WOOHOOO, the end part had me stressin
A variety of enemies in one room? and they are more than my troops?
unlucky for them I am a pro roguelike and turn based player.
This game actually tickled my brain, real turn based strategy thank you so much. Hope you keep working on this, I do really want to play it
Meansofa
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Really beautiful game, it's another heartwarming game from the jam, this game was very unique the first game I've actually played with this unique idea. The story in itself was a solid, when I became a teddy bear I was amazed for some reason maybe because it fit the story very well.
Props to the audio as well and the graphics as well as the end credits,
Some stuff I suggest you improve upon:
- the Lifting and Placing mechanic y'all should refine it now that you're not cramped for time
- Camera : try making the camera not show the empty space, experiment with the camera properties
All in all, I really hope you guys will keep working on this game, if me who can't even relate to the pain of the story that much made me tear up(a bit) after finishing the game what would those people who is much more fragile feel.
Oooh not gonna lie it was terrifying, I like what you did with the camera and the enemy sprites, tho it looks simple it's maybe what makes it more terrifying. The map also saves a lot of time, and I like what you did with the Maze.
Some slight adjustments I would suggest:
- Make the Enemy's detection area bigger, but of course they must stop chasing after a certain distance.
- Make the walls collision less sharp, the edges of the wall seem to make the player stuck
- More ambient (Lights, sounds, footsteps, etc.)
That's all, it was a fun short game for me, it's pretty smooth and no game breaking bugs I've encountered.
First opened the game I was shook! It looks very cool, I like that the game didn't sacrifice any performance for the graphics, I really like that you've added some Player walking effects.
It was pretty optimized and smooth, the gameplay was pretty short but at least you've made a winning condition which makes it a complete game!
Pretty nice game so far! played until Heresy but will finish it soon but before that I have to give my feedback!
There's a lot of things to compliment:
- Coyote jump : very very useful
- Good Story : very moving, especially at times when the texts just moves by itself since I can eat some snack while reading
- Good Art Style: really nailed the nature of the game, and I believe everything was original at least for what I've seen! Also when the player is falling the player looks down.
- So much mechanics: every chapter has me intrigued with the possession mechanic especially the climber one
- Very good audio : music fits, has different audios for all characters, so much audio added compared to any of my games which is a good thing, really sells the dynamic
- Nice graphics : Nice fog effect, and I especially like the intros to each chapters, I like how the color of the text is not full on white but yellowish, but yes I'd generally avoid mixing pixel and linear fonts, it generally gives off "something's wrong vibes"
- I could list a lot more but that's gonna be the end of it.
There's a few things to work on though:
- Noise Texture : maybe you have used this I just assumed because of the fog effect, but something inside the game is slowing me down
- Fast Enemies : jumping over them they instantly turn and chase even if I'm still in the air
- Lastly, delta time: so I have a suspicion that the Falling mechanic uses delta time, but the coyote jump didn't, or maybe it's the opposite, because since my game runs below 30FPS the delta time tends to be wonky(can't explain much about Delta Time here so try understanding it).
- That's all things that are affecting gameplay :D
Suggestions on what to learn and improve:
- Lerp: a platformer should have a speed acceleration and deceleration
- Lights: improves your graphics
- I'll be playing more of the game so the suggestions won't be completed!
Nice graphics! did you draw the ghost yourself?
Pretty good for your early games! You had damage set up, ghost following the player, and camera follow with not exceeding boundaries(tho still needs fixing on the most bottom), lastly good map building.
I'd like to give some tasks you should try learning that could complement this game:
- Lights: many game engines have built in light mechanics, you could use it to brighten the white lady, or adds something like light spirits, or torches.
- Pathfinding: for the enemy to not get stuck on walls and smartly navigate their way to the player
- Audio: really adds a lot compared to having nothing, try pixabay for free sfx and music.
That's all! you seem to be good at art, so you should try Aseprite!
So I just made my own game prototype for the game Chain Reaction in play store that was popular with my friends when I was a kid, and why I wanted to recreate and make my own version is because revisiting the game it has a lot of negative feedbacks rightfully so due to the new updates. All in all I just think that it can be expanded to its full potential so here I am, right now I just wanted to ask for feedbacks on what stuff people would like to see in my version of Chain Reaction. One of many idea is something like power ups, more map types not just square, etc.
Here's the current v0.0.0 first iteration after I was done with all the basic mechanics: https://memosa.itch.io/atomic-reaction-expanded
















