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Gamersword

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A member registered Feb 18, 2018 · View creator page →

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for the record, I'm a real-enough person and I was here. the idea has potential, I think if you take the edge off the frequency minigame (it's *really* finicky) and add all that stuff you didn't get to add to the jam version you could have something interesting here

This is a fun demo. The "arrange words into a sequence of effects" mechanic is neat and the puzzles felt fair.

firefox

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solid core mechanics, with polish this could be really fun; there is this issue of a glitch however, I don't know what's causing it but all the text is like this

you forgot to mark the game as adult

a skip cutscene button would be greatly appreciated, and turning off the parallax rarely stuck

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what I don't get there is that a tie resulted in climbing the rope, entirely, to the top, but a "win" triggered by a canon event means not getting to the top.

the canon event example confuses me. it says you can turn a loss into a win, but the first described occurence is still a loss.

other friend wants to climb the rope, and burns a canon event to successfully do so, the problem they gain being that... they can't climb the rope. if a tie for best friend means getting to the top, I don't understand why a win means not being able to climb up, even with a problem. 

it's really throwing me off.

if you used a zip file people could access the pdfs without needing to unzip everything, which I think would make stuff a lot easier

why is it a rar file?

I understand where you're coming from, but a run of bad luck against one of those turn-skipping pirates or getting the wrong ally stunned can lose you the run on the spot. the only counterplay available is to hope you can get that one trinket that makes you immune, and you otherwise have no real solution or strategy to stop it

this game has so much potential, but I cannot conceive of a world where having your allies disabled or your turns skipped is in any way fun

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a couple bugs I've noticed while playing:

- essi still generates while the game is paused

- after a couple audio loops, the music just cuts out entirely, something which doesn't impact the sound effects

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the base game is good, but the constantly-flashing icons in the corner are REALLY distracting, and everything is so slow. a couple settings letting you turn the flashing off and speed up the game would be great

the lack of a pause button this far into development is just silly

yeah, that'd probably do it

prevent it *unless you have an archivist*, then. as a new player I made the mistake of taking a totem one of my hunters already had and putting on them, thinking it would stack, and lost a good chunk of faith without realizing I'd made a mistake until the next fight.

I realized that after posting, but I think you should probably be prevented from adding another of the same totem onto someone

a great game, there is a glitch worth noting though: when taking a totem and assigning it to someone who already has it, the game will take your faith and let you do it like it was valid, but it doesn't stack

The fact that starpaths don't have checkpoints within them makes completing them incredibly frustrating, as losing once means you have to start from the very beginning. It's a shame, because the base mechanics are solid, but I couldn't keep patience through the first after dying several times and needing to repeat the entire sequence of levels from the start.

shift and enter to hit when there's a perfectly good spacebar? the design seems solid but it's really hard to look past such an awkward control setup.

On the weekends, when she's in the noodle shop with all her friends, Ava doesn't have a character portrait and talking to her makes her say "TALK_CASUAL"

the download only gives you 0.11 despite 0.12 being released, is this intentional?

the sound settings don't do anything to the menu-selecting sound effect so it remains at default volume even when sfx is muted

the game has potential, but the primary issue that makes it hard to enjoy is that the player needs to repeatedly click to fire the pistol, when every enemy takes several shots to dispatch with it. if you could click and hold for continuous fire it'd make the game flow a lot more smoothly.

it was fun, but also, incredibly lame to fade out before showing what was on the other side of the wall

Fun time. There's a time stop tag on itchio, you should add it so more people see the game.

33 Deaths. Movement could stand to be a bit more precise and the respawn really shouldn't have a delay but it's good for its size.

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I enjoyed this game. In particular I really like the way skills are done in this. Each level up feels like a noticeable improvement, the final upgrade in a line being an extra-strong one is fun, and infinite rerolls is a clever way to balance being able to make your own build with offering the player ways to branch out.

trying to jump from the last pendulum on level 11 crashes the game

some indication of when the parry is ready would help combat rhythm a lot, I feel

a fun game overall, but the time limit seems unnecessary

as a game where you die a lot and you're expected to start from the very beginning on death, having such a slow game over sequence be fully unskippable makes it really discouraging to play

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well made, and quite fun. my main complaint is a couple of the rites don't really serve much purpose, particularly the healing one (since you only heal while below 20% health, and even at max health most monsters will instantly kill you at the health level, so getting healed to stay there doesn't mean much)

also a button to pull up a level map would be nice

the puzzles are neat and the gameplay is good, but the fact there's only one song for the entire game, the arbitrary wait time on restarting, and the constant shifting of the squares you walk on gets really annoying when needing to retry a difficult puzzle

It's pretty fun, my main complaint is that I have zero clue what the stats do and half the time the "[stat] up" text goes away so quickly I can't tell what I actually gained

very well made, my only complaint is that it's kind of hard to find your way around due to how similar all the environments are and how unhelpful the guiding glyphs are

the base concept is fun, and the execution is alright, but the total lack of checkpoints within fairly long levels coupled with the required precision platforming over instant death pits make it really hard to keep patience with the game

Played a few levels. The game seems promising, but I am *not* consigning myself to holding the shift key the entire time for the sake of moving at a speed fast enough to do the platforming the game expects to be done in every level.

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really? ending your game with a cliffhanger? it *was* a good game, but you've pretty much torpedoed any trust I had in you delivering a story worth being invested in with that move.