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J_A_TAT

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A member registered 54 days ago · View creator page →

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I enjoyed the small moments of gameplay I got :) The starting point is way too high for me to adjust movement. I also liked the few notes of music I heard too but wish it didn't reset the music every time I died since dying is so frequent.  Graphically the game looked cosy and cute, would be nice to see improvements to start and also some character animation. Great entry. 

I loved this! Such a creative take on Football/Soccer. Well done, can see this concept being expanded into the commercial sector :) 

Hahahaha quality. Love it, 

Enjoyed the nickname feature, an issue where when I died my character kept running left constantly so had to restart. Art is fantastic, love the head-kills and the coin collection is super satisfying with the SFX. Wish coins were slightly bigger though, but overall great platformer and would like to see more :) 

I enjoyed it but wish the sensitivity was a tad bit higher :) GG. 

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If you're using Godot then you just need a navmesh node! In the top right of the viewport, there's a button to autogenerate the mesh :) 

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Satisfying gameplay loop, the game looks and sounds great. Some sound effects would help bring the piece together and maybe some more lighting in areas. I enjoy throwing the boomerang out and letting hordes of zombies walk into it. Honestly, fantastic looking game,  and was really fun exploring the map. The soundtrack was 10/10.

It might be worth using Navmesh if possible to improve the pathing of the enemies so they don't walk through the buildings :) And then the boomerang doesn't come back, but it's a creative mechanic and we could only use 100 lines so I respect it. Plus it's fun as it is. 

I enjoyed the feeling of being a gladiator for five minutes! When in ROME! 

I liked the simplicity of the game. It will always be an interesting concept to any gamer when they get thrown into an arena and told to fight.  I will also say that One Hit Hero pleases me graphically, so well done for that. I also really enjoy the parry system, it's well done and adds a layer of depth to the combat mechanic. Your game has a certain natural charm about it that's hard to miss. Great use of visual effects. 

Some feedback for improving the game would be as follows: 

  • I can spam the left-click buton and will always win, every single fight. I went for about a minute and a half before I stopped. 
  • The swords in the menu are great, but they can get a bit repetative in the main combat scene. Some music or the ocassional wind blowing would be cool in the combat scene. 
  • I can appreciate there is no death sound because of the code restrictions, but it was hillarious when I rolled off the screen without even saying ouch. The main character is too OP for itch.io, they don't even say ouch haha. 

Something I'd have done differently is that I would consider trialing coloured outlines on characters (personaly preference) and try come up with a sollution for the spam clicks. An idea off the top of my head is to not reset the player when the next fight starts and instead have the enemy come out blocking so the player can't cheese each fight. But again given restrictions, it's commendable you've done what you have.  

Something that you did that I wouldn't have thought to do, that you did well, was the way your first impression stuck with me, you have great presentation. So well done for that!

Thanks for submitting, I've subbed to you and look forward to seeing future developments from you, JimJim. 

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Simply charming!

I rather enjoyed the flow of gameplay, and the blue and red UI was awesome. The character was cute and somehow (don't ask me how) feels relatable. I think with enough TLC this game has a lot of potential :) the music is great, Kevin rarely disappoints! 

Many improvements can be made, but given the code restrictions, I think they're fine in my mind. Would have been nice to see some SFX, character animations or background art to help bring the piece together. It does remind me of VS, which isn't a bad thing and I like the genre but it would be interesting to see the game expand in its own direction (if you keep developing). 

Something I'd have done differently is have a black image over the screen with a soft transparent circle in the center and then it would give the impression that darkness is all around the player. By attaching it to your player, it should follow them around and look authentic without any code. 

Something that you did that I wouldn't have thought to do, that you did well, was the high spawn time on projectiles. It makes the struggle feel more real and I appreciate things being made harder. So well done for that!


Thanks for submitting, I've subbed to you and look forward to seeing future developments from you, Enit. 

~Tat