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A member registered 31 days ago · View creator page →

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That’s my bad then. I saw the different hearts and potions, but whenever I looked i didn’t see my hp healing only the blue bar (which i assume to be stamina or mana or the likes) so that’s my bad. i did notice the speed changes in the sizes i failed to mention that, and I believe you when you say the size effects the attack power.

Thank you for the feedback! Don't worry the big circular room was the end of the prototype. Though I understand why you weren't able to progress as you would need to increase/decrease the distance of the box you are holding, which is the scrollwheel or if you are using the laptop pad is o/p. I fail to mention that control in the tutorial stage so that is my fault, which I will definitely be adding along with other changes. Im sorry you found the energy rechargde confusing. I have heard it is confusing the first time,  the Energy Boxes (the purple ones) are static but can take and give our its energy. It is used basically as a sponge so that you can shrink or grow the blue boxes more when your gun is full. I don't know if that helps explain it any more, but I will think on possible alterations that could be made to the mechanic. And thank you for playing!

I agree with these other comments. There is no incentive to be larger than the smallest possible size. The introduction is also too long as well, only for it to tell me what i read in the about section. The sound effects for the footsteps were like a constant alarm going off also, so it could be quieter. The game itself is fun, but also not that challengeing I feel. The enemies were canon fodder and I never got hit by the boss. I only died after my health was slowly chipped away with there being no healing. To my knowledge at least. So perhaps that could be added to allow the player to continue longer. What I would suggest is bringing the mechanic of scaling more into the game, whether it be when you are smaller you sacrifice a lower hp for higher speed and smaller hitbox, as compared to the larger size which could give a higher hp and sacrifice the speed. 

I was able to find a single key but never made it to the other 2, i did find the door though. It took me a few playthroughs before I even found the thing that was chasing me so perhaps there could be more or make its pathfinding stronger, but perhaps I just got lucky. I don't exactly know how this fits the theme at all ethier. But I actually did like the darkness, though I agree with seth that it did make it hard for me to know where I had been, but thats a maze i guess. 

The game fits the theme pretty well.  But there were some issues. Chris mentioned one of them, like when you get to a certain size you cant really roll forwards. Also I don't know if the dynamic toggle is just for debug or if its a mechanic of the game, but doesnt it kind of defeat the point of being dynamic if I can get to a size and then just stop myself from growing or shrinking?  But then I suppose jumping between walls would shrink the player too much, but then again you could just add snow to the top of walls. The addition of enemies boosts the gameplay as there is an added risk. But sometimes the enemies would fling themselves across the map, idk why. Rolling up the ramps was sometimes a struggle so I have to jump to get to the top, idk if that is an intended feature with the larger sizes,  but even sometimes when im a tiny snowball the ramp didnt want me up it.

Thanks for the feedback. You are right in seeing the similarity to source games, particularly portal really. To comment on your suggestions.

1 - I can't believe I missed that, I must have deactived the collisions by accident before building. I normally deactivated the door collisions so I could skip levels quicker for testing. Must have forgot.

2 - The guide text mechanics I'll definately add, thank you.

3 - I am unsure what you mean. But also the black boxes are static and cannot be resized. Only the blue boxes can be scaled and moved. To get past the part in your screenshot you use a blue box to jump over it and use the scaling mechanic to get to the platform. Though there might be other ways.  But I can always make the platforms larger as it won't effect the level that dramatically if there is a problem with movement like you mention. 

Thanks again.

you know what, fair enough. that is AI use I can get behind. 

aint no way you used AI lmao