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hopem

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A member registered Apr 27, 2018 · View creator page →

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To add to RedWorldGames's feedback: The game is fun, but there's something you should take into account in case you make a game like this again: Make sure to give the player feedback when they are hit, like a red flash on the screen and/or a hurt sound. Its just hard to tell you're being hurt when the slimes are behind you. Also it wouldn't hurt to make it clear that upgrades give some ability to you, for example: the upgrade that "increases health gained from killing enemies" made me think that you get health from killing enemies always and this upgrade would just improve that, instead of granting it in the first place.

Alienkiller is a first-person shooter with a unique kill chain mechanic: achieving a high enough kill chain powers up your weapons so you can do massive damage to alien hordes. Any feedback is appreciated, but I am primarily looking for feedback on difficulty and balance.

https://hopem.itch.io/alienkiller

Alienkiller

Sure, I'd be happy to playtest for you. I'm hopemetal on Discord if you want to contact me there.

I got 4800. Having your own plants shoot bullets is a cool idea.

Its pretty fun. Played for a while. The text wasn't always easy to read. The towers besides the skull tower didn't seem to be very useful, since you're taking up a spot that isn't used to attack enemies. Upgrades for towers could help make it less wasteful to mix the towers if some towers were stronger. Also its not easy to tell when an enemy was hurt only when they are knocked back. It was interesting to see what fusions you can get with the crops you have.

The idea is cool and the music really fits well. I didn't get how I am supposed to make the burgers with the ingredients I got. Didn't get any buns. Also the game crashed when I tried to go to the main menu after dying and it said I killed 0 enemies when I did kill some. Getting upgrades would be good when the enemy count gets high.

The twist that you use your ammo to upgrade yourself is cool. Its confusing how plants turn into ammo. And having to click a lot to plant and harvest is tiresome. Would also be cool if the different ammo types did more, like the pumpkin could make an explosion instead of just being like the wheat but stronger and harder to get.

Well you have the basics of an idle game down. I think the potions don't have the correct price shown. Like Frozen Bacteria says 10 K but it looks like it needs 100 K actually. I also couldn't buy the Auto Virus LV2 at 3M, but then somehow I did and then it says 50M. Would be cool if you needed to "upgrade" to be able to get the stronger potions.

The game is okay, but the flashlight is not that great. The flashlight needs to be used all the time, but the time you can use it very short. It could be longer for easier difficulties. There doesn't seem to be much of a use in holding the flashlight for a shorter time because you still need to wait to recharge. You can't really be smart about the flashlight use so the game gets very hard fast since you also are punished for letting the time run out by having less time than before so if you start losing it gets out of control fast.

I liked the conga line of ghosts following me around. The volume of the music is really low, I can only really hear it well when I set my volume to 100. Some of the levels were interesting to play, but with only 2 monster types the game feels repetitive. Would have liked the controls to be shown somewhere, but they were easy to understand for me.

Well, it worked the first time I tried it.

Resetting the vehicle position doesn't seem to work anymore after resetting the player stats. Looks like all new saves are affected as well.

It was really funny how you completely changed the rules of chess, and the names of some of the pieces (like Dog lol). Really impressive how you managed to get so many rules in the game. They really make you have to think about how to get the most points. The pieces were a bit hard to read at a small size though (and maximizing the window doesn't scale the game).

Some music and sound effects would have been nice too.

The idea to draw constellations was very interesting. I didn't have much fun though. Choosing a different constellation didn't change the spell. There isn't really a way to lose, but that's probably okay because the controls for casting were very hard and I nearly gave up. But I figured it out in the end. So if there was more urgency in the meteor part and if different constellations gave you different spells, or maybe the meteor part could be something else. Because I think the main mechanic is super cool and I can see it being used as a spell system in an RPG or something like that.

The music was cool. The graphics are basic, but the particle explosions were very underwhelming and felt janky, but that doesn't make the main idea worse.

The minigames were pretty fun, but they don't seem to get more difficult over time? Maybe the Earworm does a little, but its hard to notice. Another thing I didn't like is that the controls for each minigame are not mentioned, and it wasn't clear in the beginning what I needed to press. I did figure them out though, so it's not that bad.

16 was my highest score.

The use of theme was interesting. I liked how you can't see the spirits on the map but can't see the path when you're not using the map. It adds some difficulty. But it was still easy enough that it wasn't much fun. If the number or speed of the enemies changed as you collected keys the gameplay could have been more interesting. Its cool that you allow the player to choose how many hit points they have and keys they need to collect in the options. The art was nice, but the size of the screen was very small (I zoomed the page in though). And the music got repetitive.

As the game is right now the puzzles weren't great and all the difficulty was in trying to throw the relic right. Having some more different puzzle mechanics to spice up the puzzles would be good. And somehow showing where the relic would end up when thrown would make it less frustrating to play. The sound effects were funny, but the music got annoying quickly. I only played until the red relic appeared but I ended up throwing the red relic on the orange relic and got stuck there. The orange relic was confusing because I thought you had to use its power for the puzzle where it was introduced. Specifying exactly that it comes back when pressing F would make it clear what it does.

Got to level 5. Good use of the theme. The music was nice and fit the game well. Should have used the icons themselves instead of text for the reminder of what number is for each icon.

Unfortunate that you couldn't add your main idea to the game in time. Would have been interesting to see that. The animation of the player is nice though. There weren't any sound effects, but the music was nice.

Cool idea to draw the map. Would be interesting to see how you did the map drawing, because I found that it would become very weird if you just put the point anywhere (if you tried to cheat). Some audio would have been nice. The player's speed was surprisingly high for a game like this, but it helped make the game not take too long to finish. Also I think the game said I completed the map too early since I think I didn't mark the last landmark I needed.

The start wasn't very good because of the speed making it hard to read the tutorial text. But the rest of the game was fun. The falling quickly ability came in handy near the end. The player controller could have had input buffering for the jump since there are parts where its necessary to jump multiple times quickly. The difficulty increased steadily but it did jump up a lot at the last part. The music was good and not too repetitive.

Nice game. The story was interesting. The music didn't get too boring. There was some thing with the explanation of the war mechanic that was weird ("The loser will Might equal to the..."). You may have missed some words there. Would have been nice to have some automation for the troop training part, like selecting the troops you want to train and the game did it automatically when enough resources were collected. Also a way to see the rate of resource collection.

Cool use of the wildcard. The game is very fun and the juice on the player box is really good. Also the music choice was good (maybe not fitting the theme much, but it was still good) and kept me wanting to play more just to hear it more lol. The only problem with the gameplay was that the 1 tile wide gaps are a bit hard to get through.

This was a pretty fun game. The graphics are cute. The controls felt good and snappy to me. Seems like it would be a fun game to speedrun. Could have used some music tho.

Its somewhat frustrating when the ball doesn't go where you want, but really you just need some patience.

The maze was pretty small and a bit hard on the eyes when rotating. And the music got annoying so I stopped playing after unlocking the 1st lock.

But good job making the maze not easily solvable by rotating in just one direction. Also the moving blocks make the maze a bit more interesting.

Its fun when you learn to cast spells quickly. The normal attack should have a slightly higher range imo. The lightning spell has satisfying polish, but doesn't seem to be very useful. It could be a good game if you work on it more.

Funny idea to have a smart chicken. Nice music. Gameplay didn't really hold my attention a lot, but I did finish it. And there is no reason not to use the box once you get it. And the first time I ended up directly on a fox when entering into a different area. So probably the fixed screen idea was not done great.

The drawing to cast magic mechanic is fun. And balanced by making stronger spells harder to draw and remember. The fireball spell's hitbox made it not very useful against ground enemies though. The music adds to the mood without being repetitive or annoying. The options had the music and sounds off by default despite being marked as turned on in the menu (or did the X mean "off"?)

I think that the level layout is unnecesarily complex and some floors are unneeded. Like the bottom floor has nothing useful there, and I didn't seem to be able to attack enemies from the 3rd floor, but still had to go through it to reach the top of the castle.

The graphics are very nice, but the tile placement in the level with the floor blocking the background hurt the look a bit. Its a pretty good game overall.

The game isn't bad, but its hard to rate this on "Fun" (maybe the jam should consider changing it something like Engagement), since personally, I didn't have much of it while playing. Maybe if the game map was more "compressed": being smaller, with less choices, but more impactful ones, it would have been more enjoyable? It would also have helped with the length of the game.

The writing was cool. The graphics were good, but the different pixel sizes on the ground and characters/locations made them slightly inconsistent. The controls are well-explained. Having the tutorial teach the player slowly as they explore was a good decision. As was the stat names sliding out when the mouse hovers over them (the "hitbox" for the mouse-over could have been wider though), rather than having to mouse over them individually to see the tooltip. You could have also added an option to turn off or reduce the visual effect when you're low on some stats, but there are options for audio and controls which is good.

But still, I'd say the game is good for what you had time to make.

Nice cozy game (which kind of doesn't really fit the apparent urgency in the story, but that's not too bad). Thought I did something wrong the first time the cauldron exploded, but that was just what it does when you do something correctly. The audio fit very well. Good accessibility and settings. Would have been more fun if there was less guessing involved. I think that it would have been more interesting to get some clues after the first 3 potions about what needs to go in the next potions (and not just calculating the full percentage). The hints do help reduce the guesswork involved. The ending was surprising and funny though.

Fun game. I like the player speed. Bosses returning as enemies is cool. Nice amount of juice. Good accesibility options. I also liked the boss designs. The font unfortunately made the name Zod look like 200 (lol). The music is very repetitive and there's less sound effects than I would have liked, but all the important things have sounds (like getting hurt) so that's good. The enemy getting damaged sound effect was hard to hear over the music. There are a lot of unlocks for a jam game. The final boss turned out very easy with the upgrades I had. Having drawbacks for some upgrades is cool.

Great entry overall.

Would have been funny if Zod the Infinite was literally infinite though.

I like the use of the theme and that you're "unbuilding" the city. The controls are clear, but I would have liked a button to advance the intro text. Its good that you show the timer for the intro text advancing though. The music is good but it was loud for me initially and there isn't an in-game volume setting. It was cool to figure out where the buildings creating bad effects are and finding the special building patterns. Also the changing layout adds a layer of unpredictability to the game. It wasn't very clear why the game ended. I assume its because the population decreased too much, but I had 50 left so I thought then that wasn't the problem.

I got 21200 pts the 2nd time I won. Let's see if someone can do better. :)

Simple Vampire Survivors like game, but the feature to pull in all the experience is a good addition. Can focus on avoiding enemies that way rather than picking up the experience. Could have added feedback when the player is hurt. The controls are good but could use some explanation of how the game works. Especially the pulling in of experience. It was also confusing to see "cast speed" in the upgrade screen when I didn't have any spell. Getting stronger is fun, but there could have been more speed variation for enemies and more of them later. Also something interesting I found is that the rune stones that spawn from killed stronger enemies can be used as walls.

Cool idea. Nice that there are different abilities the colors have. The game becomes impossible to win when the machine's monster's get too close, cause your monsters stack on the machine's monsters instead. Looks like the best choice is to always go for blue/green/green or blue/green/red tho.

Funny game. The kick is hilarious. I liked the sound it makes, weird but funny. I like how you called the number of animals kicked off "sacrifices". Having all the animals come to the player made it easy though, cause I didn't have to go to other parts of the ice, which would have added to the challenge.

Cool take on the pachinko game. Cool intro. Fun to play. Music is nice but a bit repetitive. Physics is good, you made sure to not let the balls get stuck. Could have had a few more different boss sprite. Breakable crystals are cool cause they give you energy, but also gives you ways to reach the bottom faster when you destroy them.

Unfortunately, had a bug that the game didn't return to the trading post after losing a fight. Would have liked to play it more.

2spooky. Cool to be the scary monster. Also the animation of the kid at the end was funny, how he goes back to sleep after screaming to then wake up and scream again.

It is slightly creepy, but the invisible walls are annoying because I can see where I need to go, but can't get there easily. It does get easier the 2nd time around (I played it again because the 1st time my volume was too low to hear). Also the creature didn't seem to do anything to me when it appeared.

The different monsters make you keep them all in check which makes the game non-trivial (and actually kind of difficult). Being unable to do anything when flashlight charging adds tension. Graphics pretty bare but they get the job done. Audio is used to indicate things happening, closed captioning for the sounds is nice as is being able to turn the jumpscares off, but the game should tell you from the start you can do so.

The controls were confusing at the start (cause I jumped right in without reading the "How To Play" oops). Would be best to write the controls in the description or show them when launching the game.

Pretty good game.