Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

MarTheDog

7
Posts
2
Followers
2
Following
A member registered 25 days ago · View creator page →

Creator of

Recent community posts

Thank you!

The jump height was one of major critiques from Demo Day. I've increased it in my current unpublic build. I'm still trying figure out a good balance for the gun play. ATM they're pretty useless. I want them to be a fun tool for range.

I'll be adding keyboard support and looking into getting PS controller support. GMS1.4 has a weird bug with PS controllers that I'm sure a plugin/extension exists somewhere.

The flickering is intentional, but it does go in & out lot. Gonna change it so it does it at the beginning of the level.

I'm glad you gave the game a try. Thanks for the feedback.

The art style is amazing and very charming. 

The game is a bit too easy. Having all the enemies in front in your line of sight as you player sniper,  doesn't bring much of a challenge. Since they all, but 1 have to get real close to hurt you.  The eyebats were likely the only real threat in the game, but they only stun and didn't do damage. I feel the spider should be able to fire from farther away and the plants shouldn't appear until you get close to them. Like a hidden trap.

I'm sure there's more blessings planned, but I don't feel the weapons should be apart of that pool. Getting them back to back feels like a wasted choice. I also don't know if the gems do anything at the moment.

Hope to see more of this and your overall style.

As some of the others have said, this game is pretty hard. I think firing at different being on separate buttons is what throws me off. You should let the shoots come from the character's facing direction, but keep the top shot button. The character model looks nice and losing clothes as health is a nice touch.

It's a fun early build. I like the look of the models on player and enemies. The animations are really nice too. The run animation does look a bit awkward. Like someone running with something huge between their legs.

I think the combat is a bit rough. Damage feels too weak and kind of just stuck to charming the enemies to finish them off faster. Does make normal attacks feel useless, at least to me. 

The one hand controls is a nice touch but you could add a lock on system so it's easier to target people or maybe a world cursor to know where the attack will land.

Only bug I got was a crash when I restarted a run. 

I can see this becoming a fun adult game. Keep at it.

Thank you! I'm glad to hear that you liked playing through it.

Will add the option to flip buttons around and even allow keyboard input in a future build.

Thanks for giving my game a try and for leaving this feedback.

My mindset for the movement and jumping was to keep it realistic (fairly slow build up and low jump), but I failed to see that the crouch jump took over the purpose that was meant for the normal jump. After seeing people try it out, I saw that it was a bit backwards thinking on my end. For the acceleration, I got too use to it when testing. I will be changing both to feel a bit more expected for platformer game. Same with blending the speed & feel of some actions so that it doesn't kill the flow. 

The dash is an unlockable that you get when grabbing an orb. I probably shouldn't have had it listed in the controls page when the player can't do it by default. Speaking of,  I am changing the drop down to be a "double tab down" instead of sharing an input with the crouch jump. I think overall a lot of controls where set up for confusion with very little guidance like which object can be picked up or not. I'll be making sure things are a bit more straight forward.

Will also fix up the other issues you and others have had with the game. I'm glad that generally people liked my game prototype even with it's many faults. First time sharing a game build with anyone and joining a jam. Big thanks for liking my animations too. Hopefully I can have a better build in a future Demo Day.

Like the trill of moving fast and the feel of the guns. Game is a bit hard for me to play casually. Good work on this.