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Kayque50264

3
Posts
A member registered Aug 17, 2025

Recent community posts

Critiques (Some pointers in case you guys want to make a more complete game[I also included some that I saw from other's comments])
Sound Effets:

The bullet sounds is too loud/not as satisfying because it hurts my ears. It feels like it peaks a lot especially in the higher frequencies. 

The mixing of the sounds is not as good basically. Some sounds are too loud some sounds are too soft [getting hit]. There are times where I do not notice I got hit because it is difficult to sense it.

Visuals:
1. The level design visuals is alright but at the tutorial level theres a lot of introduction to the assets which you will be using. Then at the actual level it shows that the main stage is just a wooden platform with fences around it where the introduced assets are located. I think this is a missed opportunity because you guys could have done a more creative level design to show the setting. 

2. The game might need indication for attack, zone of attack or where they will attack. At some runs, I am getting hit by the boss because I underestimated the boss's attack range. (at least for the jump attack of the boss, for the others not so much because It can become a huge visual clutter if the normal mobs have them)

3. (Nitpick) The bullet changing its size when they initially spawn is kind of weird for me. Because to me when a bullet changes size, it also indicates a change in stats such as speed and/or damage.

Gameplay/Feel:
1. The chain reaction of the enemies is very very satisfying. But if you will be developing this game even further with higher enemy densities, it can get very OP quickly.

2. Enemy placement feels just right because some don't die in a single chain, so there is still some kind of puzzle solving involve where you manipulate the ones following you to die in a specific place.

3. I am having troubles when I combo because of the lag. I am not sure if its only on my side but it does give a bit of frustration because in situations I might get hit by the bullets especially during the boss fight. Basically, the lag takes you off the "state of play".

4. As a player who has played a lot games with reloading, I have the itch to reload before the next level. Having no manual reload is quite troublesome.

5. For the feel of the shotgun, it doesn't feel as satisfying. Although it does have a higher damage because of the number of bullets, when I stand close to the enemies I expected that it will essentially kill 1 full health mob. If this is too OP, maybe add a different property like some kind of knockback when you shoot.

6. Your movements are very limited. And to escape, you need to kill the group of mobs to gain space.

Personal Opinion:
I personally had a lot of fun playing this even with the problems I have encountered. For a gamejam with the time constraints, I think this game is solid but still needs quite some work especially in the map design. 

Levels

Tutorial: Simple enough and pretty understandable barebones intro to the concept. Lv1: It's straight forward. It teaches you to back track. But with the red door, kinda in a different island it can be easy to miss by the player.  Lv2: the difficulty of this level spiked compared to the 2 earlier levels. The timer is barely enough to solve the puzzle. The indication of door opening is not as obvious in this level (for me at least). It does show the mechanic of dropping the bomb well because of the double buttons.

Lv3: I like the indication of the bombs falling hazard. It shows the timing well. For the 2 buttons far from each other, I got a bit confused because there is no indication that those buttons are linked.

Lv4: The sudden inverse controls confused me. There should be a screen indication whenever this happens. And, you have to be very careful on putting the fire hazard in the inverse controls levels.

Lv5: There is no timer that indicates that the bomb is ticking down. I was trying to solve the puzzle and the death screen caught me off guard because of this. For the first button, there was no indicaiton if I had to press both or not. And then, I like the separate solutions for the level.  Soundtrack and Effects:

I say that in gerenal the visuals and the sound effects are good for the style of visuals and game you guys are going for. Nice tunes for the victory screen, during the puzzle and favorite is the death screen's tunes. Sound effects overlaps but it is pretty common in these type of sounds. 

Visuals:

I love the death screen. Very cutesy, I like it. The color of the doors can get very confusing at times. The colors are kinda off maybe because of the saturatedness. It is more obvious on the title screen where the background feels more "pop" than the title itself which feels more desaturated. (Idk if it's a stylistic choice but in general you want the title to pop more than the background, maybe make the background a bit more dissaturated or darker) General Thoughts:

1. Even though the colors are indicated, because of the time constraints, it can get confusing on which door will actually open. Especially in the last level where there can be a lot of visual clutter. (I kinda get that theres different ways of solving it. But if the solver doesn't go to the other way, all other stuff can be a visual clutter) 2. For the fires, they are sprinkled throughout the levels. It is obvious you need to avoid them, but is there any interesting way to implement it so that it is more interactable. (Maybe passing a bomb over walls of fire.) 3. Summary: I like it. Theres some things that needs to be addressed. But as a general idea of a game, it is good and had fun.  :-)

Levels


Tutorial: Simple enough and pretty understandable barebones intro to the concept.

Lv1: It's straight forward. It teaches you to back track. But with the red door, kinda in a different island it can be easy to miss by the player. 

Lv2: the difficulty of this level spiked compared to the 2 earlier levels. The timer is barely enough to solve the puzzle. The indication of door opening is not as obvious in this level (for me at least). It does show the mechanic of dropping the bomb well because of the double buttons.


Lv3: I like the indication of the bombs falling hazard. It shows the timing well. For the 2 buttons far from each other, I got a bit confused because there is no indication that those buttons are linked.


Lv4: The sudden inverse controls confused me. There should be a screen indication whenever this happens. And, you have to be very careful on putting the fire hazard in the inverse controls levels.


Lv5: There is no timer that indicates that the bomb is ticking down. I was trying to solve the puzzle and the death screen caught me off guard because of this. For the first button, there was no indicaiton if I had to press both or not. And then, I like the separate solutions for the level. 



Soundtrack and Effects:


I say that in gerenal the visuals and the sound effects are good for the style of visuals and game you guys are going for. Nice tunes for the victory screen, during the puzzle and favorite is the death screen's tunes. Sound effects overlaps but it is pretty common in these type of sounds. 




Visuals:

I love the death screen. Very cutesy, I like it. The color of the doors can get very confusing at times. The colors are kinda off maybe because of the saturatedness. It is more obvious on the title screen where the background feels more "pop" than the title itself which feels more desaturated. (Idk if it's a stylistic choice but in general you want the title to pop more than the background, maybe make the background a bit more dissaturated or darker)



General Thoughts:


1. Even though the colors are indicated, because of the time constraints, it can get confusing on which door will actually open. Especially in the last level where there can be a lot of visual clutter. (I kinda get that theres different ways of solving it. But if the solver doesn't go to the other way, all other stuff can be a visual clutter)

2. For the fires, they are sprinkled throughout the levels. It is obvious you need to avoid them, but is there any interesting way to implement it so that it is more interactable. (Maybe passing a bomb over walls of fire.)

3. Summary: I like it. Theres some things that needs to be addressed. But as a general idea of a game, it is good and had fun.  :-)