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Hedge Knight Games

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A member registered Oct 02, 2013 · View creator page →

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No worries, glad I could be of some help :)

So this is about as much fun as the developement videos made it look. Ie, very very fun :D 

10/10 on the graphics and audio front. 10/10 on the handling and drive feel of the vans also! Not sure if it was intentional, but I like how the initial zoomed out view gives a chance to try and memorize the track layout a bit so that the sudden corners aren't as surprising haha.

The only feedback I have so far is to maybe add a windowed mode, and to switch up (or randomise) the starting positions of the vans each race. I found more often than not the red van seemed to have a bit of an advantage at the beginning of the races cause the tracks loop anti-clockwise. But maybe I just need to git gud :)

Great work as always, man. This is super impressive and a real gem :)

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No worries :) Yeah having to blow your way out of the starting room would be a cool teaching mechanic, but as it is it's already a good learning arena. Shooting the buttons to change the player name is pretty satisfying and a good way to test out the weapons.

As for the door button, my only suggestion might be to move it so that it's not right next to the door. I found I was kinda grazing it by mistake while flying in and out of the doors, but that might be a good teaching mechanic too lol.

Really great work on this so far! At first I found the controls could use a reverse thrust, but quickly found that that would actually remove some of the fun, because getting the hang of steering the ships and landing precision shots (like with the sniper or crossbow) feels very satisfying. Needing to constantly correct the orientation using only forward thrust and steering adds to the chaos also :D

The audio (love the music) and visuals are top notch, as expected, and the physics and particles are very satisfying and the weapons feel punchy.

I didn't come across any major bugs or issues. Just two small things maybe worth mentioning:

1) the door buttons in the first level are maybe a bit too sensitive. They get triggered by the slightest touch so you can end up opening or closing the door by mistake quite easliy. This may be intentional though, so if that's the case ignore this point haha.

2) The end game screen showed the wrong winner for me as seen in the screenshot below:


Ps, I loved the little details in the arenas like the soccer match and resort. Felt kinda bad for blowing up the soccer players though lol

Awesome! The mechanics in this game are so blissfully simple and so full of potential, I'm sure WJ3 will be even more amazing!

If/when you need testers you have at least one volunteer :D Although I'm sure there will be many others haha

Wrestling inside a literal ice cube while wearing roller skates, lol I love it. Perfect for letting off some steam after a long day of coding :D

Thanks so much for trying the game and the feedback :D And the extra effort to set up your PC and everything, I really appreciate it!

- I'm glad you liked the movement, I spent a lot of time trying to get that aspect to feel good.

- Interesting point about the ladders, I never paid much mind to that! Another one for the list of things to tinker around with!

- By the chartacter rotating while in free fall do you mean the way he kinda "leans forward"? Or is he rotating from side to side, cause that would be a bug then haha. If it's the "lean forward" animation, yeah I should probably make a better fall animation alright haha.

- You're not the first to mention the direction lock while attacking, others have mentioned it feels a little odd at first also. My idea behind that is to allow the player to strafe back while attacking to avoid contact damage, and also to make weapons with longer attack animations require a bit more planning to use instead of button mashing. Thanks for pointing that out though, I might have to take that aspect of the combat back to the drawing board if people are finding it a bit unintuitive.

- Yeah I def need to work on the coin sounds and the audio in general really. The high heel sounds are probaby too loud indeed and I think I should adjust the audioo falloff for it so that it's only louder when close by. I kinda want it to be an annoying sound, but in a good way if that makes sense haha.

- Good point about the Musketeer "laser" effect. Another one for the list :D

- lol I tend to glare wide-eyed when I fire lasers out of my eyes to vanquish my enemies. You've given me an idea for a different type of wall eyball though! Would be cool to have ones with different laser effects and and animations!


Thanks again, this is super valuable feedback :) If you need testers for your project(s) let me know, I'd be happy to help!

Your games are really good btw. So far I've tried Turret vs Turret, God <3 Lollipops and Basic Biking. All super polished! I loved the imagination behind God <3 Lollipops. Such a cool and funny idea, and the physics and rendering of the tongue is really well done. Your games all have really nice music and sfx too, so I'm definitely taking your feedback about that apsect of my project to heart!

This is really fun! Gives me mega nostalgia for old DOS games like Tank Wars. Music is super catchy too!

Hey, man. Thanks for the interest :) 

Godot 4 doesn't seem to allow exporting C#/.NET projects for web at the moment unfortunately. Would be cool though!

Hey folks! Just thought I'd start up a feedback thread here. You can also contact me by email at hedgeknightdev[at]gmail.com, or on Bluesky or X/Twitter. Thanks for checking out my project :D