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HANNAHP0CALYPSE

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A member registered Apr 04, 2017 · View creator page →

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Really solid job! Pretty tight vibes,  and the combined health/ammo creates a really engaging dynamic. I really enjoyed the sorta risk/reward play you get when you need to keep your shots to a minimum to reduce how much each fight "costs" you - with every miss and every hit you take increasing that cost. The parry mechanic being a way to further increase the risk/reward factor along those lines was a really smart move, I think.

If I had to nitpick, it'd be issues with the map being a little unclear at times - and with the art direction of the game some of the areas felt a liiiiiil same-y, which made the map's accuracy that much more important. Also the parry-check guard felt a lil unintuitive, but conceptually I like how it functions as an implicit tutorial that the parry works for melee & ranged attacks both.

Overall, great job!! Big fan of this one.

Ooh, I didn't notice the damage increase - you're right, that sounds very compelling as a mechanic, and I'm looking forward to seeing how it gets developed on :>

As for the platforms... I can't exactly put my finger on it. If I had to guess, I maybe felt like I had difficulty placing them precisely? Even with the secondary controls for precise placement. If I get the chance I might swing back and give the game another play, let you know if I have any more defined thoughts.

I really appreciate the frankness here, genuinely - I'm gonna keep the distribution of checkpoints in mind for the future (as well as maybe the entire system of losing health when you fall in the water, lmao) and I'm already reworking the feel of Landing a jump, which seems to be a big stickler. Thank you so much for the feedback! I'm glad you enjoyed the style of it - hopefully after some revisions it can be substance AND style both for you :>

Yeahhhh, if there's one thing I'm taking from this it's that I need to be way less stingy with the checkpoints lmao. Definitely my number one priority in the next patch. Thank you for playing, and thank you for the feedback!

The mortar as the core combat concept feels like it has a lot of potential, but for some reason just never felt like it clicked to me. Maybe it didn't feel like there was enough feedback on the hit, I dunno. I also found all the boss fights either incredibly easy (stand in a safe spot and spam shots) or incredibly difficult (constant attacks that felt almost impossible to dodge while actually returning damage), and regular enemies felt just kinda tedious to fight with their unpredictable movements.

To be clear though, I do love the idea of the mortar; and I love a cute gal with huge guns! I think with some work on that you'd have a really fun to play character, and that's before we get to the platforms.

It took a while for the platforms to click, but when they did they definitely felt like an enjoyable way to move around the space. Something about them always felt a little clunky or janky, but not so much that I was frustrated yanno? With a couple platforms available to me it was enjoyable to look at where I wanted to go and ask "how can I put these pieces together to get there?"

I'm not entirely sure how well the platforms and the mortar mesh together, but both are systems with a lot of potential that could become really excellent if you find out how to really marry the two.

Agreeing the model is cute, though the animations appear to be stock Mixamo assets so I can't exactly give you points for that ;P

There's a compelling foundation for the movement but so many little pieces cause a lot of friction that made it hard to really enjoy. Losing momentum after a wall run was a big one, same with the inconsistency of the wall climb. There were a lot of times where moving felt like it should do one thing but would instead do something completely different.

But, again, I stress that the foundation of the movement is really compelling. I'd love to see where it can go with some tweaking, fixing, polishing. Lotta potential here!

I had such a fun time on this - movement felt satisfying, the gun felt satisfying, I enjoyed exploring and backtracking around, and I'm a big fan of the overall aesthetic and vibes. The couple bugs I ran into (namely the known crashing bug and a few instances of clipping through geometry) were a bit of a nuisance, but not enough to really detract from the overall experience.

There's definitely polish to be done, but it's already shining a lot imo!

Very fun! Really interesting take on the theme. Took me a while to get a handle of it (and at times I still hit walls that I "felt" like I shouldn't) but the way it all comes together as you get upgrades is wonderful.

Really solid! I think, like someone else said, there's maybe a lack of coyote time or something similar that makes some of the farther jumps feel juuust a bit inconsistent, and I found it very difficult to keep straight when using the charge- or even to turn gently. BUT; that's mostly nitpicks for a sweet lil experience. I'd love to see where this goes if you ever expand it further!

(And bonus points for cute furry with a big polearm solidarity, lmao)

I actually really enjoy what you've got here - it's a lot less "unplayable" than you give it credit for, imo. I think you're really cooking with what looks like a framework for ZZZ-inspired combat with those minimal high-contrast visuals, and if you keep this project going then I'm super excited to see where you take it. Character designs rule, btw!

I have to chime in in agreement that I wish the physics were a bit more stable - I appreciate the reset button to help out there, but the number of rooms i Had to reset just 'cause something had gotten stuck in something else was very draining. Escorting the star ball through the multiple rooms is a really clever setpiece that I wish was as fun as it deserved to be instead of frustrating.

I also had an issue where I accidentally rotated myself out of the magnetism room after unlocking the upgrade, and so didn't get to read the instructional text 'cause it disappeared when I left. However I also never really worked out what magnetism was for, so...?

BUT importantly it was cute and fun. I felt very lost at first but when the core mechanic started clicking it really clicked, and I had a great time with it. It's a shame that the buggy physics made the final stretch kinda put a damper on that 'cause with the kinks worked out I think it'd be a real fun lil experience with a lot of potential for a variety of puzzles.

Phenomenal.

Incredibly engaging piecing together what did and didn't happen from the little fragments and glimpses we're voyeuristically given. Draws you in, down a hypnotizing spiral, and you can feel exactly how the characters involved ended up how they did. What happened in the end is a matter of evidence - what it meant is a matter of perspective. I'm gonna be thinking about it for a long while, I'm sure.

Incredibly delightful ball to watch start rolling and be completely unable to stop, and the mixing of perspectives is deeply engaging. Love girls who make girls worse...