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Meapers100

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A member registered Jun 16, 2020 · View creator page →

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I want to say the jumping issue is because I might have placed the wrong tiles down or forgot to remove them (even though they are identical to other tiles they have different properties affecting the player). It is possible to gather all the coins - so I feel the lava timing is just right. As for the dashing cool down, you might be right, but I wanted there to be a bit of risk involved when jumping and getting the timing, like for it to come off cool down mid jump!

yea I should've removed walking from the game as there was another movement mechanic I wanted to add but oh well!

I'd like to see something done with the rolling and blocking as of right now they don't do anything other than play an animation. Blocking doesn't appear to prevent you from getting hit and neither does rolling. Rolling would be cool to increase your speed during the duration of the roll and for the block to actually block. In addition to that, it would be nice to have an HP meter or something of the like. So really all the controls that we are given are just WASD + attack - all the others are just animations and don't really DO anything to enhance the gameplay.

The AI does kinda bug out and they start doing little mini jumps towards you slowly. I did end up getting a crash in the game as well, unsure what caused that - something about a Runtime error: memory access out of bounds. So no idea there. Also thought it was odd to see mixed assets being used with the level, why not keep it consistent?

There wasn't a real challenge to the game as there is no challenge, there is no end to the level and there is no threat of the enemies.

The music slider was cool to see, as well as there being a main menu showing all the keybindings and such.

The narrative was the best thing about this entry - there are a few things that irked me. The part where you enter the room which that you can't see where you are going would be better if you had something to reference with  your movement. Once I kill any of the monsters in there, I'm basically walking around blind in a void and I don't know if I am heading in what direction which felt kinda frustrating. 

While the enemies were cool to see, it wasn't *really* posing any challenge gameplay wise as they sat there defenseless as I robbed them of their coin. Would like to see an implementation to make that aspect more challenging. 

Otherwise a nice entry that is strongest in its narrative.

Pretty neat showing off some things - namely - teleporting, interacting and talking, completing objectives (like picking up the torch over to the barrels). Some stuff is broken yea, I ran into most of what you described, but overall with some fixes it could be a nice little adventure.

No game to play :(

I was fighting myself more than the dummy.

Arms feel super slow maybe make them quicker :( best way to knock over the dummy was where I got the character to "slide" into it. Felt cheaty though.

Not sure what this has to do with the theme though.

Seems to be a bug with ramps, can't walk up on the start of the ramp, or rather at any point where the ramp tile begins. So the character will stop walking up the ramp seemingly randomly.

Clarity between what is or isn't a pitfall would be nice - having the tricked pitfalls felt cheap and not enjoyable to restart the level because of that (mainly the one with torches leading down into a pitfall).

The spikes on the sides of the platforms felt bugged? At least with its detection, felt I shouldn't have died when the spikes did not collide with me.

Movement feels good, but would like to see some other mechanic other than just jumping to feel more interactive.

Music and atmosphere were good.

Didn't like that the only way to change momentum was the grappling hook, didn't feel good to play. It didn't feel challenging, it just felt frustrating. The hitboxes on the character or spikes is off, was dying way too often to not actually touching the spikes.

It is a rather small game with there being an insane difficulty spike on the 3rd grapple. Pacing of the challenge could've been better or perhaps even better would to let the player get used to the grapple mechanics without any spikes first and THEN introduce the spikes.

I could jump on the walls infinitely skipping enemies and even though I have a health bar, I don't seem to die?

I see potential in the idea of the game just need to flesh it out more.

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Did you upload the wrong game?

This game isn't related to the theme and is even called "Challenge_3" in the bottom left.


Anyway, the game doesn't work and the controls do not feel good. Sprites are not locked to their proper axis either and they are flailing about helplessly.  Eventually I can't even shoot anymore after shooting for a while. NVM i see that was intentional.

Furthermore, the links you have for the assets are not the same shown as in the game...

Upon starting the game I was instantly killed by a spider clipping through the walls - it was upside down and crawling? Kinda just flipping all over the place. Anyway - this seemed to occur multiple times while playing, I got killed by something I couldn't react to or couldn't even see. Also frustrating there is no restart so I have to ALT+F4 every time I die, sometimes this is instant.

There is also some extremely weird collision detection occurring, I can force myself through walls, sometimes when I run against a wall my player will "jump" and rotate in a direction uncontrollably.  The spiders themselves even seem to fight with this collision issue and walk through walls.

The games controls do not feel good and are sluggish, even being able to control the camera with your mouse would be extremely helpful. 

I can infinitely jump! That's no good for a challenge.

Camera feels way too close to the player during the sections you are running perpendicular to the camera view, It would be better if the camera systems rotation was dynamic to the player or allowed to be controlled with the mouse. I couldn't see what was coming in front of me! There is also some clipping issues with platforms and walls - I can either walk completely through them or my model fights with them. 

Sometimes when running up the ramp my player would just fall over leaving me stuck and unable to restart from the checkpoint and having to start over completely.

When still on an edge the character would start to fall over. Ramps seem to cause this too

Also when reaching the final purple structure, I can walk through into it and pushes me under the level getting me stuck! (I thought there would be a win condition here but there was not) I again tried the level over again to jump onto the purple structure but the entire thing has a collider box preventing me from going near it.

Game doesn't work :(

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Upon trying to play the game again, it freezes. 

There are a total of thirteen actual endings pointing towards a empire. And three where the civilization actually fell.

As for the gameplay, its not very engaging to say the least. Maybe if there was more art to carry the weight or something like that it would be less boring or some music. 

There seems to be an issue with the music as it is clipping in the later half of the song.

Camera feels sluggish, it would be better if it were more responsive to your movement. Otherwise a very short platformer.

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Placement of enemies is static and not dynamic, so sadly had a lot of moments where I would kill something and it would spawn on top of me, ending the game.

One issue that should be addressed is the audio issue, instead of hearing 10 zombie sounds we hear one zombie sound but 10x the volume, if that could be fixed it would be nice to hear the music!

Otherwise movement and performing actions felt good.

No game to play ;(

Movement felt good - nice and responsive. 

Only thing that was off to me was that you are warped at the start of the level when exiting the cave. But otherwise a nice and simple questing game.

Hitboxes on objects feels very off - I should be able to run by something, but the hitbox seems super large.

Combat was super frustrating. There are animations for what should be me attacking something in front of me, but the attack is actually above or above diagonal to my character. It's not exactly clear as my attacks don't land as to what is seen visually (is it something to do with spamming the attack? Does the hitbox reset when spamming?). The enemies attacks hitbox are WAY more larger than the players and not exactly clear where it is. I have no options of defense either to block an attack other than just taking the attack. There is also no health bar which felt frustrating to suddenly restart the level for a reason I can't see.

Fourth screen is broken, tried interacting with the portal after defeating the 4 waves of enemies.

Movement could be faster as it takes a while for the character to go from one side of the screen to the other, about 10 seconds which is quite the crawl for an action oriented game.