Fun cute game, but kinda hard. My balls were absolutely determined to die quick and surprising deaths.
jehudson
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Very fun quick game. I like how simple and yet how fun the mutate system felt and gave the game a fun form of progression. The battles were nice and quick too, except for the Fleshomancer, which felt a good bit longer but was still fun and suspenseful, and yet not too long. The art style, sound, and music was great too.
Thanks! Sorry about the mouse bug. I had some trouble setting up the camera correctly and consistently so it probably slipped through that way. I also had the same idea about a combo bonus and implemented it already. Maybe I should have made the bonus increase more obvious somehow since you missed it. Sorry about that. The number of points increase every three bounces and each mutant type had their own base number of points.
Loved the game. Addictively fun. It took be around 47 minutes to beat it at 100% but it definitely so fun it keep me from going to bed despite it being very late at night. The upgrades and going back and forth between levels reminded me of a well-balanced but difficult metroidvania focused only on tricky precision platforming. The cubes were a fun touch too and added a nice bit of story to it.
Thanks for your time and feedback!
It sounds like quite a few people liked the aesthetic. I found it by pure accident while aiming for a different aesthetic, but when I hit this aesthetic I realized it fit the cool factor and simple-enough factor. I definitely will try making future games using it. Maybe eventually I could have players associate that aesthetic with a subset of my games like a brand.
Replacing the player character with a cute-stylized character sounds like a great idea. I'll keep it in mind for future games how the player characters should help focus the game's messaging.
Part of the aesthetic came from me trying to deal with my lack of pixel art skill. PS1/2 3d models seem to rely a lot on pixel art for their texturing. I'm really looking forward to your pixel art master class.
Good point about simple mechanics making the game fun too!
I liked the ambiance but for me it's too difficult. I couldn't get passed the first zombie, since it's too dark for me to see much, even with the flashlight on. The zombies were incredibly fast too. A blink and they appeared and disappeared. If I hadn't watched your discord video, I would have had no idea why I kept dying.
But I do have some vision problems so it's probably just me. Maybe consider adding difficulty levels, with a few easier settings and a few harder settings.
But from the discord video the story sounds great, and I'd watch a whole playthrough just to see how the story turns out.
The full screen version of the browser version didn't respond to either my gamepad or mouse or keyboard, but the window browser version was responsive. The gamepad didn't seem to work for the menu. The mouse seemed off for the menu too. I have to aim the to have the top of the cursor over start rather than the center of the cursor.
After the menu screen I played using a gamepad and it was very responsive and worked as expected. I didn't try the keyboard or mouse. The instructions below the game about controls definitely helped me out.
Thanks for your time and feedback!
The wings are a nice idea, thanks!
I recently saw a trick to vary repetitive sounds is to automatically vary the pitch randomly. Maybe that would make the jump sounds less annoying after a while.
I've investigated the optimization issues and I made a number of design mistakes. It turns out I'd need to redo the project from scratch to fix the problems. But I'll definitely keep it in mind for future projects.
Thanks for your time and feedback!
Good point about older computer systems. I developed the game in a desktop with a very good GPU. I should have also tested it on my older gaming laptop as well to double check how well older systems could handle it. I suspect the camera problem has to do with the older system. I can test it on my older gaming laptop to check once I get some free time and charge it backup.
Good point about the soft lock. It's an infinite jump game so you could have kept jumping to get back on top, but it's clear now that I wasn't clear enough about the infinite jump ability.
And I'll definitely find a way to reduce the save particle effect. You're not the only one who struggled because of it. I used a stock particle effect from the Unreal marketplace so first I'll need to learn Niagara first but I'm currently working on learning Niagara.
Thanks again for all your feedback. I'm especially proud of the 3d models.
Thanks for your time and feedback! Maybe a way to tell how many hearts are left on a level would help.
Good point about the save particle effect. I'll aim to reduce the save particle effect, but I used a particle system from the unreal marketplace so first I'll need to learn Unreal's Niagara particle system to understand how to tweak it. I'm working on learning Niagara but it'll be a while.
Fun but a bit awkward for me. I liked the voice in the start giving a goal and reason to go on. I liked launching myself high and raining down death upon the hordes of enemies, The teleport to the knife mechanic was a bit confusing from the ground. There didn't seem to be a teleport to the knife mechanic while in the air which made it funner to stay airborn.
Fun game! When I playtested this game a while ago I struggled a bit through the levels but this time, whatever those small changes were, they seemed to help a lot. When I reached the ending after beating level 11, I was kinda disappointed there was no validation screen to wrap up the escape theme, but otherwise I had a great time.
Fun game but the browser version didn't work for me. The browser version was aq small screen with scrollers no matter what zoom level I put into my browser.
The windows executable worked for me, Maybe add a warning that the windows executable needs to install gamemaker libraries.
The visuals and sounds effects were awesome. I didn't understand the controls too well but the default reactions worked out well for me. I really liked the progression system and how quickly the progression happened.
While I enjoyed the gothic/horror vibe, I didn't understand what I was supposed to do or what my goal was supposed to be. I pressed O and P but the provided text didn't seem to have anything connection to the previous text. It seemed a lot more like a random gothic horror scene generator than a game.
It's a promising start. Sound effects and more visual feedback would be nice but I understand it's an early build and those aspects come later.
But I have no idea how this is inspired by Megaman, It feels like a completely different genre and theme.
I recall a game on the Amiga that was similar to this but also had missions/levels to enter from within the topside level. I don't recall what that Amiga was called but I could see this game becoming a modern variation of it.



