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Indominous06

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A member registered Oct 02, 2022 · View creator page →

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Thanks! I really wanted to make sure the boss fight felt fun and challenging to fight, so I am glad you enjoyed it!

First, thank you for all the feedback! While it was a little intimidating at first to see such a long comment, I think you presented your feedback in a very constructive way that will be really helpful as we plan to make this into a full game. You also acknowledged that a lot of the things you felt were missing were likely due to lack of time, which most of them were.

Since Erik already responded about the art and music, I will skip to the sound effects. I also would have liked to have more sound effects in the game, but sadly ran out of time. Though I do think I should have prioritized adding a sound for when the player gets hurt, as you suggested. I was originally going to add a sound effect for when you shoot, but given the short time frame, I was worried that if I didn't give it enough time, it would sound really repetitive and annoying for how often you shoot. I know there are things I could do, like randomizing the pitch within a certain range every time you shoot, but figured that would take too long to figure out as I have never done that before. The sound effects weren't super in depth as I was prioritizing getting the gameplay right and making sure that there were no game breaking bugs(which there were MANY I had to fix). Also the sound effects were more a chance for me to take a little break from coding, so that's why they are very goofy lol.

Yeah, I really don't know why I didn't think to put the tutorial right before the boss fight, my brain was kind of fried after so much coding. I think it was because at first we had more spells planned, so in my head, I was thinking of it as more of a practice range to test out all the different spells rather than a tutorial. I agree that the tutorial has too much text on screen at once, it was fairly last minute so I just tried to cram all the info I thought was important in there. The reason I left some stuff out of the tutorial like the double jump and dash, is because the tutorial already had too much text on it, and personally, I always check Itch descriptions first to see if controls are listed, because that's always where I find them. I guess I just assumed that other people did the same, so I thought I could save some time and space on the tutorial screen by putting them in the description, but I am now realizing that is not the case. I am definitely going to add a more in depth tutorial, across multiple screens like you suggested, in the full version of the game. 

I personally don't like using number keys to switch between spells/abilities in games, so we decided to go with the scroll wheel instead. But that is just my personal preference, and for the full game, we will be sure to add a lot of control customization so that everyone can play the game with the controls they feel comfortable with. 

I was really hoping to have more time to make a cooldown system that was more user friendly and would let you know when a spell comes out of cooldown, but for the sake of time, I decided to just add a clock over the spell icon when it was on cooldown. We are definitely going to try out a bunch of different UI HUDs to find one that looks good while still giving the player all the info they need.

The movement for the player is definitely a bit basic. Before working on anything else for the full I game, I plan on putting a lot of time trying to get the player movement to feel as smooth as possible. I also just completely forgot to add a variable jump height, I don't know how I forgot to add that, so thank you for pointing that out.

I did notice that the Jolthog(we forgot to put it in the game, but that's what the boss is called) could go into it's roll before all the quill projectiles were off screen, but after testing it a few times, I found that you are always able to still dodge it and I personally liked the added challenge it gave to the boss fight, so I decided to keep it in. I was worried that the boss was a little too easy so I liked when the attacks would sort of work together like that. 

Yeah, I should have split the Jolthog's hitbox into two as you suggested, but I didn't think of it. I did try to air on the side of the player a bit with the hitboxes, by making certain projectiles hitboxes slightly smaller, though maybe not enough as I should have. 

We originally had a lot more spells planned, but for the sake of time, only made the four that are in the game. We did have a lot more utility spells planned, like a cloud summoning spell that makes you take less damage while you are inside the cloud. The four spells we chose were the ones we knew we could make quickly, but yeah we definitely want to have a wider variety of spells in the full game that the player won't just use as soon as it leaves cooldown. We actually might switch to a mana system for the full game, so you have to think about which spell to use and when, just depends on how it feels. I agree that the last spell was way too close range, it was on my list to change, but sadly ran out of time. I like your spell ideas as well! I like the idea of one that clears the screen of projectiles, I feel like it would work well if we add spells that require a charge up or something. We might just have to add some of those spell ideas, even if freezing the boss scares me from a coding perspective...

This was meant to be a boss rush game but due to time constraints, it turned into just one boss fight. We knew we wouldn't be able to make a lot of bosses, but we were hoping to get at least two. We had the attacks for the final boss all planned and even had a good chunk of the art done for it, but sadly didn't have time to add it. Though by not adding the second boss, I think it allowed us to polish the first boss a lot more than if we did add the other boss, so I think the sacrifice was worth it. 

Thank you so much for all the incredible feedback and I am so glad you enjoyed our game!

Yeah, I really should of put the tutorial before the boss, for some reason I didn't think about that till it was too late to change. I also forgot to mention somewhere that you can hold down the left click to continue shooting without having to repeatedly click, so apologies to your finger lol. Glad you enjoyed it and thank you for the feedback! 

A lovely little game, with great visuals and sound design. Though it was very short and you don't really do much in the game, I liked the story it told. Overall, it has nice polish, but it left me wanting more. 

The gameplay idea is very fun, and I like the idea that there is risk in recharging your mana. However, the lack of enemies at times made is a little boring. I imagine as you survive longer that this is fixed with a more constant stream of enemies, though I don't know because by round 3 I was always dead, even though no enemies or lightning was touching me, I would die. I liked the art of the wizard and his little shuffle as well as the enemies, though the tileset was pretty rough. The lack of music was also pretty noticeable. The lightning attacks looked incredible, and were fun to use. Overall, a pretty fun idea, that just needs more polish and bug fixing. 

Evil Larry Says: "If you are struggling with the Jolthog, just get good. To do that, visit me in the Tutorial, if you dare."

I liked the art in the game, and the gameplay loop was fun, until I encountered some game breaking bugs that stopped me from playing. The upgrades felt strong like the explosion attack, but at some point, I wasn't able to buy upgrades anymore, even when I had the money. Then I encountered a bug where I couldn't move the boat and the harpoon wasn't shooting, so I just had to sit there and die. Overall, this game has potential if these bugs are fixed.

Short yet incredibly sweet. I loved how nice the parry mechanic felt, it was fun every time I successfully pulled it off. I liked the art for the enemies and the player, though the environment tiles were a little too simple in my opinion. It was really fun trying out different upgrade combos and finding synergies. The boss at the end had good potential, but was just in too cramped a space to really shine. The music was also very good, I was jamming the whole time while playing. Overall, this game was really fun and had me wishing the level was longer. Good Job!

I like the games artstyle, it's very charming. The gameplay was fun, but lacked the strategy that this type of game needs. When I won, I was mainly just placing stuff randomly in the hopes that it would work. I did like that you only have a limited time to plan, it adds a sense of urgency to buying your upgrades. I also really liked the music, it had a nice vibe to it. I liked how the weather effects interacted with eachother to make devastating combos, but again it felt like there wasn't much I could do differently from round to round in terms of building structure. Overall, a pretty fun game, that could really shine with a bit more polish. 

Really fun game, had a blast getting through the levels. Obviously the art was a bit simplistic, but that makes sense for the style of game. The music was fun to listen to. I really liked the gameplay loop of having to balance generating power and defending your core. Personally I felt that being able to place a block anytime was a bit too forgiving as some of the harder levels, I was able to just power through by placing blocks right before the meteor hits. Other than that, this game was very well made. Good Job!

The fact that it tracks your hand is really cool, though it is understandably a bit janky at times. Gameplay was simple but enjoyable for how short the runs are. The music was really good, the 3D models were simple but in a charming way.

Overall, a really cool project!