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mattlohkamp

6
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7
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A member registered Oct 07, 2015

Recent community posts

kind of a janky lil prototype, but definitely off to a fun start - with some finesse I could see building this out into a fun idle / resource management / risk reward / apm challenge type game!

yeah you know in all honesty, the chased-by-unkillable-enemies schtick was the mechanic I liked the least - like - I was never very happy to see that show up in a level. I'm much more okay with levels where you have to juggle incapacitation e.g. the fish against progressing through other elements - mister candycane feels fine as an exceptional case, maybe he gets to stay unkillable, but reference something like the Angry Sun in SMB3 - use it sparingly, and once the player makes it through a sequence, give them a break for a bit, maybe don't just throw them right into another chased-by-unkillable-enemy thing.

I actually thought that was something that Celeste kind of messed up too - you'd just barely squeak through a real tough sequence of platforming maneuvers, only to be rewarded with another, probably even harder sequence - I just want a break to have fun platforming for a bit, man! 馃槄

badge hotkeys is a very rad feature! You can really get a lot of mobility out of dash, feather, and bouncy ball in particular.

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really like the format, and the split between ship/captain gameplay - almost reminds me of NES blaster master

couple UX notes though -

you've gotta figure out a better way to handle the whole "which way will the cannon shoot" issue. "A" doesn't really mean anything to the player, if you equip a cannon to 'A' it's basically always a coin toss whether that means the shot is going to come out of the side you want it to or not. I do really like the inclusion of the 'broadside' type attack on a pirate ship, makes perfect sense... but you've gotta figure out a way to make it more obvious which side that shot's going to come out of.

I'm tempted to suggest something like "shot always comes out of the side closest to a valid target" but there will inevitably be situations where this isn't desired. Maybe you could allow the user to hold down the A or B buttons, to highlight the path of the shot, to be fired on button release? Maybe you could use the R-stick to point to the desired direction? I dunno. there's gotta be a way to eliminate that ambiguity.

only other small comment is it's annoying to toggle the ship whistle on and off - is there really any benefit to making it an equipable item, rather than a 'use from inventory' item? because as it stands now, it allows the absolutely untenable "oops I pressed the wrong button during a boss battle and skipped the entire window of opportunity to hit him while he's weak" turn of events, which - that shouldn't happen. as much as possible players shouldn't even be given the opportunity to hit the wrong button, you know?

anyway though, the music and graphics are so on-point, super impressive, and I wanna see more!! keep it up!

thanks for checking in on Squire and Corrupter, and... do take the time you need. it's alright, things are rough all over. 馃槈 

into it. glad to see the updates again!