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FungusTrooper

6
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7
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A member registered Mar 20, 2013

Recent community posts

Was a fun level of challenging up until that one very, very long level. Controls are not nearly polished enough to warrant such a long time between checkpoints.

Wow, I've been so conditioned by other games, that when I see a spinning move, I think I have to jump around it rather than just stand out of range, haha. My brain didn't even notice the short range, it just assumed the beam went off the screen, like in other games.

Maybe for some future game, the "simply walk out of range" move should be some kind of power-up explosion? And rotating beam attacks should be dodgeable if you're fast enough? Just a suggestion.

Regardless, fun game, I'll be watching in the future to see what else you make!

How are you supposed to beat the sword when it starts spinning twice? There's no way to fast jump over it, touch the ground, and fast jump again before you get hit.

Fantastic. Truly felt like I, too, was married to your wife, Betty Boop.

Would it be somehow possible to have this work as a screensaver? Remember those?

Back in ye olden dayes my fave screensaver was Bad Dog, a dog that'd dig through your recycle bin, rip holes in windows, leave mud everywhere, etc.

A mode that automatically ticks on after 10 minutes and disappears when you hit a key would be fantastic!

Hoo boy, that final sequence sure was unnecessarily unforgiving.

Suggestions:

- Add checkpoints.

- Add those bitey-clam enemies after getting the nautilus spikes, so we learn we can defeat them with the spikes. I died a bunch in the final chase trying to spear the clams, since that's how you fight them the first (and only) time you see them beforehand.

- Jigger the controls on gamepads. Currently on my 360 pad, Y X A and RT do spear, and LT and RT do nautilus roll, which can lead to some weird behavior when using the RT.

Other than these, great demo! Looking forward to a full game :).