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GiacomoGD

15
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A member registered Aug 09, 2021 · View creator page →

Creator of

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Thanks! And thank you for hosting this beautiful jam, we really loved working on this entry and we had a lot of fun!
We all hope we can join one more of your jam all togheter as a team!

The concept of a shotgun in a medieval setting is funny!

I also loved the start of the first level, a tutorial that presents itself pretty good!

I would have work a little more on the level design, sometimes it's a bit punitive and there was no need, but overall is a great jam entry and a funny experience to play.

Loved it!

Hi there, nice game jam project!

I have a question: what are the coins for? 
If they don't have a gameplay functionality I would suggest to replace them with medikit maybe (?)

By the way, good job!

I'm sorry but I dont understand how to play and im stuck at the start...
Let me know if I it's me, missing informations or anything else. I would like to play it :)

Hi guys! I really loved this game, mechanics are simple and the lack of information leads to a smooth progression in the game!
I'll look up for any updates!

Good job yall

Hey guys! Let us know your highest score here in the comments! :D

Thanks man! We do really love your work and we didn't imagine it would fit so well in our game jam project! lol

Thanks again and I'll let you know about the final result!

PS: Do you want us to link anything specific in the credits?

Hi! I do love your work man, so well done and it sounds perfect!

I would ask if we can use your work for a gamejam, we would really appreciate!

I want to start by saying that I really liked the concept of the game and enjoyed playing it!

The feature linked to the action-shooter dominant design make the project very interesting, with so many possibilities.

I would love to see more, like instead of "if you shoot you lose health" i can't stop thinking about "if you miss the shot you lose health" idk

By the way, It needs some more balanced variables, like number of enemies spawn/min, health lost and restored.

Those variables could be adjusted to make the player feel worried and have fast paced thinking, but also give him the possibility to have a short term strategy and rapidly analyze the situation.

Also, I can see a level design optimization by implementing covers (such as in valorant or any other), it could give the player the impression to be good at the game and dont leave because of the frustration given by dying so fast.

Hope these feedbacks help! 

The simplicity of the game is highly appreciated from me!

The game flows easily and works very fine!

I dont really feel worried beacause of the low pressure given by the counter, maybe a flashing counter would've worked better.

Also the only problems I can find are the controls and the low readability about lanes and waiting time. I would have prefered different controls instead of A S J and T... is really confusing, and a differentiation of lanes colors and cars, it would have gave me precise informations on what should i do because of the fast pace of the 3rd level.

As I said the simplicity is the key, I really enjoyed it and I can already see a complete flash game with different layers of difficulty, maybe not only given by the number of lanes ;)

The game flows perfectly!

It's simple and works very fine!

The emotions are well conveyed, I feel worried when the pentagon is almost full and the pression is palpable!

The difficult progression is well balanced, I get used with the mechanic in the first 2 level and the chaos starts from level 5/6!

I really enjoyed playing!

I think it could easily inlude more layers of difficulty, something like different enemies, some risk taking dynamics or getting punished and rewarded at the same time if the two characters get hit instead of correctly using the chain connection!

Personally I think the connection theme is not really present! I do not feel connected to the second character or else, but the game is really well made and as i said it works perfectly!

Also, the dynamic of getting closer to the center when i keep spinning is effective, i dont know if its designed or emergent, but i appreciated it, gives more control to the player!

I actually love this idea!

The dominant design of shoot'em up linked to the concept of losing and connecting to my weapons (which are also my long term objectives) creates a marvelous experience!

I would really really love to see more!

Here are some of my feedbacks:

- I would increase the camera range of vision, for now the encounters spawn way too close to me and its very frustrating not having the chance to dodge them! thats because I literally have no anticipation on their position and I always end up losing my last weapon when the counter reaches 0, so i have to try again :c

- I also would give different colors, or any kind of feedback (the different color could work fine) to the bullets, so I can see way clearer where i'm actually shooting at!

- I think would be more player friendly and less frustrating if when I (the "main ship") get hit i loose one of my weapon. That's because my hitbox is way too large and loosing the weapons is kinda easy and it makes it very frustrating!

Also i could lose a random weapon every time i get hit, that can lead to a clarification of the unique importance of every weapon and create gameplay alternation!

PS: i loved the music, is it yours? it reminds me of Daft Punk, huge fan!

I really like the mood it has! It's also a nice concept idea but I would've like to see it a little more polished and also a bit more complexity in the level design. Still love the mood, music and color palette match a lot with the environment. I would like to see more soon! 

It's a nice game. Some design ideas are good and honestly I would be happy to see more leaps of faith, have a little more adrenaline descent in an environment like this! By the way I get that's hard to place and intepret a Boss inside a Platformer like this, but you can always redesign some ideas from 90's, that would be cool. Anyway, I think you did a nice job and sure I wanna see more!