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Jonok

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A member registered Jul 06, 2018 · View creator page →

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Nice gravity shooter concept, I haven't found any exploit other than waiting the enemies to line up and than swipe them out by mashing the fire button, I couldn't find any UI elements that tells you how many dashes you can perform.

I would also suggest adding more sound effects like splatting and screaming, that would also add a lot to the atmosphere. But I also feel that for how basic enemies are at the moment, designing more enemy variance should be the main focus at this stage, but I haven't played enough to see if more type of enemies could spawn from the ones that just chases you.

I agree with the sentiment that it should be nearly impossible to be "perfect". I used to be a waiter and in the busy days we used to do the best we could, but also in my experience we couldn't give the best performance cause our setup in taking orders. If you want player to have a more complex experience to earn a "perfect", it would be interesting to have further customisation on how the cafe works, like an advance interface with nodes (almost like coding in Unreal).

Why there's a shop on every level instead of a shop in the hub world?

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I have no competences in driving but always liked racing games so i love the idea to gamify racing skill with a arcade aesthetics, I felt to play with full clutch cause playing your game like an arcade with "bad turning" would probably feel meaningless

at the same time I couldn't earn any medal other than Bronze ones, and I would dare even to consider a "wood medal" to say that at least you complete at least a lap no matter the time.

Also the car would start sliding on the road if I'm stopping on a slope, even with break and handbreak on.

I'm looking forward to future demos.

P.S.: for some reason I couldn't make Paddle shift to work, shift up or down won't change gear, I've played with Linux with Proton and I'm playing on Keyboard.

Cute mario clone that also feels incredibly stiff because there's no acceleration based on momentum, but also felt fluid because of the airdash so I had my fun doing movement tech

There's a bug in the menu option where if you press ESC the main menu draws on top of the options

Sound wise the music is too loud (default was set at minimum) and there's an absence of ambient noises making the level feel empty.

There are two movement speed which are walking and running, since there is no acceleration i find useless to walk and I've played the demo keeping shift held the whole time

There's is also some weird thing happening in this area but never got softlocked  

I think overall is nice and before deciding on what kind of movement implement in the future you should have already decided if you want to make levels more vertically (precise jumps) or horizontally (speed)

Also while dropping to bottomless pits I can move the camera upward and see the terrain from the bottom without lower faces rendered.

This is basically the opposite of another submission, I actually like how fast everything feels, I think I have played similar games in the past while browsing some obscure CDs...

But also feels a bit too fast, I can't easily comprehend the amount of information between each button press, and I would consider to have some effects to show between turns:
- who has been attacked
- what skill has been used
- how much damage has been provoked to who
ideally the option would be a toggle so people that prefer responsiveness would disable them

I found hilarious to be attacked by 11 GIANT RATS and reminded me that image of "ten thousand bees" asking you to come outside.

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I adore this game because i feel it has all the sandbox elements that can be used for anything and resembles not only one of my favourite game (Tenchu) but also seems to get the interactivity from another favourite of mine (Gothic Series)

I've completed 2 mission and as pure stealth is quite goofy cause there aren't enough tools to deal with the person with 2 ninjas but it was funny to find a guy with a gun and fricking shoot him

There a couple of exploits like:
- Jumping doesn't make any sound for enemies making the best movement option
- Second best is rolling as you can roll infinitely is faster than running and is silent
- Enemies do not really chase you making messy stealth the best option
- The cone of vision in front of enemies should also include a small area around them as I could pass trough them by crouching side by side
- Wrestle and grab is too effective, single enemies cannot really avoid getting grabbed and than chocked

What kind of plan are for this game? Is going to have static levels or some management progression? There was another game called "Shinobido" that basically was "ninja life simuator" and had multiple ending on which lord you served.

Also wouldn't be better to have a super jump after a roll? Air control movement seems to be to generous and I kept climbing where i feel I wasn't supposed to.

Played a bit, and I love the sprite arts but I've quit halfway trough cause I'm getting a bit burnout of precision platformers. The game is mostly about really precised controls and a really fast respawn so I like the snappy feeling.

Most of the levels seems more focused on timing rather than difficult jumps so there were some inconsistency in level of difficulty I would advise to order them in number of death according to testers on each level. 

Seem to be a fun chaotic game, but I had few issues on Linux trough Proton: Cracking audio and a crash that forced me to start all over.

other than that clarity seems to be the key feature to polish as sometime too many screen effects makes everything chaotic but I also noticed that with the Hat mechanic the gameplay is more forgiving, also somehow I was able to catch the hat mid fight and those were the best moments.

I'm playing on 1920x1200 but I'm not sure if is intended, the UI was pixelated and unreadable.

Also my specs seems not to be enough for running this game, I have a Laptop (CPU 6800HS and 6800S)

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platforming is working, I would increase window frames for parrying

It's a really short demo so I can't really find much to comment on it.

Kinda tedious to play as I assume takes all the UI design from Console games so I would make it optimised towards mouse and Keyboard or have a command for a group attack

For some reason FPSs drops hard on open areas of the map.

It's ok, I guess I want more upgrade to deal with more clients at the same time.

The repeat the sequence game is the most time consuming among the minigames and I would like to avoid to doing the clicker minigame but I couldn't really tell from the order which drink i needed to avoid.

Adorable but I find it difficult to look at, not because of the graphics but mostly the camera moving really fast while also scrolling trough repeated sprites, Ideally this game would have limits on how the camera would scroll up or down, or even make the camera follow the player slower while moving vertically.

The night level is too much on low visibility I don't think is needed to dark shade also player and the level.

The space level is also difficult to look at because the background moves too fast, I would also make it darker so it doesn't seem to confuse the player what is foreground what is background.

Nice ideas about movement, is not exactly easy to pull off cause I feel is too much timing dependant but I can see fun in speed running the game once mastered.

The good art and promise of sex motivated me to endure the high difficulty but I couldn't finish a single level after 65 deaths, the control are good enough to blame my lack of skills but I liked the fact there are still hidden mechanics like deflecting projectiles with the spin. Would be any option to disable post processing in the final version? I didn't like the smearing

Played trough the demo on standard Difficulty and I ranked all bosses, although I haven't beaten the last one 

Shadow Diff: 1/10 I've pressed random buttons and won
Demon Diff: 2/10 Good way to introduce the player to not mash randomly
Knight Diff: 8/10 need the player to style switch  mid battle to dodge certain attacks, I found the hardest moveset to face was sword and shield, the rest I use gaps in the moveset with charged claws, I couldn't reflect many attacks
Witch 3/10 I could reflect all projectiles with one attack and the projectiles makes her dropping her stance making her fight a joke, I think it would be more interesting if the projectiles only would break the barrier (also she shouldn't barrier herself immediately after
Fox 6/10 Wasn't as difficult as the last demo, parried a lot by timing and also mashing R2 string of attacks, got lucky and stunlocked her three times
Ninja didn't beat her

Truly an addictive format but I think it would be better to not have the game to autoretry (or at least have an option for it)

Played 20 minutes

I was confused initially but the game hooked me in when I realised I could hit multiple cubes if I aim in between, I think it would be a nice feature to have the cube highlighted when aimed.

The game starts off too much passive, in my opinion idle games in early game should always have more an active gameplay. Thinking something like,  manually click for the cursor (that could have the same cooldown according to your click speed level) and adding other small button to activate power ups. I think most of the players would consider a Passive mode very early so it could be something to be unlocked around 3000 cubes.

I can see this game becoming something special with dynamic backgrounds, crumbling physics for destroyed cubes,  and in general a sense of progression followed with more music.

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This is definitely the slickest demo I've played, the character animation are so fluid and responsive that is just a Joy to move around with the boost, slides and somersaults at the point that I was almost disappointed when I found a double jump, in my opinion it would be more cool to merge more momentum based movement like some sort of mario 64 2d but I can see people not gitting gud and need of a boring double jump to keep height.

Also sound was a part of my enjoyment as the dark atmosphere they both crude and raw in this first section of the game that reminds me what I enjoy in souls likes atmosphere when done well (I couldn't tell what was 3D and wat was not)

I think the slide should not interrupt in the middle of a small passage, I than discovered that I can hold the button to make it last longer, Idk felt weird to have the head stuck in the wall

I don't know if it's only me but I found bosses extremely basic but not in a negative way as they were predictable enough to learn it after few second and it was only a matter to master the right movement, i really like this intuitive direction that makes you aware that you can dodge and is all about to figure out how to do it.

I'm looking forward for more progress on this game.

Tested the windows version on Linux with Proton

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Good progress about your player character and effect but I also can feel there's no real direction for the game, I don't understand where you want me to give feedback as 90% of the demo seems to be in a embronic state.

Doom and Quake level are boring because your control are not designed on level, I'm not talking about the enemies that probably are in WIP as that they do they only runs towards you on a straight line, I want to point out that those levels are too big with a movement that is all about pressing shift + movement to get done.

RNG and Arcade plays awkwardly cause the control scheme is just weird, there's no reason to walk in this game at the moment so I keep doing the 180 with Dash + S by mistake because my instincts tells me to run backward but i get "punished" for it, and I don´t understand the usage as with M&K are more the enough to turn.
All enemies just follow you on a straight line making them feel samey.
Mech enemies are weakest as they can only be "stunned" smaller enemies should have far less health.
Nuke effect is cool but could be too good, it stands out as the most detailed VFX of the game, forcing you to think about making everything good as the Nuke quality effect or you might have to scale it down.

The wireframe view mode is the most confusing feature as it looks like a debugging tool to check optimization, some models have far more polygons and faces than others so that would also force you to polish everything accordingly but I would suggest you to rework it or scrap it, or keep it as a nodev with far more time than me will points out all the inconsistencies with the models

Also the crosshair is still not centered where your gun shoots, the nailgun in particular doesn't shoot straight

There are no words for the thrilling experience of jumping in Vampire survivors i would only say that is good enough

Time played:30 min
Not much to say since is quite a complex game and I can see already myself spending so many hours understanding the mechanics, same art cards are quite confusing. I would like a small window while editing the deck that tracks the number of spell vs minions and how many cards of each cost are in the deck to quickly overview my deck progress

Time played:10 min
Works perfectly on controller, not sure about camera control on keyboard, there is no way to zoom the camera but everything else seems to be functional, hanging  need some revision cause you can hang on vertical wall of the slope, the animation of wall jump seems the most problematic cause it goes in climbing animation when facing towards the wall, other than this small nitpicks I completed the game without any issue, no jump where particularly difficult, looking forward to a meatier demo

Time played:30 min
Mech feels good to control, surely more arcadey than sim,  I was dashing around but found myself randomly pressing the  180º rotation combo when moving back, I'm thinking since the rotation is so fast I'm not sure how useful would be in game, there are a lot of things that make me realize everything is at embryonic stage so I'm not going to spend too many words on random fps drops or me getting stuck in walls.

So what will be the level design inspired to? I can see you're aiming toward big spaces so probably is going to play something like you're going to fight multiple enemies on each turn, I would suggest to distinguish the enemies more by giving yourself some priority towards each encounter, for now there are 3 type of enemies really: 1)enemy that chases you 2) enemy that shoots you a missle 3) enemy that snipes you.

talking about the third type, your dash can't really do anything towards dodging the hitscan, I suggest giving some travel time to the bullet so people can get those sweet feelings of perfect dodge cause right now they can hit you regardless of the distance.

Granade launcher doesn't really "launch" and the granade rolls more than flying, I personally like to anticipate the trajectory of the ark of each launch of granade, I'm not sure rolling granade was the design you were going for.

The crosshair is so cluttered with things, also slightly lower than the actual aim, you might reconsider a redesign that gives priority to useful information and not have so many lines where you actually aiming.

Random thoughts:
-Stomp effect once falling looks like you're being damaged
-The Gatling glitchs after some damage
-You can't turn off the super booster once engaged, feels clunky
-More sound feedbacks on the HUD, like changing item with mouse wheel and equipment with the inventory

Time played: 1h
I'm always amazed how isometric games can be so immersive by removing all the craps from what is considered essential in modern diablo, I'm excited to wait for what would be the final product. How you going to review the metagame? would you consider multiclass the way to go or ultra specialize build can work too?

1)the mouse cursor in the main menu for some reason was over the writing, probably easy to fix
2)while increasing my statistics I accidentally added a wrong stat and I wanted to revert it, an idea would be to have both + and - buttons and another on the bottom to "apply" to confirm

a personal feature I would like to see in the game is clear feedback on hit confirm, I like to understand how much damage is dealt by just looking at how flashy is my hit or how big is the blood splat, I already like when enemies become more bruised the more you hit to check how much HP they have left, the less I have to see at floating numbers the better.

this being a true tribute to D1 should aim to add as many QOL as possible without feeling needlessly clunky but more importantly not spoiling what was the creepy atmosphere of playing D1 for the first time.

What the fuck you are talking about, why do people like you have to track down small projects and say nonsense to confuse small developers? Could you please go back to doing something useful with your time rather than declaring a status quo that only applies in your head?

Yeah the game is rough but what you expect

A simple idle game, i didn't mind it but for what i read text was well written.
The encounters where funny but kinda random to click on the bottom of the sign, anyway the dragon could not kill me so I've finished the game even without the statistics. Also after noticing the slow counter I've decided to use speed hack on Cheat engine, after that the game was much more barable to play.

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I love cooking games, but maybe the time limit are too much strict, i could only deliver 1 order and some recipes like spaghetti are too long to deal in multiple orders. I think a good pacing for this game would be
1) preparation time: prepare the ingredients without knowing what they are gonna ask, you cannot prepare food since people demand it fresh
2) order time: serve the food freshly coocked
3) cleaning: keeping your kitchen tidy will down the % of dubious food prepared even with the right recipe

I would suggest you the next feature would be the fridge managment, conserve excessive prepared ingredient and trow the rotten, this is one of the most frequent issues i encounter in real kitchens.

I find this game really interesting keep up the good work.

Works fine, didn`t encounter any bug, the guard doesn`t detect any sound at moment so you can sprint and shoot behind them, in the build i felt the need of a melee execution but that depend on your direction.

my fps al around 15-5 my specs ar:
Intel Core i7 5500U
12GB ram
Windows 10 64

Can't run it properly on my laptop, I'm sorry, really nice looking game!

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Nice game, I felt that the game was most interesting during the boss fight since normal enemies are too easy to clean and they end up being an annoyance more than a threat, I feelt that most of the time the camera is too close to the action since I'm shooting stuff off screen, also I'm not sure about the RPG stat would fit this kind of game in the long run since is more about dodging projectile than tank hits, I would rather prefer become more powerful with visual than statistical.

As the plot, well i guess is doing his job to deliver the best "cute girls shoot each other" experience ever.

This is an impressive FPS super polished and fun to play. Couldn't find any bugs in my playthrough. I lost myself occasionally due to the dull look of the first stages but it was something like 20 second, I felt that sound design could be better adding monster noise to the cultist and some impact to the mace. I loved the shaders, playing this game other than minimum resolution doesn't make sense for my eyes with the pixelated art style of the sprites but at the same time I think the 1px arms legs character design is a little weak in my opinion but I guess unless you pay an artist you can't do it otherwise. This is a nearly perfect experience that leaves me asking for more!

P.S.: Is possible to limit the FPS to 30? The animation of the sprites are not as smooth as 60fps, but this is mostly a nitpick.

I find difficult to give proper feedback on your game since I know that you are more focused on the multiplayer, on the other hand I was feeling overwhelmed by the many options that your game has, I usually like when games like this start with almost nothing and you build up your arsenal and skills by beating levels or buying on the shop, it would be helpful to have a pop up that explain what have you unlocked.

Gameplay wise I can't say anything since is one of the most polished entry.

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I'm using the gamepad but I couldn't figure out how to make properly work so I've used Big picture to simulate Keyboard+mouse input, and I meant the blue target (the one that appear after pressing "lock")

Looks amazing and plays really nicely, the only nitpick i would say is the camera not following the "locked" target but for the rest I was enjoying my time with the demo, good luck for the kickstarter campaign!

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Many QoL from the last time, I felt was less frustrated from my "being bad at videogames" and now I can keep up with the pace. I played mostly with the blank character because I've always dig collecting power-ups and become powerful, after trying the new weapons and they need balancing to cause the baseball bat can deal almost double the dmg from your fists, the drill can shred bosses and the whip is quite weak in comparison, I only buy that cause I felt fists are no longer viable and you need to extend your moveset.

Then I've tried the characters, blue is a nice alternative way to play for people who want a simpler experience, her lack of CC makes her quite balanced.

Yellow is totally broken, Down+Punch can infinite the first boss and (air) Up+Punch can stun the second easily, enemies where no match from range and Up+Punch, and never used the special, I will not say that was a bad experience, the cheesiness of yellow make me realized that the graphic style is really enjoyable, so much that I played for 7 runs stomping the enemies over and over.

I feel that characters can be an interesting way to experience the game, maybe a way to balance them is to not make them possible to upgrade their max HP.

from the second world, I noticed that the Tank and the Ghost are quite cheap, mostly because there is a little room to react to their attacks, consider to slow down projectiles in general.

Some slowdowns in the second world, specifically is the room that start with 2 rainbows, beats enemies and you drop down.

I'm happy to see progress on this game since I love brawlers and impacts in my beat'em ups.

Couldn't play with coop because I don't have any friends :(

I love it, is simple to pick but hard to master.

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Nice time waster, the splitter with 50% of dmg and split balls is broken to use if you unlock the third stage early

Nice game, i had to say that sometime the tree where too simple to complete but is a cute concept, i would think that is possible to make shapes rather than lines