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Haybrid || GajiDev

29
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A member registered Jan 23, 2024 · View creator page →

Creator of

Recent community posts

Thank you for playing my game!

It seem everyone concerner about that too. I can assure you i will fix that sudden camera shift in the next version. Thank you for your feedbacks!

Thank you! Sorry ironically due to waging last december i dont have enough time to create a proper BGM scripting stsrem/module. Ill try my best to add it in the next DD, so please stay tuned!

Noted on the style feedback m8. I guess i really need to kick it up a notch on the style of humor im going.
Thank you for playing, and thanks for the feedback!

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Thank you for playing!
Yes, it seems everyone is pointing out on the direction changer. I can assure you it will be improved in the next update. And thank you for the feedback on the collectible's hitboxes! On the topic of main menu, the UI style was planned to be updated, like the in-game UIs. But i didnt have much time to dev for this DD, unironically due to waging XD. But still, sorry for the excuse


As for visuals and post processing, imma be honest ill probably implement that much later on, at the last stages of pre-alpha, when all of the programming side and UI-side are polished. Thank you anyway for the feedbacks!

Eyy dont beat yourself about it. Its still very fun!

Thank you for playing my game! Yes, many people got a problem with the direction change mechanic. I will make sure to polish that one. BGM will be added in the future too!
For "you lose lives when you restart/exit" thing, the impact will be felt when there are multiple level available for play. I guess i should have removed that for this 1 level Demo Days. Thanks for pointing that out!
And as for dash... m8 imma be honest with you, i think i might remove that mechanic entirely, but im not sure.

Again thank you for playing my game! And thank you for the feedbacks. I appreciate it!

Massive improvement on the UI there. 
There's a bug tho. Infinitely increasing the content of Draw Pile every time i click the open draw pile button, when the pile is already opened

The effects are great. I can really see this will make an amazing 2D action platformer. I like the shotgun, i dont know why lol. And im to retarded to learn how to wall kick -> dash stuff.
The control layout, at least for me, needs to be mapped better tho, but overall, great stuff!

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Thanks for playing! To answers all your feedbacks in a list:

  • Button greyed out? ah shit that's a bug. Its because i made it so you cant retry when you only have 1 life. But it shouldn't happen after the stage ended, only when you're restarting mid game from the pause menu. Thank you for pointing that out
  • Its supposed to be sad but funny, a /biz/ kind of meme. Im still experimenting to see the correct style, and the right mix of sad and comedy. Thanks for pointing that out
  • Yes, soundtrack is on its way. I didnt have the time to make a script module for BGM management yet for this DD, sorry
  • Yea, other players also said the need for indicators, at turns. I assure you that will be added
  • The cans was still just a placeholder. I actually want to replace it with an original  design of "energy drink" similar to monster or "mother" (australian monster enegry drink), for satire of these popular but unhealty drinks wagie consume these days
  • No you're not being mean. Instead i really appreciate your time giving me these feedbacks

Again, thank you for playing my game!

Thanks for playing!
I will do something about that camera changes (and the truck one too kek). Thanks for the feedbacks!

Ey m8 i appreciate you for pointing that out!
And i thank you for playing this game of mine!

Thanks a lot for playing my game!
I appreciate that feedback. In fact, you're not the first guy that said things about the direction changes.
In the future, I want to put some seamless arrow indicators on every direction change, that blend in with the background. So please, stay tuned!

Man, this is the kind of action game, where win or lose are determined from your initial strategy for positioning. Its really fun. But due to the nature of the gameplay, player need to adjust to the controls as fast as possible. I love the grim setting as well, especially that explanation where infantries are literal disposable droned people kek.

It definitely has potentials, but i feel that the gameplay's UI need some improvement, especially the ones that tied to the control.
Also i feel the beginning of level 3 are kinda luck based kek. Those npcs suddenly swarmed me on that unfavorable initial position

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This game is so much fun. Basically a spiritual successor to Hamsterball, but better because it has a pink haired waifu with formal education degree inside the ball.

The only critiques i have are:

1. For me, the first jump in the second stage is too far for a new player to understand. Without luck, one must die first to understand how far it is, and how much speed needed for that jump.

2. Sometime other platform prevented you to see the path you're currently on. I mean, its fine if its on straight pathways, but i think players need a clear visibility to pass cursive pathways like in the second stage.

Overall, amazing game

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Fun game, and the UIs have improved the last time i played it (i think, i feel (?)).
Its an improved scrabble, with fun shop mechanic. What can i say except well done, kek.
Also, winnie the pooh, my beloved

The only downside on this game is, my IQ is not high enough for me to be pro at it

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Ey man, thanks for playing and streaming my game!
It's kinda is a meme game, a /biz/ meme game, but also a game i seriously want to be proper and fun. It does lean to the depressed humor of /biz/, but as for now due to asset limitation i can only present the things you played, for now :) 

As for BGM, yea hear ya, ill pick the proper ones each level in the future.
Yea its intentional, but i guess i need to tweak the sprint speed and jump height for future build. Thank you!

Ey, thanks for giving me some feedbacks!
I promise to make more levels with better car/obstacle spawns. I will also simplify the main menu a bit to make it faster and easier for players, to jump in the level quicker.

As for controller support, yes it's planned for future development. Stay tuned, and thank you for playing my game~

Thank you for playing the game!
Yea lol that particular level was designed to punish you if you rushed too much. There will be levels that gives reward for players that love to sprints as well. The directions for future developments are like that, with each levels having their own meta way for player to discover.
I also thank you for your feedbacks on car hitboxes.

Also i really appreciate you record your gameplay. I discover some bugs in the game, from your video, such as:
- That "Return to Checkpoint" at death should have been clickable, but it appears to be not, in your video

- If death happens during sprinting, player's body wont turn when you  move left-right after respawn
Again, thanks a lot for this!

Its me. It was fun, and i leave a comment above. Thanks!

Ey man it was fun.
To be honest with you from the thumbnail art i thought its gonna be a 2D beat-em-up kek. Wasn't expecting a turn based RPG. The combat system itself is unique at least for me. It's simple enough for an arcade-action gamer like me to understand, but complex enough to make me wanna explore more. At first i think it a "not for me" type of game, but hell turns out its fun. The story direction is also a start tho.

But it definitely have rooms for improvement. For once, the obvious stuff like SFXs for text dialogue and menu interaction. But there's also one more: the artstyle. Its anime character in dialogue, but 80's macho western cartoon in combat. I don't know if its intended, but at least in my opinion its better to choose one between the two.

Good luck!

Ey man thanks for playing it!
Thanks also for giving me feedbacks on the controls. I'll try to improve both the control and the level more!

>Maybe it's true to its inspiration
Nahh its not. Its really just not optimized yet for the moment kek

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Ngl im not very good at this, but its fun and nice to try finding new words i think/think not belong.

The sounds are good too. BGM and SFXs feels just right (i laugh at the random "clown horn" sfx when i shuffled once kek).

I do find a bug tho: In tutorial

  • When the tutorial for shop opens, i bought Winnie the Pooh
  • I then sell it for 2 bucks, trying to see what happen
  • The shop tutorial goes on until i got stuck because i have no money left to buy anything when the tutorial said i need to buy.
  • I then need to return to the menu, to unstuck myself

But overall this game looks great!

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Feels really polished and fun too!
Good theme, both in visual and sound design. The controls are great too, with sfx feedbacks on every click, every input i give. Makes it feels really responsive. My IQ increased a bit because of the gameplay kek.

Fun and addicting!

Also i love tanned Tomboys

I learn more every day

Thanks for playing my game!

Eyy, i appreciate that man. Thanks!

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KEK
Its fine. Thanks anyway! Ill play your game soon enough this weekend

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Thanks!
Yea i guess the menu is a bit too much clicky. Thanks for the feedback! 
But... two level? This prototype only has one level...