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Halfwheel

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A member registered Apr 25, 2016 · View creator page →

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Hey there! Tried it out and reached the end of the demo.

A few thoughts (using a gamepad):

-I usually felt that I was disincentivized from warping. Having to press the right bumper and the attack button at the same time, rather than being able to hold the right bumper, made it cumbersome to get charges on enemies. And there usually didn't seem to be an advantage to doing it, other than remaining in the air longer to attack the Tree's weakpoint. Having to pick a direction relative to the enemy to warp, whereupon you seem to lose aerial mobility, also discouraged me from using it.

-Wall-sliding before earning the wall-jump doesn't seem to have a purpose. Initially, I thought it meant that I already had the wall-jump, but when I realized I didn't, it just made descending slower.

-I wasn't able to consistently do the backflip jump. The input might just not work as well on the controller.

-The fast-fall doesn't seem very helpful. I kept trying to aim attacks down, and fell more often than not.

-After a certain point, I found myself ignoring the basic enemies and just rushing through the level design. They didn't seem to be able to stop me, so I might've finished the demo faster than expected.

-Using the sword-throw + down-kick, I was able to make it to the other side of the broken demo bridge :D Not a problem, just a fun detail.



Hey there! I recently put up an Early Alpha demo of my first major game project, Deadbeat! It's an isometric Soulslike set in a weird take on the afterlife, where everyone's a demon trying to escape.

It's pretty rough for now, with placeholders for sound and art, but with this demo I'm hoping to have something to show to potential team members, and get feedback that will help me improve the gameplay!

Check it out here!