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Funny Blood Studio

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A member registered May 27, 2025 · View creator page →

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Its hard to tell just because this still feels like the beginning stages of building your game. I am really curious to see what the other weapons are going to feel like though.

As it stands, the combat is not very engaging. The enemies have one attack and I just dodge it and come back for another hit or two. then just repeat that sequence again.

The text that says S_CHRG: 0 is stretched out unlike the other UI elements, so it looks off.

The Health a poise UI bars are very lack luster and I had no idea what they were for a while.

The sizing of all the characters were pretty sporadic, felt like a Hodge podge of assets.

I hope to see this project come along further cause this could be cool!

This is a very interesting game! I love the art direction and how it seems like I'm manipulating 2d items in a 3d environment. The intro seems really cool and gets me curious what is going on in the story.

Physics were a little wonky with things moving at speeds I would not expect them to.

Objects moving right as I enter the room felt weird.

Getting items like the notebook page was difficult, I grabbed them, but it a little bit for them to enter my inventory.

It might be nice to have a little UI element for the items currently in your inventory.

turning the pages are a little frustrating cause they all just start flipping around.

maybe reset all items back to original spot upon returning?

Really great job overall!

Really interesting game, I wasn't sure If I needed to know Chinese at first, but I was able to get through it!

The subtext in the intro of the game was a little too blurry in my opinion, kind of looked like a text asset that wasn't sized correctly.

I was able to cheese the calendar section completely just by placing things and spinning things arbitrarily.

I think it would be really nice if the journal could be opened up back up to the same page that it was left at.

I'm so bad at puzzle games :/

I see now, I didn't realize there was really more to the game. The Meteorites phase lasted so long that I thought that was all that was gonna happen.

Let me throw out some ideas, take em or leave em. 

Some kind of indicator for how long the phases are, cause it can get a little stagnant and not knowing how long it will last makes it hard to get through.

The first real enemy in the game, the bombs, end up going off screen a lot of the time.

It seems like the meteorites in the game are programmed to favor going just to the right hand side. I think it might be better if they were scattered just a bit more.

I think it would look pretty cool if when you pressed the left or right arrow key then the ship pitched like 7 to 15 degrees in that direction.

Just played again and I take back point 1 and 3. I can see now that I can make enough money for 1 upgrade even though they are so expensive. Also, I definitely see the green color now, don't know why I didn't register that.

The second one I stand by though.

Thanks for making this.

I do not understand what the item is in the red meteorite. I get it and a sound effect happens and I can't shoot for like 1 to 2 seconds. I was assuming it was going to either change my attack or strengthen it, but it  doesn't seem like it.

Very nice, love this idea.

A couple of things that I think that can be improved. 

1. Coloring the upgrades that can be afforded would be nice. I have to drag mouse over all of them to make sure I can afford them.

2. I have to do a lot of maneuvering with the upgrade screen because a lot of the time the price was just outside the window.

3. It seemed like there was a dramatic increase from the < $100 skills straight into the > $1000 skills, that stopped me from playing cause I didn't want to grind so much for incremental skills.

Damn this is addicting! Really happy that  you can return to the top and watch the workers decimate the blocks!

Wow, I love this concept and it executed really well, good job!

I like this game, very Wario Ware eques. Some of the games were not as intuitive enough to grasp in such limited time though. Still love it though!

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Fun little game! Reminds me a lot of Super Smash Bros when attempting to launch the punching bag. Great job!