I mentioned it in person, but I'll write it here too. Maybe the game could benefit from tank controls (W/S for forward and back, A/D to turn). That way to get a spin going you just have to hold W and turn. The rope physics are super cool, if a little janky. Have you played Rollerdrome? Maybe take a look at that if you're unsure where to take this going forward. I loved it!
Nitricswight_dev
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Great concept, the portal vibes are immaculate. I wasn't able to get past the big circular room, I hope there wasn't too much past that! I think the energy recharge mechanic needs a rework, it's a little confusing. Maybe in your full submission, you're not scaling things up and down, but taking little pieces off the cubes and adding them onto other cubes, that way it's easier to understand. Also, a way to increase/decrease the distance you're holding a box at would be helpful, I often had to back up and try again. Great work so far!
This is a super cool concept! Although currently there's little point in engaging with it, since a scale made entirely of basic hits does the job just fine. Maybe each note can only be used a certain number of times, so you have to power up your notes so you don't waste them. Please keep working on this though, it's awesome!
I'm not sure if it was intentional that the music restarts every time you jump, but it got quite annoying fast. The idea was good though! I think the "to scale" part is maybe a little dubious but oh well. I ended up getting stuck at a point where I didn't have enough metal seemingly, and one floating platform didn't seem to allow any wiggle-room to get onto it sadly. Keep at it though!
A strange yet charming little experience! The combat mechanic of being able to use anything as a weapon was fun! Could've done with another mobility option e.g. a roll, and enemies with ranged attacks.
I think with more polish and a few more mechanics, this could make for an enjoyable full release, if you want to keep working on it!
I mean that Unreal will by default blur textures slightly, as it expects you to be using higher-resolution textures (most game engines will do this by default). But with pixel art you don't want to filter the texture at all, and keep those nice square edges. I'm not sure how to do it in unreal myself, as I don't use it.
I really dig the art style, reminds me of a Cynthoni thumbnail. The visuals overall were great. I think I crashed the game though by skipping after the end of a round when there was an attack round next.
I'm not sure if it was intentional, but being able to do permanent buffs on cards every round was a really neat idea (if a little broken). But I'm not sure there's any way to lose? The enemy cards don't actually deal any damage.
Overall, this was a great submission. With a bit of touching up in the gameplay department, this could make for an awesome card battler!
This was a great submission! The movement of the guards was a little too random and it also wasn't very clear when you got spotted. The pixel art is very nice, but it would be better without the texture filtering, as the blur is somewhat ruining your good work.
It was a neat game, and that title music was awesome!
The camera is very unwieldy, it almost gave me motion sickness. I think the atmosphere of the game was very strong (besides the slightly goofy spider model). Speaking of the spiders, I only saw two in the entire game? There should have been a few more I think to make the maze feel less empty. I wasn't entirely sure how I finished the game, as I never saw the button I was supposed to press, the door just let me in all of a sudden.
I'd be interested to see where this goes, since it looks like you're planning a part 2. Keep at it!
the pixel art is absolutely beautiful, and the world is so detailed! It's lacking in gameplay a little however. The collisions were very annoying, as the hitboxes for either the player or the props are much too big. Considering the perspective of your art, the hitbox for the player shouldn't go any higher than up to the neck. It made navigating the world very difficult. The robot pieces need to distinguish themselves from the other props more, as some of them were a little hard to spot. I also came across one robot head that wouldn't be picked up no matter how much I clicked it.
Still though, please don't be discouraged, because your art is amazing, and I'd love to see more of your work in future games!
For a first game, this was really fun! The level design was pretty good, you do lose a lot of progress when dying in the second level though. Another thing I would say is that the character's controls are very slippery when jumping, it makes the platforming a little difficult. I think the game crashes at the end of the second level, or is there just nothing past that point?
Although it doesn't really fit the theme at all, I still had fun with this. Looking forward to see what you make next!




















