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HeroOfFlames

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A member registered Jun 10, 2020

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Recent community posts

It does, yeah. We were considering adding more scaling difficulty, but I didn't think it was necessary. I didn't expect people to be so good at the game!

Pretty fun game! The final boss was a bit of a difficulty spike, but it wasn't too terribly hard. Not much else to say, good job!

This game rules! The aesthetic is great, it's fun, it's challenging. What else is there to say? Well, a few things, but they're pretty small.

First of all, the parry is brutal. Maybe it's a skill issue, but it felt like I got hit half the time I thought I'd get it. Dunno if it's an animation clarity thing, a strange timing window thing, or again, maybe him skill issue.

Second, no controller support means that I can't play it as the twinstick shooter I so want it to be. If you continue this project, I beg of you to add that.

Finally, I wish that I could zoom out some more. It wasn't common, but sometimes a bullet would come from nowhere, usually if I was locking on to something.

Beyond those things, though, it was a fantastic time! I'm forced to assume the lag is cleared up with the download (no Linux build D:), and all the mechanics work and work well. Great job!

Wow, that's a good score! Thanks for playing!

I've always said that atoms have had it too good for too long.

Fun game, felt like a flash game from back in the day. My only real complaint is that you run out of offensive upgrades before defensive, so the end of the game doesn't feel as good in that department. Other than that, great game!

Great concept, the eyes being invisible when closed adds a ton of tension and uncertainty, especially since they block light. It turns every bump into a potential threat. Sound would've helped a ton with the game, though, and the momentum with walls was strange and really made the floaty controls feel bad instead of difficult.

I never got a feel for how I was "supposed" to be playing, but the charm kept me invested. The text, the sound effects, the fact that a guard could somehow apprehend a ghost, all great. The game was still pretty confusing, though. The third level also just didn't work and sent me to a white screen.

Pretty solid, though it seemed pretty hard to lose. The fact that you can get two or even three of the same upgrade option kinda sucks though, and half of them were too weak to really notice the effects of.

Nice atmosphere, and I like the idea of "lightning in a bottle". That being said, the gameplay didn't really click with me. There were never enough visual cues to get it reliably, so I kinda just had to get the vibe, and there wasn't any intuitive connection between objects and time.

A 6 button rhythm game is a lot to spring on people! Luckily, it's done pretty well. My biggest criticism is that the notes are too small, it hurts readability a bit. Plus, they get even smaller if you're not actively on that chart. Other than that, it's fairly solid. Good job!

A 6 button rhythm game is a lot to spring on people! Luckily, it's done pretty well. My biggest criticism is that the notes are too small, it hurts readability a bit. Plus, they get even smaller if you're not actively on that chart. Other than that, it's fairly solid. Good job!

I feel bad for hurting the funny sheep :(

Reminds me of a minigame from New Super Mario Bros, and that's a good thing! Fun game, pretty tough though! The retry button doesn't work, though. It just takes me to the next level.

This was really good! Felt good, looked good, sounded good. The enemy splatters was unexpectedly brutal, but it really added impact! With how good the game is overall, it almost feels like any complaints are nitpicks, but I do love picking nits.

Killing enemies felt weird sometimes. The guys would double kill sometimes, but never consistently enough to feel like I did something wrong. The grounded turrets Just wouldn't die sometimes? I assume it has to do with the dashing hitbox, since if I dashed down into them it worked, but dashing away didn't, even if I was standing in them when I started. Finally, the mounted turrets being invincible just felt weird, especially since the grounded could be killed.

Also, the time slow being on right click felt weird to me, not really sure why. I got used to it near the end, but maybe it'd be better on a different key? Maybe it's a me problem, though.

The most important question, though... 

When's the full version releasing on Steam? I genuinely think this could be expanded into a larger project, adding more stages, enemies, bosses. Maybe some stealth elements, this has the vibe of a fast-paced stealth game to me. Fantastic job either way!

I'm not really sure what this is. I zapped the cat, nothing happened, I followed it, I got softlocked. Neat visual style, but not a whole lot else to say.

I love how punchy everything was! The palette swapping really helped with that. Money didn't feel very important, though. Since I can only buy one thing per wave, and they're all quite cheap, I ended up with hundreds more than I needed. Plus, the enemies usually died near the center, so collecting was easy as well. Otherwise, great job! I wish it was longer tbh!

Great game! I'm a fan of how the music changed in each area despite still using the same base theme. My only real criticisms are that the "arrows shooting the barrel" puzzles took a bit too long and the music doesn't properly loop in the final Temple area.

I told my collaborator that it should be A, not Start. Link's Awakening was one of the first games we looked at for visual inspiration, so it's not surprising that it's reminiscent of it. Thanks for the feedback!

Great game! The soundtrack went quite well with the visuals, and it was fairly fun to play. My main complaints are that you can't know the differences about the ships without trying them and that they feel a bit floaty. Also, the textures in the first stage look flickery a bit? I'm not sure how to describe it but it makes my eyes uncomfortable. Still very solid overall!

Great game, but as many others have said, aiming is a pain. I feel the game really shines on the bosses, where aiming isn't as hard since it's a big target. Hitting small enemies quickly becomes annoying. Otherwise, it looks great, sounds great, and fits the theme quite well. Good job!

Great game! It felt great to play and I always felt like getting hit was my fault. I only have two bits of criticism. The first is that "0.9 fire rate" means nothing without context. All the other upgrades gave percentages, and I wish that did too, like "10% shot delay reduction" or something like that. As I'm typing this I realized it might be a 0.9 multiplier, but I didn't realize that at all in game. The second super minor problem is that your health doesn't animate in sync, and while that's probably something no one else would care about, it's kinda distracting to me. Still, fantastic job overall!

Thanks, I'm glad you enjoyed our game!

Hi, thanks for the feedback! The game starts pretty easy, but we thought it got quite hard near the end. Was it still not hard enough for you?

Thank you for the feedback! The Ikaruga similarities were definitely noticed, though it actually wasn't a big influence funnily enough. Black is just what bullets become when they aren't active, but I totally get it still being a lot to keep track of.

Hey, thanks for the feedback! What kind of response would you want? We did put in a hit sound, but maybe it wasn't enough?