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Justice Beaver

16
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A member registered Feb 07, 2022 · View creator page →

Creator of

Recent community posts

Sorry for the delay in answering you. This bug is strange, it’s the second time I hear about. I think it can happen if the character is too fast (but really too fast), then walls cannot process the collision. Thanks for reporting, I think I can solve placing a force outside the screen pushing him to center of the screen. Sorry for the problem, you have to reload the page and start from begging =/.

Thanks for feedback, RainbowHell. For sure these suggestions will be implemented for the full game.

Thank you very much, Henzir.

Thanks, Flouiz. =)

Cool game. Simple, fun and challenging. This remembers me the squid game from the first Splatoon’s waiting lobby. You can borrow some ideas from it, like a liquid/lava flowing up, so you can’t take too long to advance.

Oh, this is sad. There is a problem if you don’t do a balanced distribution, eg. hp only, hp+atk only, hp+def only. The game becomes too grindy. This is a thing I want to solve on full game, allow different styles of gameplay while keeping fun.

Thank you for playing, AntiAction (this name suits my game’s gameplay style haha).

Thanks, urbanator. When you hit an enemy, you lose HP (this isn’t clear, I know, I need to improve the lost hp feedback). The def stat decreases the damage received. The damage received cannot be less than 1, so the minimum damage received will be always 1. The def stat is useful against enemies further down the level, they atk stat is higher, then if you defence is higher, they will inflict less damage.

Thank you very much.

Thanks. With all these wonderful feedbacks, I’m already planning a full game.

Thanks. Yeah, I’m already planning a complete version, I hope you enjoy the result when it comes out.

Thank you for playing.

Thank you very much por playing. I’m already planning a complete game for Re:bound.

Thanks for reporting and thanks for the suggestion. I am planning to improve the idea and release a full game (more stages, abilities, characters, etc) and I will use your suggestions.

Thanks, Bogudan.

This bug is strange, it’s the first time I hear about. But I think it can happen if the character is too fast (but really too fast), then walls cannot process the collision. Thanks for reporting, I think I can solve placing a force outside the screen pushing him to center of the screen. Sorry for the problem.

Thank you for playing. I hope you enjoyed.