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Glitter Punch Studio

14
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5
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A member registered Jan 08, 2018 · View creator page →

Creator of

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I love the approach to the theme, but I must confess that the music and the theme give me completely different vibes. The game suggests high adrenaline and playful old-school winter shenanigans, while the music takes me to an abandoned hospital that might not be so abandoned after all.

It is a great idea, but I can’t help to feel like some pieces don’t match with each other very well. The walls come out of nowhere to the point that often feels unfair, even for the easy difficulty settings.

The freezing/death bar mechanic makes sense in some circumstances, like being hit by an icicle and maybe moving fast through cold air, but it doesn’t feel very fun. Maybe would work better if there won’t be any other health bar but the avalanche itself, chasing you until it catches you, while the other mechanics give you a different kind of trade-off, like gaining too much momentum and landing on a floor (as opposed to a wall) results in broken bones and a slowness debuff on lateral movement, while icicles make you falling slightly slower for a longer while.

As simple are the graphics, so endearing they became after just a short session. Incredible work and absolutely great example for the phrase “less is more”.

The game is good and the juice comes in a big box with this one. I love it.

The only complain I could possibly muster is that the gameplay can feel a bit chaotic, especially if you start shooting in a single direction and become chased by enemies, it would feel like you have no control over where you go, just trying to survive, which can be fun, but to be great it needs an extra something. I lack the necessary experience to be able to point that something, but I truly believe this is very close to greatness, just needs that extra mile.

Maybe something along the line of greater vision, like a radar or mini-map or radial pointers for incoming enemies.

Maybe something more subtle, yet complex, like a specific way of how the enemies move when they give you chase so that they won’t just tailgate you like a jock in his daddy’s expensive car on the highway until you do a last second maneuver.

Maybe having the world build as a sphere, so that you meet the enemies left behind on the other side could also discourage running madly and aimlessly.

Nevertheless, great work and it has been a pleasure to try it out!

Nice work!

Every suggestion i had turns out it was already implemented and explained along the way, so kudos to that!

The game is simple, yet engaging. The only lacking part is the HUD which could serve to telegraph things better, like for example the current momentum of the ball, the current charging momentum so the player won’t have a surprise when they release the space bar, how much longer does it have to hold R (and that it is an option before the 3rd level) to restart, like a circular loading bar and how many jumps does it still have available (refreshing instantly while touching the ground).

Again, these are all in the realm of polishing an already great game.

It was a pleasure to try it out!

Made a small hotfix so that the local multiplayer will work properly.

Thanks for the review!
Indeed, i should either introduce a small tutorial or a short explanation the first time a players starts the game.
Game on!

Thanks for the feedback! Glad you enjoyed it.
But there is one, right in the settings. It should be the last slider.
Game on!

Both concept and execution are well done, congrats! A little annoyance i had is the fact that both ball launcher and catcher are moving asynchronous at different speeds. It gets really hard to think before you shoot.

Very well thought world design! The music is a little annoying here and there,  but the game concept is really interesting. Hope to see more such games from you :D

Really nice ideas! I actually hoped for a few more levels haha :D

Glad you liked it!

Hello again, Barrie!

If you are willing to give it another try, i think you would be pleasantly surprised! I added lots of improvements and fixes for a better experience. Also i added a swarm of attackers that will force the player to be on the move. I plan to make this feature optional in the future, but for now i would love to hear your impression on it.


Thank you for all the feedback you have provided this the last week!


Your help is greatly appreciated,
Kenny

If you are willing to give it another try, i think you would be pleasantly surprised! I added lots of improvements and fixes for a better experience.

Thank you again for your feedback. It's great to have a clear direction to work towards and all of your suggestions have been really insightfull!

Without any intention to spam you, I just uploaded a new version of the game, adding the proposed improvements and more (credits, to be more precise). While i feel the game is in a really good place from the playability point of view, it feels far from finished for me. I have a few new things i intend to add in the near future, but before that i would like to ask you how the obstacles and collectables feel like. Are the golden coins suggestive enough as bonus points sources? Are the red bombs suggestive enough as bad things that should be avoided? For the white walls i already have a few ideas to make them even more suggestive (maybe some spikes), but suggestions are always welcomed.

Thank you!

Thank you for you feedback!
I completly agree with each suggestion. This would really improve the game. For this reason i focused on releasing an update as fast as i could (5 min ago to be more precise) with all the changes suggested.

Thank you for your interest and kind words!