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mihaellk

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A member registered Oct 09, 2016 · View creator page →

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I really liked the premise! However, I felt the game was missing an in-game tutorial to show exactly where to use the 'reality-shift' mechanic. I got a bit confused because some grey blocks were draggable while others weren't.

Also, the dragging felt inconsistent: sometimes I couldn't snap a grey block to an orange one if I was already touching it—I had to get some 'momentum' for them to merge and clear the path. Overall, the game needs more audio and visual feedback to signal when an action is possible. Adding more visual cues and a clearer introduction will definitely help convey your design vision better! Great job on the project!

First off, the font swap accessibility feature is an excellent addition! I struggle with pixel art fonts, so being able to change it was a huge plus. The variety of settings and the input mapping options are also great. I enjoyed the opening tracks and appreciated the option to skip the tutorial (even though I played it since it was my first time).

A few suggestions for improvement:

Combat UI: I missed seeing the specific attack and defense values on the skill icons. Currently, there is only a description of the action, which makes it hard to know exactly how much damage or defense I'm getting.

Tutorial Flow: I suggest making the "target selection" an active task in the tutorial rather than just text. Having the player actually perform the action helps reinforce the mechanic.

Inventory/Items: The pos battle item selection felt a bit complex. I missed the explanation text and couldn't distinguish the difference between the individual inventories at the bottom and the ones on the left.

Claro! por algum motivo nao consigo anexar imagens mas o local é antes do boss, continua para baixo depois do totem de treinamento (ou antes caso voce nao tenha vindo da direcao do boss), vai andando em direcao a parede direita ate achar uma fenda entre as 2 rochas e vai ter o vao

sistema de combate e animaçoes bem solidas nesse prototipo, senti a movimentacao meio truncada, acho que deixar mais fluido vai ficar bem legal com o combate. Teve bastante "juice" e feedback e foi o que me fez ir ate o final. Apos derrotar o primeiro boss e ao atravessar o portal a proxima sala me deixou congelado no que parece ser o fim do jogo. Nessa versao antes do primeiro boss tem um espaço entre as pedras o que levou o personagem cair para o infinito no mapa. Parabens pelo projeto!

Really fun game! The visuals caught my eye instantly, and the gameplay hooked me as soon as I started. The cel shading and overall look are beautiful, and the HUD is very polished. I used to love the takedown system in Burnout, so I was very satisfied when it happened for the first time here. The weapons and car combat physics feel great. I hope you add a cinematic slow-motion camera for some of the crashes to show off the effects of our actions, it would add so much to the experience! The soundtrack fits perfectly with the aesthetic and gameplay. This game should already have a Steam page, and I’ll definitely wishlist it as soon as it’s live. Congrats on the project!

The game seems to have deep upgrade and customization systems, and together with the HUD, everything looks very polished. Unfortunately, the game felt extremely fast right from the start. I couldn't distinguish any objects on the track and died several times before I could even move the car (I'm playing with a mouse). Because of this, I couldn't progress much or experience the different upgrades. If the early game is fixed, this looks like a fun casual mobile game.

Thanks for the feedback! This is really the first prototype version and I needed to rush a little, curently I am implementing the pitstop feature,  which will allow you to repair your car and choose upgrades mid-race. Im planning this progression/strategy layer alongside an ally/rival system so the game isnt just about upgrade your car. Still not have music and I need to optimize the build size after the core system was done.

I was expecting a 5minutes play time with this version, so i am surprised. Glad you like the graphics, i am looking to tweak few things with shaders and vfx.

Updated the version and add 2 new cars, i am still balancing them and rushing to fix a bug with pitstop, but after that I will add a driver customization/upgrade system

I had some trouble with the visual cues early on. It was difficult to spot the gaps I needed to jump, and especially the walls meant for sliding. The wall-slide mechanic definitely needs a clearer indicator.

Regarding physics, I felt the game is missing some Coyote Time. Currently, if the character is too close to the edge, the jump loses its momentum, making it nearly impossible to clear the gap.

Lastly, the toxin mechanic feels a bit too punishing. Releasing it on the lower floor immediately after the player jumps up doesn't leave much room for error. Adding a slight delay before the floor becomes fully inaccessible would give players more time to read the upper levels and plan their route.

Vlw dms Vector!! Queremos polir o quanto antes para expandir a experiencia do game 

Parabens por conseguir passar a vibe do jogo mesmo na fase inicial. A variação de ataque no pulo e no chao foi boa
Continuem!

Here is :) https://docs.google.com/document/d/1ed2jCwt-iy7mWGeBrMszmkG158T8dJdyMHiiBBN6hrM/...