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TheFeatureCreep

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A member registered Jul 13, 2023 · View creator page →

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Appreciate the feedback! Ultimately I ran out of time, so enemy variance boiled down to size and speed. I plan to do all sorts of stuff with this. As to pacing, balancing increases and stuff has been a pain and I will continue to tweek and tween until it's just right haha <3

Would love to see live feedback!

https://frousteleous.itch.io/stellar-waltz

This is asweome to hear, thank you! Balancing was, well, a balancing act. It'll tighten up even further once I add more stuff post-jam :3

Yeah, you can currently unlock every orbit without getting a single new planet; nothing is weighted but I do plan to address that. 
I'll be setting up more enemy types, consistent (ish) speeds per type, enemies with more HP, and so on. Your suggestions here are good, thank you!!

I played  to round 16. This is nearly addicting! Haha. Visuals were good. Music got a bit repetetive, but still full marks on choice for audio all around. Seeing wheels spin felt good. If you pursued this more, I'd imagining balancing some different thing to lock the player out of cheesing just slapping everything on to one wheel would be one thing to look into. All around, absolutely adored this. 

I had to refresh the page right off rip. After sending my rocket toward the first level, I completely overshot. Rocket went off page. Never came back. No indivation it would. 

The controls were explained well enough, at first. But I could never get the rocket in the direction I wanted to go. The line on screen was never actually where I was pointing. I may have been utterly missing something, but I was having a hard time getting any more than a third of an orbit complete before flailing about. 

Great visuals, nice music choice. The graph paper and math sketch theme thing going on is cute. 

This was really interesting! As others have pointed out: LMB and RMB kind of was breaking my brain. Maybe something like scroll wheel? Or the up and down arrows?

None the less, an ingenious little thing and I liked it. Also fun to come across other space-themed stuff for the jam. I was able to make it all the way through (the first lasers almost stumped me). 

This was really cute! My only nitpick is super tiny: On resetting to make another friend, you do have to go through the dialogue each time. Again: super tiny nitpick.
Above all else, the art on this is so freaking cute <3

Definitely will be getting a lot of polish and it's something I want to pursue as a full game in the future. Glad you had fun <3

I appreciate that the incoming missiles had variance. As others have pointed out, setting up music, effects, and so on would bring this a step further. I personally dislike having to restart off just one mistake, so something like chances or health would be cool. If this was a first game, great job!!

Even with the tutorial, I was kind of lost at times. Visually, this looks really good. This seems like something that will be fun to play once I can get a hang of what all is going on. While playing, I was never able to select the cards at the bottom. Visually,  having something clear flip from the card to show "Use" wasn't really telling me if I needed to click it (wasnt working) or select something for it to be used. There was only the skip, so I either never used the bottom cards, or if they got used, it just wasn't clear to me. 

Lastly, and this may just be a browser thing, I couldn't click certain things in full screen mode. 


Overall, high scores for this game IMO. <3

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Oh, 52! Nice! Around 50 is the current ceiling of realistic end for most people. I'm glad you liked it.

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Thank you for such a detailed comment! Everything you said here is absolutely stuff I want to do. I started the jam a day late and it's been a blitz, so I onyl got done what I could done. Mouse control is in the game (Hold down left click), it's just...a bit clunky for now haha. 

I'm not sure why I decided to leave the HP amount not showing, so that's an easy fix. 

I definitely want  to set this up for mobile at some point. 

As for art, everything but the background was basically meant to be placeholder unless time allowed otherwise (time did not allow otherwise T.T)

On the balancing thing, all the speeds used to be MUCH higher but you could get to level like 25 easily with a "lawnmower" effect on planet spins, trivializing the game. So I opted for everything to be small numbers. There is some strategy on what you pick depending on what upgrade cards come up. naturally with later additions, these will likely all feel a bit better. 

Once again, thank you for such a detailed comment <3

Stellar Waltz: https://frousteleous.itch.io/stellar-waltz

I'll have to wait until after work, but excited to play so many cool projects!

The concept has promise, but even for something conceptual, there are a ton of typos, grammatical errors, and so on. I am hoping that "Draft" town and all the routes shown are just that--drafts--as the maps (including houses) are entirely too big for what we're doing or seem poorly thought out (the forest having these tiny little patches of grass with nowhere to run. Just place a solid 5x5 square, especially if this is a temporary map). Like others, I struggled a tiny bit with the Mimikyu/Misdreavous fight. I lost once before going with the Pikachu strat that others have taken (Paralyze and then set up as needed). All of the above said, take this as critique. I would definitely like to see more and the project improve and grow as a whole. As someone working on my own fangame, I know it is a LOT of work, especially if you are developing this wholly on your own.