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kvn.yap

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A member registered Aug 28, 2022 · View creator page →

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The gameplay is pretty cute and I like the premise. I accidently closed the program before I got to the end but up until then it was really good. I would've liked to have a more detailed background on some of the levels but the gravity idea was really cool.

This game definitely reminds me of modded Left 4 Dead. The wave system is pretty cool and overall the fit and finish is very good for the time we had to do this project. One thing is that I didn't have a ton of feedback on whether or not I was dying so I'd end up having the small guys biting my ankles until I died and I wouldn't notice them until it was too late.

The animation for the player is really cute, although it looks like the health bar is attached to the same gamobject as the player sprite so when the player turns around the health bar does as well.  I kind of wish the player moved a bit faster but that may just be personal preference. It took me a while to figure out that the final boss was a tooth with a tooth brush but its really well done. It would be nice if you had some mechanics for the final boss, like you have to make the boss hit some large pieces of candy so it gets a cavity and dies/can take damage from kicking.

I really like the animations of the player character. I definitely remember the music from the demo during class and its very cool but also starts driving me insane after the two minute mark. The instructions say that shoot is M1 but it seems to be bound to control instead. I feel like the virtual cam prediction can be a little lower since the player doesn't move that fast and the player often needs to go back and forth which ended up making me feel a little sick after playing.

Mechanisms for combat are great and the introduction of new weapons keeps combat fresh and exciting. I really like the boss and character design and the kill effects were really cool at first but after a bit it started to give me a headache. I especially like the guitar boss and how it telegraphs its attacks.

The entire aesthetic of this game is very cool (even the itch page). The animation and AI for the enemies is also really impressive. I know there is a boss since I saw the demo but I couldn't get to it because I got stuck behind the second door. I couldn't figure out how to open it and I looked for a hole in the wall like the first door but couldn't find anything. Also the mouse sensitivity is pretty high.

The falling platforms section is really well done and I like how each item lets you get the next one but in the beginning I think making the player so slow could lead them to think the game is bugged and they might not find the boots in the first room they go to so they could end up just walking around without getting the boots.

I like the night level, the lighting is a lot nice than when I have tried to do something similar. I remember hearing something about garden gnomes going rouge and I think it would've added a lot of character to the game if the enemies were just tiny gnome models with knives or pitchforks.

I really like the steal aspect of the game as well as the UI and how it fits with the theme of the game. The red lines of sight are also really easy to understand and don't need much introduction. Although for the first level enemies can see through cars, not sure if that's intentional. I can also just spam right click and defeat the boss without doing anything so an attack cooldown might be good.

I like the ability to add your name and have it show up on the screen. However there head bobbing seems to be connected to the camera but doesn't include the body so sometimes the camera goes outside of the body and its fairly nauseating. It also seemed to cause a problem where I could phase through the wall if I stood close enough to one. I also had some issues with hit registering with the bullets but that could have been a skill issue.

I am very much being skill issued here but it is a very good game. One thing to note is that when you right click for the grappling hook, I feel like it would be more intuitive if right clicking again deactivates the grappling hook instead of having to press space to detach it.