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juicedup12

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A member registered Dec 22, 2020 · View creator page →

Creator of

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the intended way is to have the other character hold the box in the lower level and jump on it before hed dies

Takes some timing and it can be finnicky

I didnt want the puzzle to just be climb up the ledge and reach the goal, so i tried to add a twist

I'll probably change the puzzle later to something more intuitive, idk.

"The idea isnt new" 

Could you elaborate on that? I wasnt able to find a game like it when i was researching puzzle games.

i don't know if vs clones are for me but here's my thoughts anyways

no need to think or try very hard for the first 10 or so waves

if it's a tower defense game what are you defending, just yourself?

i was hoping this would have an extra objective to break from the tedium of typical vs clones

Cool! Didnt know that glitch was possible haha.

I usually mute the audio since im tired of hearing it myself

I'll be sure to add audio settings sometime today.

I don't know what im interacting, what the items do

like where am i placing items

just give more info to the player

game lied, i had fun

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needs more responsive and intuitive ui

pretty hard game, i got about half way through the map until there were 3 enemies that aboslutely destroyed me

game would benefit from sounds but u know that already

i upgraded my cards but they didn't have higher values in the next match, maybe i didn't press the right buttons?

overall pretty good but could benefit from a few tweaks like more card variety and better way to counter range guys

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I'm not a fan of this games so you can disregard my feedback but if you want to hear the perspective of someone who is opposed to playing games of this genre then read on: 

  • no run feature, i know these games are supposed to be slow burn 
  • game needs a brightness setting, i know it's supposed to be a dark dungeon but there's so much of the screen that's covered in dark, players should have the option to at least see the level if they want, but you can still make the enemies outside of close vicinity not appear
  • when i open a door and walk in to a room full of enemies it feels like there's not much i can do, there was a purple skeleton guy who had some goons with him that surrounded me, i felt like i clicked on purple 20 times before all the barrage of attacks drained my potions and killed me
  • clicking on an enemy to attack consecutively is annoying, runescape was ingrained into my brain so when i was starting out i just clicked on enemies once and expected the player to continue attacking (Edit: I forgot about the hold option, still would be cool if there was a setting in the options to make it so you consecutively attack when you click on an enemy holding click is still unintuitive)
  • whats the point of empty chests
  • so much of the UI is taken up by the item description/enemy description box. why can't this info be text that shows up next to the mouse? the reason i don't like the ui taking up all that space is that when you're moving toward the bottom of the screen you have less view than you do going up the screen
  • too many menus 

things i do like tho

  • enemy design is well detailed
  • ui art design is top notch

unfortunately i didn't get very far sorry, i get killed too easily.

hi, thanks for playing and posting your thoughts.

Yeah im really sorry that your excitement was cut short. I had a few extra level with different mechanics set up but i didn't have time to iron them out fully.

I'll be working on getting those set up within the next 24 hours hopefully.

About the firelevel, i think i can flesh it out more, youre right thanks for the feedback.

And Lol nice bug find, pushing the playr into the laser i didn't even think of trying that ill see if i can prevent it


I know what you mean about the mouse sensitivity i should have worked on it a little more but i neglected it  so i could get a dopamine hit posting on day 1.

Ive posted about my game 2 maybe 4 times, but its just not something i can make interesting webms with without spoiling the puzzles ir mechanics., maybe im being paranoid though.

But thank you very much for playing i appreciate it a lot.

cute game :)

I fed the blademasters

I'm glad you found the idea interesting even though you went through some jank, I'm gonna try and adress your complaints right now, mainly camera and mouse cursor and the fire too. I've just been so used to replaying the same levels over and over it doesnt cross my mind unfortunately

and yes, physics are really hard to get right for a rookie gamedev like me, there's a lot of values that go into how everything moves and its really time consuming to get it "just right" especially when those values need to change later to accomidate a new mechanic

and there are actually a couple mechanics that didn't make it into todays build

anyway your feedback was really valuable, more valuable than feedback i can give so thank you.

hey, thanks for playing my game

You have pretty nice models, but it's a shame the camera angle is so restrictive

disappointed that there wasn't much in terms of combat but it looks like you have a solid ground work for something interesting

are the cutscenes bugged

all i see is a rock texture and text that doesn't move

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is this vampire survivors inspired?

the gameplay gets fun when you get a lot of mods

but its off putting at the start, idk how that can be fixed tho, may the base stats are more tuned up and enemies aren't as slow.

but the menus could use a lot of work, I know that graphic design is a monumental task though.

very good job I think.

edit: I'd like to be able to dismantle the first weapon so I can sort the modifiers so I can see any duplicates more easily

you rated my presentation 3 stars, presentation was what i worked on the most. 

Could you tell me what about ut didn't stand out so i can improve?

Really cute and well designed game.

I can't believe a progression system was implemented in 48 hours, awesome work.

Only downside is some powers, like the fist are quite weak, of course I shouldn't expect a perfectly balanced system but that's the only negative thing I have to say about this, everything else is great.

I like the art, I couldn't get very far though.

It wasn't well communicated what the symbol next to the sword button does though, it takes away the enemy's defense?

also it sucks getting a bad roll, there's not much agency for the player in those situations.

I like the random ability, but I kept getting sword user. And animations didn't work for me.

The artstyle has a good look to it and the random levels was a cool surprise but getting to some platforms is difficult. 

I couldn't make it to a shop either unfortunately.

All in all it's an impressive game for 48 hours especially one that's procedurally generated.

really nice attack effects and art style

I didn't know that you could avoid damage until I read your description

that info should be in the game

good art but the game lacks interaction

watching the attacks is so slox

sorry, it's an incomplete mechanic.

i'll see if I can fix it

Very good looking game.

Game gets really hard after 10 candies.

One thing I would have liked is seeing the player and enemy silhouette when behind building, it's easy to do if you're on URP.

other than that nice simple game thumbs up.

So glad to hear that!

And yes I'd love to expand on it.

i think collisions might be bugged?

i think i fell off the map when i walked in a room

never expected death metal from a death game jam

lol death metal in a death game jam

game works wonderfully

really nice music 

i like the particle effects and textures

gameplay can be impoved on, too many enemies lol

microsoft stopped it from launching because it's suspicious 

idk where to go in the game

cool

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are mixamo animations allowed?
edit: on their faq it says animations are allowed on royalty free projects 

https://helpx.adobe.com/creative-cloud/faq/mixamo-faq.html

What would you like to see for the next update?

very fun :D