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Meehaww

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A member registered Jun 10, 2018 · View creator page →

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That's a really clever mechanic. I would just make the notes change automatically, so that the player just needs to press one button (because there is no real need to do otherwise now), the melody could also change depending on the enemy you are fighting. I would also think of different things that the note lengths would do, because I found myself just using quarter and eighth notes. Maybe playing specific notes in sequence could trigger some kind of combo.

From technical aspects, in the tutorial, you start playing notes right after the dialog. So I messed it up a lot, because I wanted to skip the dialog and then start playing notes, but I kept playing an eight note at the start and failing. Also I would use a more pleasant sound for the notes, because it got really annoying for me after just a couple minutes of playing

It's a nice little jam game. It looks good, and the voiceover adds a lot.

There is only one thing I noticed. You make all the people quit, but one of them should be your owner. So I guess you don't want them to leave. Maybe there could be the owner that you needed to avoid, so they don't pick you up and pet you 

It's a simple concept, but well done. I like that your health and ammo are connected. It fits the theme and it's a nice gimmick. The artwork is really good. The panning and zooming in the cutscenes makes them look weird and trippy, but I like it

It's simple, but quite nice. It's a shame that there isn't an alien at every planet

I think that you should emphasize more that time stops when you aren't moving. I haven't noticed it until stage 3. I thought just mana didn't recover while standing still. I guess it's natural to try and keep moving or attacking while there are enemies on the screen, so I didn't have a chance to see it working.

I'm not the biggest fan of melee and magic attacks using the same resource. I would even reverse it, so that melee attacks (or kills) recover mana and magic attacks use it up. So that you have to balance between using the two.

Also I think you give the player too many items. I had to choose like 3 items before I even knew what exactly was I doing. I think even one, but stronger item per stage would be enough

I see the "e" on the screenshot, but it shows me an arrow up in it's place, which also doesn't work. I have to press it with the mouse. I was playing on windows btw

It looks really good.

I don't understand why I need to hold LMB to climb (if it was easier to make it like this, I understand. But if it was a choice, I think its unnecesary). Also my first idea when finding the snake was to climb it and try to ride it (as you can hold to it's fur), and I think that would be really cool if it was possible. Unfortunately there is not much of gameplay. I could see some puzzles with positioning the snake or using it as a platform, but it was just a walking simulator with buttons.

Also at some point the snake decided it would not lower it's head which made it impossible for him to fit in the door, so I couldn't finish the game.

That being said I think it's possible to make some really interesting puzzles in this concept and that could make for a really good game

It's a cool concept. I like that you can throw the cat through obstacles to get through them.

That being said. The controls are a bit confusing to me. There are too many buttons, and I was often pressing the wrong ones (and it's not natural for me that you can't jump with either up arrow or spacebar). Also it's not clear to me when I could throw the cat and when I couldn't (I guess the player emits some particles when you can) but just a simple UI icon of a cat would go a long way.

Unfortunatly the camera is bugging in some areas and at some point it was doing it so much that I was unable to finish the game (but that's a given in game jam games I guess)

The toaster is a cool concept, but spacebar doesn't work to jump out of it (on Windows at least), so I almost gave up thinking it's broken. Also I think the controls would gain a lot if you added some coyote time 

It's a cool concept. I would push it more by allowing the player to attack the enemies by throwing stuff at them.

From technical aspects, I think there is some delay between the enemy dying and their hitbox disappearing, I was hit by enemies who died already. I would also reduce horizontal parallax. And I feel the the checkpoints are not necessary, because I gave up after dying a couple of times and having to replay the same part again and again

It's a cool concept, and well executed. But for me, the levels with mostly jumping (like the dotted line one) are much more difficult than the rest. It would be nice if you could skip some levels 

It's a really cool game. The only thing it would be nice to see more gameplay oriented curses in contrast to ones that just alter the visuals.

Best game to be around steam sometimes

The fruits are nice and slimy

It looks and sounds awesome. It kinda sucks, but it is based on a true story. Very chill