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Haytham Nikolaidis

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A member registered Jun 30, 2020 · View creator page →

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Hey, thanks for playing, and your feedback.

Thank you so much for playing our game. We really appreciate it. 

Hey, thanks for playing our game. We appreciate your feedback, I think being able to just hold the mouse down and having the gun shoot for you is a better mechanic, the nice thing about being able to click is then that fire rate is only dependent on the players fingers, but I guess we could have both. What do you think? 

This is a great action platformer. The movement is really polished, and it felt almost effortless to move around. Timing to get the double jump I found tricky but that's something to pick up. I never made it out of the tutorial mainly because in the mac build after killing the first pumkin's the game screen goes blank. I tries it three times It seems to happen when the "fall off" the screen.

My only critique is that there is just too little game view, which means I come flying hopping and jumping on my scythe into a flying enemy and I would have no clue where they cam from. I wonder if its just a camera thing but I think if the view port were 1.2x it current size it would be much more "readable."

But that's my only critique the gameplay smooth the aesthetic is retro cool and the game is really fun to play. Thank you for making it.

I couldn't get it to run on MacOS, It lets me know the app is corrupted :/ You can ping me if you need help getting the Mac export tested. 

THAT. WAS. AWESOME! The production value of this game is amazing. How did you get the right in sixty seconds??????

Ok Jokes aside, the voice acting was amazing for the amount of time that there was. I played on MacOS and it was buttery smooth, (with a few strange shadow artefacts).

I enjoyed the forced perspective, although the audio would switch before the scene had loaded, so I would get a nice fore warning for any jump scare. Also the enemies always spawning in the same place in each room does kind of make the game play repetitive. It also makes getting the third scientist out a little difficult.

I think a simple fix to that is to randomise if they spawn or not in the room (every time the player enters). I know that makes it difficult to make sure that the player can get the radiation resistance they need, but I think that would add more variety to the game play.

Other then that, well done great game. I hope to make games like this one day. 

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Mac OS build doesn't run. I just get and error message saying "application could not start" If you need a hand testing, let me know Im happy to help.

I might be memeing by giving you a high rating, but I think the leave generation is super cool. Its really a fun effect. If you had slowed it down a bit, give it a full loop and  given it a longer classical music back track, I would leave this on  as a desktop companion. It really is just something pretty to stare at. 

I enjoyed this game, It reminded me of the flash games of yore, just with less jank. Well done. The game was easy to pick up and fun to play. It did feel a little floaty at times. (Specially when the enemies "jump" on each other and fly into the sky.)

I got the wave 8 and I found the difficulty curve sort of tapered off. The first 3 waves are easier but then wave 4 and 5 seem to be just enough enemies to come at you and regularly enough to make it tricky to dodge them. After wave 5 though there are so many enemies they all start bunching up and the player can just mash attack and make short work of them. I think if the enemies were a little more spread out that would improve it.

I played on Mac and the game was buttery smooth, I didn't have audio, but I am not sure if that is a bug or not. 

Well done that was a great game. I enjoyed it.

Wow, I enjoyed that game so much. The text from the radio (and character) goes a little quickly for me I wasn't always able to keep up. and by the time the enemies started spawning it was so frantic I was just ignoring it completely. I really enjoyed the idea, expanding ones base then needing to rush back to do up keep really makes it fun. I enjoy games that "force" a player to explore. The audio was fantastic it was just the perfect vide. 

Controls are slow and clunky but perfect for the aesthetic. IMO. Apart from the text going a bit too quick for me, the only other critique I have is that the game was too short. I could have easily sunk and hour into trying to spread my "base" out as far as possible and find all the coffee I could see.

You also get extra points for having a working Mac download.

This was a very polished game for such a short time frame. I enjoyed playing it. The mechanics we solid. The audio queues were on point. I also made good use of the checkpoint system. Well done this is a great game. I really enjoyed it.

That was fun and interesting. I wasn't quite sure of what the point of the trek through the forest was. But I enjoyed it. I don't know if I cheesed the game somehow but it didn't look like the monsters could hurt the player? Just get in the way. It was lots of fun and I was able to make it out of the forest. The atmosphere is great by the time I got to the end my heart was still racing.

It took me a while to get going but once I got a hang of the touch controls it was tons of fun to play. I think it's a really cool twist on the Arkanoid/Break Out type games. (Personal favourite those.)

One thing I struggled with was the swipe up and swipe down, I was never quite sure of when I got it. and I think that's because the paddle "snaps" to the touch position. 

Well done on creating a touch/mobile entry it's really good and I love the look. Great game.

That was fun it reminded me of Sid Meier's Pirates. The ship controls feel good and apart from the waters being a little empty, it was a fun game to play. I enjoyed trying to find the treasures and the islands. 

This was a fun little experience, I think with a little more polish this could be a fun game. I also think that a way to "gain" time would be a good addition, maybe a truck is waiting to be loaded up and as the player brings trash the truck will wait a little longer. Something like that. Otherwise well done. It was a good little game.

That was a really well executed game. I really enjoyed it it was easy to understand, fun to play and had a good difficulty curve. Well done. The only thing I found confusing was that shooting consumed my fuel. I can see that tripping up a player like me, that only read the first of two sentences on the tutorial. I would have split them up, like: "Left click to shoot" in the first room and then "Shooting uses fuel" in the next room, to really spell it out to players. Once again. Great game!

I really enjoyed that! I did make the mistake of trying to play it on my Intel Macbook, and let's just say I have been to less enjoyable slide shows before. That being said I could play the first 2 levels and they were great. However, because of my computer's lack of performance, I did notice it looks like the amount the map rotates is based on how far the mouse moves between frames this meant in my case where I had long times between frames the map would whip around unexpectedly, I blame apple for that one though. You made a solid game.

Thank you so much. We really appreciate your feedback. Slapchip made the levels, I think they turned out well as well.

Thank you for your feedback. Yeah in hindsight the camera is frustrating. So glad you could enjoy the game regardless.

Thank you! Yes the camera is part of the challenge but also a frustration.  I will look into the chest thing, you are not the only one to mention it so it's probably a bug.  Thank you so much for your feedback.

Thanks for your honest feedback. We really appreciate it. :)

Thanks for your feedback. We will check it out, might be a bug. But so glad you enjoyed it.

Thanks for playing our game we are glad you enjoyed it.

Great I will check it out.

Thank you for playing our game. :D We appreciate your feedback.

Well, now I know how "Universal" Universal Serial Bus is. 🤣🤣🤣

Thank you

That was a fun little maze game. It kept me quite engaged, I did find it quite difficult but I think that is the point. 

Thank you for playing our game. Your input is really appreciated. We weren't quite sure how to fix the camera while still keeping the "unique point of view" feeling.

I agree 1250 is definitely enough for current gameplay. :D

Well done, this is a fun little tower defence game. I enjoyed playing it through to the end. I know there is quite a bit of variation in the enemies. But I don't know if this is a bug after the third map, It seems like all of the maps are just a copy of the second one?

Of course! 😁

Thanks for playing our game. We appreciate it. That's a great idea, how do you think that transition should work? Should the camera animate or just snap to the new perspective? 

I really enjoyed this game. I did find the text description really helpful to play the game. I would like to see more of this game. Have you thought of changing the colours of the planets? Also how big is the map? I found it quite easy to get lost in time and space.

That was quite enjoyable, can we pre-order the DLC? Well done. Your idea was novel and clever and I think your execution was also great. What was the inspiration for your game?

Thank you so much 🙏🙏🙏

This is a really impressive tech demo. It works surprisingly well. I have noticed a pattern in the other comments though (specifically for Android devices) about the jittery-ness. I think a simple solution to that would be to either do a rolling average of the samples as they are streamed from the device. This will bring the peaks and valleys closer together smoothing things out. 

Overall I think this game has potential Im looking forward to what comes next.

Have you considered sending "events" back to the device, like making the phone vibrate if the player loses, or haptic feedback when the ball bumps a wall?

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Awesome thank you. I appreciate your input. I'm going to add it to my already growing list of nice to haves  😅 but at the top.

Well done, this is a really impressive prototype. I think the game has a lot of characters already and that the Rat can be a really cute character. I am interested to see what the relay part of the name is. 

When I first read the description I thought that the puzzle/maze would be very simplistic, but it's amazing how complex those few simple rules make the game.  I can't wait to see how these mechanics evolve as the game grows. Also for the LORE, does the rat get the cheese in the end or are they for ever chasing it into more complex mazes?

Thank you, I'll see how I can make aiming a little easier in the next version.