Nice work. Controls felt good and the pixel art was simple and effective. I think the camera needs some work though. It zooms in too close and lets the player get so close to the edge of the screen that you often can't see what's ahead of you. Other than that great job!
Max Frymark
Creator of
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Cool game, the comic book opening is great and the physics feel good. The chaos and destruction were fund. Building destruction would have been great, but probably not doable in the time frame. I also think that restarting the level is too harsh a penalty for going off the map given how easy it is to overshoot. Great job!
Ugh you're right can't believe I forgot space was dodge. I think 'E' is a better option than 'Q' it's easily accessible from 'WASD' and isn't close to anything else.
I did mean for every attack to face the mouse. When you use mouse buttons as controls it makes intuitive sense for the mouse position to be considered as part of the input and the behavior between normal and special attacks should be consistent. If you want to keep attacks relative to player facing it would make sense to abandon mouse attack altogether. At least that's my opinion but these aren't really the kind of games I make so don't feel the need to take me too seriously.
I've always meant to play Final Fantasy Tactics but never got around to it
First of all it looks great, and the leaves moving with the player is such a nice touch. Incredible work for such a short time frame. Loved the dual wielding and all of the weapon effects. The spear jump attack was probably my favorite. I'm not sure about some of the controls though. If you're going to use mouse clicks for attack I think it's much more intuitive to have the player attack in direction of the mouse rather than the direction it was facing. Also I found the 'Q' button to be too close to tab and kept opening the menu in a fight. Since your thumb isn't doing anything I think spacebar might be a better choice? Still great work overall!
Thanks for all the feedback. A custom mouse pointer is a good tip that I never really gave any thought to and giving the player a way to see the controls after the tutorial is a good thought. Also I should have included a way to sell buildings which would probably fix the locking yourself out of progress issues.
As far as the graphics go I agree that they could be better, but the problem is that I work alone and am much more comfortable with programming then art. Also I have to move fast so I can get everything else done. I could use assets but I typically want very specific things which I can't necessarily find in free asset packs. At the end of the day I would rather make the game I want then be limited by what I can find for free even if the overall look is worse then what a real artist can do.
Anyway thanks for taking the time to play and I'm glad you had fun with it.
Great game, everything felt good and I loved the radial grid. My one criticism would be that I don't think the difficulty scales up high enough. Once you get full LEO satellites there's nothing the enemy can do to hurt you and the wait times between waves become too long. But other than that great job!
Loved the story and doing 3 games in the time frame was impressive. One criticism, while I liked the music overall I found it pretty disorienting during the Simon Says game. Sound is usually an important part of that kind of matching game and the lack of sound effects combined with the music not being in sync with the game made it feel off. Overall nice work!
I love the idea and the aesthetics. But unless I'm missing something that opening sequence is way too long, and doesn't do enough to teach you how to play. I didn't know what to type into the command prompt, and ran out of time. As far as I can tell the only way to continue is to restart, and wait through the almost 10 minute opening again. Afterwards I did see in the game description that you can type "Help" into the command prompt, but I don't think I was told that in game. Loved the art and music though!






