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JokerOfNoxus

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A member registered Mar 09, 2022 · View creator page →

Creator of

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The more I play this game, the more I appreciate the design choices. Like

  • Sound effect for having low "hp"
  • Being unable to spam the kick button, yet being able to kick already moving ring
  • Small dot that indicate where will the ring go, also dissapears when you are too far away

Yet I think I managed to find something to improve here :)

  • I would change the color/graphic/shape of bullets, as they are too similar to enemies (I know they are different sizes, but I often tried to kill a bullet, thinking it was an enemy)
  • The movement speed isn't constant, as moving diagonally is faster than moving just vertically/horizontally. Looks like you should normalize the direction vector before applying speed.

Either way, great game design :D

I really like the idea, yet moving ants seem a bit too slow and exhausting. Wish they would move faster but maybe with a little twist, like moving only diagonally or move around after not being interacted with for some time.

Once again great concept and great gameplay and there is even music this time :D
I like how you twisted the concept of just staying in a ring, with moving the ring around.
Amazing work!

I really like this game.
Gameplay is fun, effects are nice (especially when you lose; that red overlay).
I just can't stand those sounds effects, they are really irritating.
Other then that, this game is great!

Love the visuals here, especially the archs of missiles trajectory. The little shake after hitting a rocket is a fun (hit -> impact) interaction. I love how the cities "lives" are SHOWN instead of a simple number display or 1hit = game over situation. Just wish there was more variety, because after some time the game seems repetitive. Overall very well made. Had a lot of fun. The project I could learn a lot from :)

I feel like the visuals at the start got me involved and that made me expect similiar experience during the game which was a bit dissapointing. I like the idea of running away and scarying enemies with a bee, but I feel like a bee isn't very useful currently. The gameover condition is a bit artifical. Hard to deduct when will you lose. Feel like the game has potencial that could be used with a bit of more polish. Overall fun experience.

I love the simple yet briliant desing. Using background for the points counter and keeping the interface clear is amazing. Graphics suits itselfs with the colors you picked and sounds are great. The little screen shake add a dimension to the game. Wish there was some chill music here though. The game is quickly becoming repetitive and far too easy. I think that because you can move the paddle so quick with your mouse, make it that way. I was just standing in the middle and reflecting the bullets which wasn't hard. Overall fun experience and great design with still a space to improve :)

I just love the cute music, sounds and animation. The game seems very polished for a 3 hours gamejam! The dead animation is a bit annoying, but can't deny the charm of that. Incoming moving platforms add a lot of depth to the gameplay for sure! Well done, great game!

Love the overall idea of this game, but I fee like placing lasers in different places, and making tracks go in twisted directions could make this game much more enjoyable. As of now, You just have to go 1->2->3 or 3->2->1. Although I like how you also have to collect gems between taking care of not hitting mines. That add a lot to the gameplay here. Overall good idea, would play more developed version of this game for sure!

Really clever idea, and fun execution. At first those small monsters seemed to be placed completely randomly, but after getting into higher and higher platforms, I could see some clever traps that were well designed. Love the creativity and the setting, as the cyclops indeed, could shoot laser and harm someone without bad intentions. Got a feeling of X-Men Cyclops :D 

I like the idea, visuals are a bit clunky but not bad. I like how you control both hand but maybe controling hands with mouse and option to switch which one you control could seem more fun. (just a thought). My biggest issue is sometimes getting damage from enemies not even in scene. The timing of enemies coming is also a bit off. Sometimes they don't come for a couple seconds and sometimes there is just a bunch of them.

The visuals are pretty cute but the gameplay is a bit lacking. I don't like how wolf acts like a robot just chasing the closest sheep, seems a bit robotic and "unrealistic"(?), not really sure how to describe it. But the overall idea is fun and I can see it becoming someing more :)

I just love the puzzelying and how 2 dimentional the story is.
You not only find notes in specific order, but also listen to sneaky peoples tips. I was really amazed to find out this game actually has 2 ending! (Or maybe more? Who knows?)

I'm just in love of the whole game.
The visuals are cute and clear, music is cool and kinda funky, which fits this style.
The sounds are all well picked, from the sounds of moving to the sounds of getting hit by the laser.
And the way you jump off the stage after each level is just so awesome and creative. (I'm definitely gonna still that idea of creative approach to normal/regular thinks >:) )
Overall gameplay is satisfying I just wish it was longer :)

From the downsides, I don't like that long, unscippable cutscene after you lose, and having to play the game from the beginning (which actually isn't that bad as the game is pretty short and fun)
I wish there was a quick countdown instead of that sudden GO sign.
I feel like the hardest level were at the beggining and the lasers weren't impactful enough to stop me from winning. I was basically ignoring them and could still easily win each level. 

To sum up, the overall very good and polished game; 5/5 in by book and I can't wait to play more levels (if will they ever be added).

I feel like graphics and level design were a really bad part of my work here, so I'm glad you liked it anyway. The shield facing enemy part was a big part of my design decision of making it unique, but maybe I should have abandoned this decision to make it more fun to play, instead of forcing this idea anyway. How would you rate a tutorial? I tried to do it more like "show, don't tell" way, I'm curious how did that work out. Did you manage to complete every level? Thanks for playing :)

When I found out that you can level up even when the Defence/Offence buttons are not visible, then I got to this point of a game :D 
But without knowing I got to Like Stage 111. You just have to keep offence barely to kill enemies on 2 hits, and everything else put into defence. The HP regen is crucial. And It's too hard to get into Killing enemies in 1 hit, so 2 hits are the best spot. The more defence, the more dodge rate, so it's even better that way. Without gliching I could go forever with that tactic.
Not sure why, but after some level or after glishing too much, my hero just decided that moving is lame :D 

Thanks for the feedback!
I'm already working on improving the gameplay, but I will submit it after the gamejam is over.
Thanks for playing :)

I think something is wrong with the stockpile counter? Often it just disappears to reappear later which was confusing. I feel like the walking and sprinting options should be merged just into one option with faster movement. There is no way to go slower, so I found myself holding sprint button the whole time. For a 3 hour submittion I can see the good base for something that can be developer further. Keep going!

I'm in love with this game!
Gameplay is quick and fun. The way you have to catch supplies is briliant and well made.
There is obviously room for polishing, especially collisions, but I still had a lot of fun.
Graphics is just enough for me to understand what is going on and I wouldn't wish for more from 3h GameJam submittion.
I don't know what is it about the music, but It fits and put a smile on my face for some reason.
It fits the theme and it's really fun to play, which is the most important in my book.

I feel like the whirlpools are too strong, and pull you from too far away.
I would love if they were not only a obstacle but also a way to boost yourself to move faster towards catching fish. Something like a gravity from a black hole :P

The first time I tried this game I just gave up after not knowing what should I do.
I decided to give it a second try though and here are my thoughts.
I don't know how to recognize which box represent electronics and which one is supposed to be toys. I just found myself in a position, where all boxes were delivered, and I was just waiting for new ones to spawn, which didn't seems so fun. To fix that, I guess the timers should be made less random? Overall I see the core of game which could be enhanced somehow. Right now it seems repetitive without any twist to make it interesting. Maybe some other moving parts that make this delivery more harder?
I would love to see the game further develop, to see what more is there to offer.

I didn't want to add too much to make this game too complicated for what it is, but I understand how it can seem repetitive.
Too small ingredients - For sure, I get that a lot ;)
Thanks for the feedback!

Missing ingredients - Yea, I get that a lot. Something to polish for sure.
I'm glad you liked my attempt at pixel art :)
Although I was woking "overtime" (more than 3h) I feel like I lacked some time to polish the details like background or sound effects/music.
Thanks for the feedback! 

Hi, thanks for the feedback! I can see how missing the ingredients can be irritating. If I could turn back time, I would make ingredients bigger :D

The game just stops after some items are places, as there is no visible space on the screen for more items, so I started to stack the on top of everything as fast as I could to get the high score. Camera zooming out would be good idea here. I feel like changing the scoring method would also help, as small boxes are easy to place and score the same points as the bigger ones, which are harder to place.

I can appreciate the graphics even tho it's completely not my style.
But I'm not sure how to rate this game in the scale of gameplay.
There are just 2 choices and somehow first choice seems to just change some dialogues and the second one determinates if you win or not. My guess is those 2 creatures are some kind of angels? Maybe I lack some overall knowledge of the background here.

Love the graphics, love the sounds and overall shooting experience here. 
I feel like the gameplay would be more interesting if the crates were spawning randomely on the map, because rigth now the gameplay is a little bit repetetive.

Fun idea, cute sprites and even some sound effects.
I feel like when you find the perfect settings for scoring 3 you can just use it indefinitely. Although good thing that there are those flying crates that kinda prevent that from happening.

I like the idea of the game, but I feel like more variety or fruits and how messy they are would do the trick here. Sometimes catching fruits turned out to be a difficult task. 

I don't think I have enough space for so many items 🤔

Leaving door without opening it often cause me to take weird route


I am surprised that using magic staff triggered spikes effect :(

Please don't deliver whole game, I'm already addicted :D