the dude. I think the game could really use a reset level button for when you realize your stuff didn't get him. and the timer makes, the kinda unforgiving platforming, and the limited stuff to put down doesn't really make it feel like a defense game which is what i thought it was going to be a reimaging of that said thats not a bad thing because that might not be what you were going for. it feels like im more raceing to answer a puzzle that is very rigid and hard to read. for example sometimes it seemed like the canon did 1 heart other it did 3/4ths.  I really like the chill music and the art and sound effects are super adorable :D