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juicef

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A member registered Nov 20, 2016 · View creator page →

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I enjoyed this game quite a lot! Even though there is "little polish" there is quite a bit of fun. Sure, the enemy path finding was simple and they got stuck (which I abused), but that is easily fixed with navmesh movement. Crisp sound and great movement feel. Also, nice touch with the exploding "barrels" spread around the level. They will come in handy on harder levels.

I found the reloading aspect of the game a bit frustrating at first without some feedback since I didnt know how much ammo i had left, but I quickly learned to deal with it. 

I was also spawned inside the spikes at one point which was funny :D haha 

Overall though, I really enjoyed the game. Great job!

Thanks for the playing the game and the feedback! I truly appreciate every bit :)

Haha yeah there are a few things that need to be fixed. Sound is one such thing haha. I am not a sound dude and few sounds were "close enough". I actually wanted to make something sound like cloth this was a clearly a miss. Due to time constraint, I just went with it though. hahah 

I love how you found the "feature" :D The physics of the boxes when grabbing a box below another one adds an impulse to the box(es) above haha :D I have had some fun with that too and will be changed in some future version. 

I'll take a look at the button. Thanks for the info!

Again, thanks for playing the game and the feedback!

I love the vibe of the game. Nice atmosphere. I found myself always looking for the "run" button. The movement was a bit slow for my taste, but that's just subjective. I liked that you didn't use music, and only worked with SFX. Added quite a bit to the vibe. Not much to be said, except good job! Well done!

I like the general look and vibe of this game! The visuals are beautiful and unique. With a bit of "juice", like screen shakes, hit feedbacks, fluid / sped up animations, this has potential.

Here are some observations: I was confused at first since I played with a controller, and movement worked, but no actions, but I quickly realized this is a keyboard game.  The music was lovely, but it had more of a chill vibe than an action game. I'd probably go with a bit more intense music if you want the blood of the player pumping. The overall pacing of the game was nice. It was a bit on the chill side in terms of combat, but the game was well balanced. 

In the dialog I would prefer to have the right "continue" / "right" button more visible. I thought it was just part of the background at first. And lastly, I was looking for a "confirm" button in the level up screen. I was unsure if my points were actually saved and used. 

Nice game though, and great job on the visuals! 

Thanks for the feedback! I am glad you liked the visuals and the vibe. And a special thanks for the tips! I'll definitely make some adjustments related to UI.

The jump-related issue is due to "coyote time" not being implemented (one of the future updates). I completely agree with it being frustrating when  you just left the platform and expect to be able to do two jumps, but only one happens.

This game blew my mind! I was obviously bad at using the roll  haha :D It felt crisp and the game feel was spot on! The atmosphere and sound design added quite a bit of immersion too. Well done on the game! 

Thanks for the feedback! Much appreciated. And thanks for the tips on how to improve. 

Yeah while I tried to "introduce" the orbs separately in the first / tutorial level, they do need a better introduction. Initially, I wanted to have a story element, describing the premise of the game, but had to cut it out. 

Some elements are supposed to be a bit obstructed, but some are way too obfuscated. I am thinking of the ones inside the "finite time volumes", due to the sphere mask being too small for those areas. 

Again, thanks for the feedback! 

Great feedback! Thanks! I'll check out why the grab doesn't work. An initial thought that comes up is that the grab triggers twice in quick succession, thus grabbing and releasing instantly. 

Yeah, the box physics is wonky at the moment haha. It is one of the next todos. I know what the issue is. Long story short, grabbing an object which sits below another gives a quick impulse force onto the one on top. Also, grabbing an object "overrides" the forces and blocks, meaning the block can be pressed through another one. In other words, it is an issue with high prio. 

Thanks for all the valuable feedback!

Interesting! Thanks for the info and thank you for the feedback! Much appreciated!

I'll make sure to fix this. Just to make sure so that I understand the issues, when you say red anomalies, you mean the red orbs right? Which one(s) in particular, if I may ask. 

When it comes to the two blocks you mentioned, am I right to assume you meant putting them on top of each other by grabbing them?