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LordRaxyn

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A member registered Apr 16, 2024 · View creator page →

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Literally one of the games I was working from for the concept, happy that came across. :)

Nice idea, kinda glitchy though and really needs something to force some kind of strategy. Oh, and when I died the screen just went black with no options.

It's cool, I didn't really know what I was doing though. Art style was good.

This is cool, the core movement is a bit clucky though. I was often not sure if something would work or not until it did/didn't. I did get a bug at one point where I couldn't jump but sprinting into a wall seemed to fix it.

There's a lot of extra stuff here but I would suggest putting more focus on the core gameplay. The lack of strafing is somewhat painful, especially when you are on a timer. Clunky controls are fine for games that are more slow paced and methodical but you really want more control when things are more hectic.

Very impressive all round, only thing to suggest is making the cards draggable rather than going back and forth to the play button.

Looks and sounds great, plays quite well. It does feel more tuned towards pre-emptively attacking enemies by already knowing their locations rather than properly navigating around them though.

Crazy well realised. I would recommend some kind of indicators on the maps though, navigating is awkward without obvious landmarks.

Cool game and well polished.

The style and the writing are good.

This doesn't even seem to be a game, as far as I can tell it's a recording of a game that occasionally pauses so you can click the only option. This wasn't made for this jam and probably shouldn't be here. 

The fmvs look well made, but that's all I can really say.

Plays well, I would suggest making the trails a bit more distinct though as it can be a strain to see them.

It has an interesting aesthetic, but I'm not sure about the gameplay. The player movement isn't relative to the camera so it becomes very awkward to control if you move it so you largely have a fixed viewpoint of a game with tricky perspective. It feels more random than anything since I never really felt like I knew when I was going to hit something.

Separate from that I'm confused over what was done during the game jam given that it looks like the game was in a playable state like a month before it started. Not quite clear on what the rules are about that.

Hi, I am wanting to put a team together. I have some decent experience/qualifications and I've won a few smaller jams. I have a game idea that I think could do well, although I'm open to other ideas. I'm not an artist but I can help with technical art support. I'm open to working with and supporting people of various skill levels as long as you feel you can see it through. I am UK based so as per the rules I would need someone in the US on the team. I would be aiming to build the game in unity.

Give me a shout if you are interested.

The movement after crashing is really smooth.

Very nice.

There is a spot where you can't get to a door without being within one spot of an enemy and since the movement is random it can move on to you and there's nothing you can do about it.

Polished with good feedback, had a few bugs though. Vacuum stopped working at one point, the vacuum resource text vanished on death, I died and couldn't move but the character still changed directions.

What's there is nice enough although the looping audio clips quite badly.

Nice game, seem to be some scaling issues, the play button was over the title and some of the fish/cans spawn off the top of the screen.

It doesn't capture the mouse and doesn't register mouse movement when the mouse is out of the window so you can't really look around properly, the buttons inputs seem to be rotated with A moving forward S moving to the side etc. I couldn't really get far enough to see what there was. Had a decent atmosphere though.

A fun loop, no acknowledgement for getting all the fish though (I have autoclicker lol).

Very nicely done, feel like it could have used some kind of dynamic obstacle or threat though. Feels a bit too empty. What's there is nicely refined though.

I think I recognise that cat.

Simple, but very polished.

I know how to use Unity and am reasonably experienced.

I don't speak spanish at all.

Hi, Sorry but we got someone for that role. Best of luck!

Hi, Sorry but I think we've filled up. Best of luck!

Hi, we're a team of three over 25s working with Unity.

We would like to add a programmer and some artists to our team, as well as someone who can create sounds/music and ideally set them up in engine.

We've just started so we are still mainly in the design phase right now, but we do have a game concept laid out.

I'm not quite sure what you mean? The second level is a moving platform that you can just roll onto, then you roll from that on to another platform which moves up and you roll over the wall once it's at the top. No jumps or anything? I just tried it now and it seems to work.

The host posted on the same question about python saying you can use anything. 

Obviously you have to use that program to qualify for the extra prize category though.

Looks good.

The hitbox/time frame for picking up the boomerang could do to be a bit bigger, walked through it a few times.

I think it's a nice looking game but it's a bit too dark to tell.

Plays ok, I'd suggest you cap how fast you can fire in games like this otherwise you can just spam the button super fast which isn't good for you fingers.

If you can't do something make a joke of the fact and hope no one notices/cares! Pro life tips here.

Simple but good.

Works well, like the style, constantly walking forward makes it tricky.

I did get stuck in a state where I was floating and couldn't jump at one point and the first bug changed after a few deaths and I couldn't kill it at all after that, it just killed me if I landed on it.

Rather crazy. Could use a more visual feedback for the state of the baloon.

Doesn't clear the threats when you die, you keep dying in the death screen just to rub it in!

Really cool concept. Feels really smooth. Looks ok.

Only thing I don't like is the key bindings! V + B are awkward to press in sequence, LShift and Space might be better?

Nicely done.

The aim seems to constantly drift down a lot of the time which doesn't feel nice, otherwise the shooting feels quite good.

Quite well done. 

The cacti seem to flicker as they move though and they look like they are in the background rather than in the dino's path.

Nice idea. Looks quite nice, although the sword looks a little stretched after a while.