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masterofgiraffe

330
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A member registered Mar 10, 2021 · View creator page →

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Really nice art style but found it confusing. I guess I earn corn by placing things and that let's me merge upgrades? I couldn't figure much of it out.

Bit confusing because I didn't really know what "diagonal" meant. But once I figured it out it was pretty neat!

The soundtrack is really good, game play is fun. I think it could use a bit more visual polish within the realm of animations, movement, explosions, etc. The instant movement made the puzzles slightly more difficult to solve at first.

The visuals look really cool and the theme is on point. It took me a while to figure out how to play, the main thing I kept getting confused by was why I kept taking damage. I didn't manage to beat it because tbh the goal sounds a bit tedious, but I did last 30 turns.

Very cool. I think with some more polish it could be visually easier to understand what's going on.

Feedback for feedback? I created a witch-themed action game inspired by the grid combat system of Mega Man Battle Network.


https://masterofgiraffe.itch.io/hexlock

HEXLOCK


We should probably ban it entirely, it doesn't add anything constructive but it does take something away from real artists. It also hurts my eyes to look at and I see it more frequently lately.

What a normal and reasonable post, I sure hope no one is weird about it-

There's no need to spread AI-generated material all over the internet because anything you "make" with it is something anyone else can do. There's nothing special about being a "prompt engineer" or whatever.

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Hello, I recently made a witch-themed game inspired by the grid combat system of Mega Man Battle Network.


https://masterofgiraffe.itch.io/hexlock

Hey, I mean, you applied and got someone to reach out, so that means it at least kind of works. It's just unfortunate that the person who reached out happened to be the wrong type of person. I doubt that's very common. You may have just gotten unlucky.

Hi, my game was made fairly recently for a game jam and is a WIP but if you could check it out I'd appreciate it. https://masterofgiraffe.itch.io/hexlock

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The graphics and physics in this game are very impressive and the core game loop is fun. Unfortunately I did have to refresh the page because I flipped over and got stuck in the ground (pressing R didn't help).


Really cool mechanics, definitely would have wanted more levels!

My only complaint is that I wasn't able to tell where I could and could not move on the last level. Maybe some color coding or outlines could help?

Cool game, I like the art, way too difficult though.

I have been pet by twenty hands while repeatedly baaing and shooting lasers. My life is now complete.

Nice work, pretty simple but I like the art.

I managed to survive 7 rounds. It's a cool idea but a bit confusing at times and maybe a bit buggy? For example if I backtrack to stand on a hex it places a hex under me and it will only activate if press space and then hit a move key. I can also activate it by running into a wall.

That poor red enemy never stood a chance...

Pretty good for a first game, core game loop is fun! With some more work and polish there's some potential.

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This is a pretty cool and unique combat system, though I think it has some rough patches. The puzzles you have to solve to deal/avoid damage are very deterministic and every enemy attacks you in the exact same way, the only difference seems to be how much health they have.

I generally categorized each attack into four different categories, two you can guarantee 3 damage and the other two you can guarantee 1 damage.

  1. The enemy is attacking with three in a row, e.g. water/fire/plant. You can counter this by combining the last element in the chain with the two elements before the chain, e.g. plant/light/air because plant is last and light/air are the two before water/fire. This always deals 3 damage.
  2. The enemy is attacking with an isolated element, skip two, a pair of elements, e.g. water/dark/light where water is isolated, fire/plant are skipped, dark/light are a pair. You can counter this with the isolated and skipped elements, e.g. water/fire/plant. This always deals 3 damage.
  3. The enemy is attacking with an isolated element, skip one, a pair of elements, e.g. water/plant/dark where water is isolated, fire is skipped, plant/dark are a pair. You can counter this combining the pair with the element before the isolated e.g. air/plant/dark. This always deals 1 damage.
  4. The enemy is attacking with a disconnected triangle, e.g. water/plant/light or fire/dark/air. You can counter this by combining two of the elements with an element before the other one, e.g. air/plant/light or water/dark/air. This always deals 1 damage.

I didn't manage to escape because once I figured out this pattern I played for another 30 minutes and got bored. I have some other complaints such as encounters can happen multiple moves in a row and in general fights feel too frequent. There isn't enough variety in the visuals of the dungeon so I often got lost, the only landmarks being chests I haven't opened yet.

Interesting game, I was pretty confused for a bit and I think some animations could have helped me make sense of what was happening. I beat one of the levels and the screen went blank so I assume I won unless that's a bug.

Can't wait for the official raylib assembly bindings.

Nice implementation, though it needs some visual polish and animation.

Cool game and nice illustrations, though I often found myself randomly dragging things around for a long period of time.

Neat game, nice mazes. Good job!

Very cool idea! I would like to understand the math but I haven't taken abstract algebra yet.

I can't believe Gendo did this to Shinji.


Cool game, took a bit of time to figure out.

Dang he got the shmoves.

I got 7360 in untimed. I do think it jumps a bit too much in difficulty because design wise it's like it's adding colors each time you get a merge, since tiles of the same color but different tier can't be merged. When you get enough merges it's like you're playing with 12 colors.

Very fun interpretation of the theme. I'm quite bad at it though.

Pretty good game, it feels like the difficulty ramps up at a good pace because I'd find myself alternating between crushing the enemies and being scared I was about to die. I got to wave 25 using just turrets and snipers. I'm not sure if merging is normally worth it because you get less bullets and coverage that way.

Pretty cool game, very interesting puzzle mechanic. Unfortunately I think I ran into a bug in the fourth level that repeatedly told me I failed. Also on restarts it can feel a bit slow waiting for the hexagon to fall down, speeding it up a bit and maybe allowing pressing space again to skip it could improve the flow.

This is really cool, I like the bullet merge mechanic.

Some suggestions:

  • The game gets progressively easier as it goes on which makes it difficult to find a stopping point
  • The enemies never reach the player except for at the start of the wave, which means you only take damage at the start (which can be annoying) and then it becomes extremely easy to not get hit
  • You appear to move faster diagonally because the movement is not normalized (you should divide by the square root of 2)

Sad it wasn't finished, some enemies could have definitely spiced this up. Good work so far though, I like the aesthetic and general feel of it!

The best glorified MP3 player I've ever played.

This was really fun. I like the sound effects at the end lol. I was confused at first and lost pretty quickly but then I remembered there was a color change mechanic.

Neat game, though I think it's too difficult and the time windows are too narrow.