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Frost Falcon

48
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9
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A member registered Oct 14, 2021 · View creator page →

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The gameplay could use some work, but the visuals and storytelling make for a great basis for the game.

I found out about purple's move list crashing the game during the expo. It's been fixed, but I haven't updated the version on itch. Otherwise I'm glad you liked it.

You might've been feeling the counter hit effect. Basically, if you hit someone out of their attack, it'll have slightly different properties and a slow mo effect to emphasize it.

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Interesting. Looks like it got deprecated recently, which I didn't know about. It runs on .net 5.0. I would double check because the official site still has the downloads for older versions.

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The 3d models look good, but otherwise there's no substance to the gameplay. Some hit sparks, sound effects, and snappier animations would help a lot to make the combat feel better.

While the flashlight mechanic fits the theme, I don't think it really enhances the gameplay. Having to repeatedly press Q and E just gets annoying after a while.

As with most of these, it could've used more time in the oven, but the visuals alone put it above most. There's also definitely potential in the light level mechanic that could be developed in later levels.

The art is nice, but the gameplay is kind of lacking. There's not much going on outside of being a platformer.

sorry about the volume. At least there's an option for that.

I like a good bullet hell, but the projectiles move way to fast for the small area and low movement speed.

So the core gameplay is definitely lacking, but you know what? The environment is nice and I had fun climbing on blocks and getting out of bounds.

It's an interesting idea. The physics are just a bit finicky.

Seems fun, but the camera controls are unbearable.

The mechanics are definitely there. The way the dice control you attacks is handled well. It looks like it just needed more time to be polished.

This is a great idea for a game, it's just missing a lot of polish. Stuff like platforms acting like walls on the side and the attack animation just isn't. The fact that it's coop is nice. It'd be cool to see this cleaned up and expanded upon.

It's a pretty standard idea, but I think it executes it well. It's always nice when these games show you what values are on your sides.

This is really well made. It's weird that you introduced a limited number of moves at the start and then get rid of it later. I guess there wasn't enough time to fix one way after switching to the other.

Solid idea for an rpg. I appreciate the tutorial, but even with it I still couldn't figure out how it works. I just had to click on random cards and they would sometimes pop up and let me attack with seemingly no reasoning.

Kind of fun idea. It's definitely something I haven't seen done yet.

The platforming mechanics are fine, though you should really include a short hop. I'm not feeling the impact of the randomness. Showing the die roll would help, and if you can, have a visual indicator for how each roll affects the level.

This is very well made. One thing I will say, having made a similar game myself, is I don't think you need the restrictive ammo count. The way I see it, it's the weapons forcing you to roll, not the rolling forcing you to switch weapon. The weapons are also mostly on par with eachother, so I don't feel like the dice rolling is majorly affecting how I play outside of needing to stop attacking for a second. Some more enemy variety would've also been nice.

I wouldn't want to make it too difficult since the default weapon doesn't do much damage. The later phases, though, force you to roll more often than you can cycle to something specific. Maybe if I wanted to deincentivize cycling more, I could introduce those types of attack patterns sooner. I just think that approach is more interesting than directly punishing the player.

Very similar to dicey dungeons but with way less mechanical depth. I would try to add more variety to the basic attack, heal, and upgrade actions since they currently just amount to a single number.

I think we considered that, but because I was dumb with how I programmed it, I would've had to change the values for every attack phase individually. This was also after we moved the camera back multiple times. I get what you mean though.

Pretty generic for a shooter, and there's no way most of this was made in 2 days.

We were considering letting you heal between each phase, but we couldn't figure out how to balance it well without having to make new assets and stuff.

Looks and sounds amazing for a 2 day game. Unfortunately the combat is a bit spammy.

Very cool. I like the idea, and the puzzles utilized it well. The only thing is I think the jump physics could use some work.

Cool to include controller support, shouldn't come at the cost of keyboard support. Also it doesn't work with pro controllers.

It's nothing crazy, but I appreciate all the extra steps to help the player understand the rolling mechanics.

Seems like it could be fun, if only I could get used to plane controls.

It's pretty fun. I like how it's simple but still has some strategy with the pathing. Probably better suited as a mobile game instead of having to use the mouse.

Not really sure what to make of this. I'll just treat it as unfinished and assume you had more plans for it.

It looks good, but doesn't really do anything original. The base movement and especially wall jump are frustrating to deal with.

Well this looks awfully familiar. Pretty good, though. The collision on the poker chips is extremely buggy btw, and I seemed to one shot the boss and then nothing happened which is weird.

Props for the weird "engine," but that's about all I can give it.

I really like the idea of combining dice rolls to determine what you can do. Definitely needs more development time, though.

Good concept, though it's annoying to get the right numbers if you're not familiar with the exact anatomy of a die. The match animation is excessive and kills the frame rate.

Kind of hard to tell what's happening, but I think there's interesting stuff in there.

Doesn't seem to be working.