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ldmarowski

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A member registered Jul 08, 2023 · View creator page →

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It's definitely too easy haha (especially compared to the other games on here). I don't play a lot of BH games, so I made the difficulty within my comfort level. For future additional levels, I would probably ramp up the difficulty.

Thanks for playing!

Thanks for the very detailed feedback! I'm glad you liked it!

Thanks for playing! I might work to expand it out in the future! We'll see...

I'm also terrible at them, so I think I made it to my comfort level. haha. If I had more time, I would have added even more harder levels. Thanks for playing! Glad you enjoyed it!

Thanks for playing! :)

Thanks for the feedback! Glad you enjoyed it!

Glad you liked it! Thanks for playing!

Thank you! Yeah, I spent too much time polishing. Probably could've added a few more levels that got harder.

Very nice idea. Love timing the enemies to music. I think there could have been some short, visual queue as to where the teleporting enemies were going to next, but beyond that, I think the implementation is really well done.

I also tried to time my enemies to music, but I think your implementation is stronger.

Really cute and fun game! Was not expecting the melons to have collision with one another, which was a fun surprise!

Really funny concept and clever use of the theme! I had a fun time with it! 

I think it would help if there was an indication that enemy towers are about to fire, as you have to get pretty close to fire on them and some of them fire huge objects.

Also, I couldn't tell if it is happening or not, but it would be cool if going in the opposite direction of your lean helped stabilize you quicker, like trying to keep your balance instead of just waiting for it to rebalance on its own.

Really great job!

Cool game! At first I thought I destroyed all the asteroids, but then I came across a whole mess of them lol. 

I like the upgrade system after each wave, but IMO it takes too long to gather the materials to upgrade. Cheapening upgrades could help the game move along faster (or a free upgrade option if the player can't afford anything)

Good job, overall!

Pure chaos. It was great! I could not get past wave 1 lol. Great job!

Really nice idea and it felt really good to play! I wasn't very good at making the ramps but I understood what you were going for and it's a really interesting interpretation of the theme. This game is great! Well done!

Oh, that's a good idea. I didn't even think about that, but that would be super helpful. Thanks for the suggestion and glad you enjoyed it! 

The font is "m6x11" found here: https://managore.itch.io/m6x11

Thanks for playing!

Thanks for playing! Yeah, it was a struggle to get the enemies in a good spot, health-wise, due to the instability mechanic. If you are more unstable, the enemies die much faster. I was constantly playing with their HP,  and i think it's just a curse of the game's core concept that the enemies can be too strong and too weak at the same time. Glad you liked it!

It's a fun yet simple game idea. Almost feels relaxing (almost)! Good job!

I am not good at this game. Haha. But it's a cool concept and fun to play! It feels like the enemies have an advantage over me since they don't seem effected by gravity like I am (or so it seams) and it's a bit difficult to steer and aim while managing my altitude. I like the minimalist visuals a lot and the sfx are punchy and unique. Great job!

I like the quite literal take on the Bullet Hell genre. UI and gameplay were really fun. I had a hard time figuring out how to get past the arrows. I understand they move two tiles, but they looked like I should always take a hit, but somehow I dodged them (sometimes). Good job!

This is a really cool game idea! It's very quick and snappy and the particle effects are amazing! The sparks when hitting the edge make it feel like I'm grinding against a railing. Impressed with what you got done with just JS.

Very fun! I loved the progression and the rogue-lite mechanics!

Fun game! The crab variations were cool! 

I died because a crab spawned right where I was flying. Maybe some sort of indication as to where something is about to appear?

Thank you!

Thank you! I was hoping to add a few more levels, but I ran out of time.

Thank you!

Thank you very much! I'm glad you liked it. I broke it up because I wanted to time some of the enemies to music and didn't want the music to get repetitive, so each level has a different track.

Pretty good! I like the progression of everything and the slow buildup. 

I think the checkered background made it difficult to see the projectiles a lot of the time.

Great game! Really cool UI, though it is a bit hard to read in the far corners.

Very fun idea! Quite unique!

This is a fun, space action game! Similar to what someone else said, I had an issue where I flew offscreen and had a hard time getting back in view or hitting other ships out-of-view. I'd probably just remove the camera limits altogether so you can always see the player, but maybe a "Leaving mission area" alert on screen and a visual border to see when you cross over.

Your visuals and the ship designs are beautiful. Well done!

Very fun and unique concept! Reminds me of the "Go" games, like Hitman Go or Lara Croft Go. Nice job!

Thank you! Glad you liked it!

Very nice! Love the arcade-y aesthetic!

One third-party asset I forgot to mention above.

"Resource Path" plugin for Godot
https://github.com/huwpascoe/godot_resource_path

I'm so glad you loved it! Metroid and Super Metroid were a big inspiration for it. I'm glad you liked the boss, too. I spent many days trying to get that battle in a good spot.

The one HP boost might be a bit too hidden, haha. I was thinking about having the map rooms change color based on if there's an item in them like Resident Evil, but never got around to it. It's earlier on in the game, before entering Sector A, but you need the wall jump to reach it.

Very peaceful and chill game. Cute art style. Music choice was perfect. I had strong Ecco the Dolphin vibes, which I loved!

I got as far as I could go but the game crashed when I was trying to get through the wall of 4 sharks in the second area. Not sure what happened, but everything froze.

Beyond that, I enjoyed it. Well done!

Great artwork and really good enemy AI. I didn't have any interaction with an AI like others were mentioning. Not sure if it was a bug or a patch.

I think the only thing I would mention is maybe to position the enemies in different spots, away from doorways. Sometimes I would enter a room and get immediately attacked by the warthogs-things, which was frustrating. 

Good game! I think it's an overall really fun experience with good combat and player movement. Pixel art was great and the levels had a good atmosphere. I knew what type of biome I was in regardless of being told. Lots of care went into all that pixel art and level layout.

The only thing I would maybe improve is having some sort of memory running in the background to know which enemies have been defeated in recently visited rooms. Sometimes I would accidentally dash or fall out of a room only to come back in a half-second later and everyone was alive again.

Beyond that, I think you did a really nice job! Congrats!

Great game! You really nailed the metroidvania feel with teasing different paths and unreachable objects, while funneling the player towards the right objective/room. Also, your minimap is excellent and I liked that the map overlay could be viewed while traversing.

The player character is also fast, precise and very snappy. I think the movement speed is appropriate and the camera zoom level is good given her speed.

I did experience a bug where I would get teleported to the very beginning of the game, but with all my equipment and blue orbs that I'd already collected. Not really sure what happened.

In terms of improvements, I think my main issue has to do with collision. Getting close to an enemy hurt me, but the sprites seemed far enough away that I assumed I was safe. I think if either the player or enemy (or both) collision shapes were tightened a bit, it would help match the visual expectations. 

Similarly, some platforms seemed reachable, in that the player character's feet reached above the platform, but I still couldn't reach it. I know I needed the double-jump to reach it, but the character's jump height seemed capable. I would say either adjust the jump height or push those platforms up at least one tile so there isn't any confusion.

Overall, really nice job!