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MelloYello

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A member registered Mar 12, 2022 · View creator page →

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thanks. do you have any feedback tho

the gameplay and game concept is too simple for me. all you do is click a button when u see a cookie on the girls face.

the art and sfx is great! though I didn't really enjoy the game myself

i feel the camera movement is a little slippery as it doesn't match up with my mouse

thanks for the feedback and enjoying the mechanics!

yeah i feel like having the moving platforms in there was a bad idea on later thought. thanks for enjoying the game though!

thank you but may you tell me what improvements I should make?

no problem! my laptop is linux too so that's why I made that build. isn't a hassle to make either unlike a mac build

ive heard similar things about the movement speed becoming very slow at low blood which I will address. thank you for the feedback!

thank you for the feedback!

fun game. the concept of a simple game like 2048 + roguelikes is very interesting. though I must say its very addictive

amazing game. the message is very strong, as communicated by the in game text and the fact that every asset is that of a passed artist. gameplay wise, sometimes it feels as if you cannot jump and on circles you always slide a certain way, even though the rotation of the circle would suggest otherwise. i would also recommend an endless mode too

theres no objective of the game at all. all you do is mindlessly run around with an occasional and short chase from the monster

there is a dash, using the f key, though its basically just a push forward and never really incentivised in the game as you can just hook and get farther. i have heard the same feedback from others about the gravity from others too. i added the timer to encourage being fast and speedrunning, but I do understand the loss of incentive to go fast from the cost of blood. the combo idea you suggested is great! and I will probably add that along with a combat system. thank you for the feedback!

no problem

thanks for the feedback! personally, i feel that auto sliding wouldn't be a great addition as it doesn't care for what the player wants as they may choose to slide down with more caution or may need more time to analyze the level. though having the player sliding when they crouch on a slope whether or not they are sprinting would be a great addition. a little more control while airborne could be great as you said. ig increasing the gravity and jump force is a possible fix to said floatiness

Good idea. the character controller is nice but sliding doesn't really feel like your sliding. its just feels like your crouching with a slight push forward

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i do agree with the walk speed becoming much, much slower without picking up the bottles and the lack of momentum preservation which is a bit vital for games like these, but I don't feel the floatiness you were talking about. switching directions in mid-air is supposed to feel harder than switching directions on ground. to answer your question about the timer, no, it is not based it on speed at all. the thing that inspired me to make this game and the movement engine was actually bloodthief, though I've never played quake before. thanks for the feedback. also what do you mean by you should always be able to slide down a slope? does that not happen in the game? are you referencing things like the ends of levels 1 and 2?

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im dumb, there are in fact menus in the game. sorry

can you elaborate on what you mean by "It felt like you were moving through jell-o" and making the timer "a little less aggressive". the time is not and is not intended to be based on your speed at all, rather based on actual in-game time. i do agree with the point that the pickups should've had bigger hitboxes and I made the ledge climb features really late so I didn't have time to properly debug them. 

good luck lol

this submission was quite fun. it kinda reminded of "Meteor 60 Seconds!". for your first game in godot, its a really nice game. you should improve on the art, and the character has a white outline around it. i would recommend adding wasd controls to as well as an interact button such as [E] 

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why does she blink so much? and why does she go crazy when you get a heal? nice game tho

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you got the souls-game vibe down really well

theme as in limited life but ig the rotting mechanic is that

so sorry ur mouse wasnt working. proud to hear that you enjoyed the game!

thanks for the feedback! i wanted to add an enemy system to gain blood but unfortunately I didn't have time

its fun but i dont really see the theme in the game. maybe its the rotting mechanic, but it doesn't seem like that makes you lose. the only way to lose it seems is to hit the bombs

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nice concept, i feel the movement is a little too rigid and floaty, as if you're using the base template. apparently this is made on a smartphone and I commend you for it as it is very impressive for it

sick game. i feel it may be too hard like the blood drains too fast or you take too much damage, but its prolly just a skill issue on my part. i love the blood system(I made a sort of system similar in my game :) 

it was fun but there were too many cars so the game is just won by luck

the drag and drop is quit buggy and holy does it lag

there isnt really much guiding you throughout the game

i didnt get to keep double jump and other stuff, idk if that was a bug after reading ur reply

there should be other commands too. also, you should be able to do individual commands instead of bundling them up in a &&

the gameplay loop doesnt feel too fun as its very repetitive

i feel your abilities should live on instead of being there for only one round. otherwise you should have zorth have less health. also you should add sounds

the sacrifice mechanic is quite interesting and puzzles are fun. you should add procedural generation to the levels. it also doesn't make much sense that you can walk through spikes horizontally, though this seems to be intended. this is still a great game otherwise though

i didnt really get what the point of the game was. maybe that was because you weren't told how to interact(x and o? they don't do anything)