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Jaymonius

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A member registered Mar 29, 2020 · View creator page →

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Hehehehehe... I feel it's one of the best boss battles in the game, haha. xDDDD

A mixture of Contra and R-Type!? SIGN ME IN!! The game is definitely a toughie!

Glad you liked it! :D

Ha ha, thanks. I wanted to add more to it, but the deadline for the game kinda prevented that. XD So it's all I can provide for now anyway. :P

I don't know. I'll be having an actual download for the demo in a couple days. Don't know why the game was rated already. Ha ha ha.

Now that the voting and stuff is officially over, are we allowed to actually update our builds now? :3

I would take a wild guess that it's due to the judges in particular. Their schedule may have a part of the long wait time. 

Just a tiny nitpick really, but I'd like to actually have my game shown that it was made on PGM on my actual game page. Are there plans that it's going to be added into the site in the near future?

OHHHkay! I see what you mean, so releasing the jump button shouldn't immediately send her down, but more stop her ascent for a brief second before descending! Alrighty! I'll see what I can do about that! 

I don't think even equipping the Power Ring should have any effect with the damage calculations when killing enemies and bosses, but this still does concern me, so I'll definitely look into that. 

Oh, and that mine cart falling into a pit thing, do you mean when you touch the rails you still fell through? Or do you mean when you fall into the pit you hear the landing sound and still die?

Thank you muchly for your input Firespike! I'm a little concerned about the Harpy Queen becoming invincible when her health is drained. If you could be a bit specific on when, like when you kill her/half HP, etc. That'd help narrow it down for me! As for the boulders, I have been having a hard time with the hit detection. So I will definitely doing a more thorough look on how I can fix it and not make it as stressful when going through the boulder sections of the mountain level.  As for Magi's jumping, specifically when letting go of the jumping button, would it preferred if the fall was lighter? (Later MM games implemented this.) It has been a while since I looked at some of Magi's control physics, so your input will definitely help give a little more insight on how her movement and reaction should handle. 

Regardless, this will be good criticism to receive so it will help Arcanion become not as stressful to play through! ^_^

I haven't got far, but this game is definitely chaotic. You will definitely die. A lot! XD 

One thing I should mention, when the countdown starts, you're still able to move your character around, so I tried taking advantage of that a few times, but it doesn't matter. But keep in mind too, when you do move and fall into a pit, it will restart the countdown all over again. XD

Um, question. How do I play the game? Do I have to open PGM to run this?

I definitely like the feel of the game. And considering you were able to do this in such short time is really great too! ^_^ I do have a few gripes, specifically for the player character's movement, mind you part of it was just me using my PS4 controller, so I don't know if you made configurations or not, but that's beside the point.

Anyway, regarding the character, some of his movement feels stiff at times. I don't wanna sound nitpicky, but when he's in the air swing the sword, perhaps having the character descend a lot slowly during the animation instead of staying in the middle would be great. 

I do like how you made the cutscenes, and the design altogether is REALLY well done! Though once again, the player does feel a bit stiff (yet again) even when he's using his attacks. But this game has REAL potential! Hope to see more! ^_^

I'd be scared honestly. XD

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Yes! You so did! ^_^ I appreciate the artwork everyday! :D
I just hope people will like the game! ^_^