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milena

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A member registered Apr 10, 2019 · View creator page →

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Wow, what a complex game! You have a lot of good elements here to make for an interesting game. First kudos to the asset design and music, it's a interesting combination of horror and cute. Also really like how smoothly the cameras navigate to the different players.


Even with the tutorial, I felt a bit confused as to what I had to accomplish with the people I was playing with. Rule-writing is one of the hardest parts of game design in my opinion. You could have this really interesting system but if it isn't explained clearly then your players will never get to see it. I think that scaling down on some of these mechanics so that you can fully explain just 1 or 2 of them would be really beneficial. Right now I just felt overwhelmed with everything I had to keep track of. My biggest suggestion as of now is step back and see how you can more effectively convey this information to the player.

I love the satirical nature of the game's themeing! The funky models really added to that and made for a cartoonish, slap-stick environment. Seeing the game played through both screens it felt like a fully fleshed out world with all the buildings and roads. 

Gameplay for the driver works well, being able to navigate throughout the roads. Seeing the arm move depending on your direction was a nice touch as well. I wish there was  more that the driver could do to combat the children's behaviors rather than just having to wait it out. The interaction between the children and the passenger seem to be more combative with each other, which is great. Maybe finding one additional mechanic for the driver would tie it all together. Awesome job guys!

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I was able to see this project during the initial prototyping stages, so it's awesome to see all the improvements that have been made.  It's similar to QWOP while not being an exact copy which is good. The 3D assets blend in well with the 2D, making the overall appearance seamless. The music and response menu screens are icing on the cake too!

You already have polished gameplay, UI, and title screens. I recommend adding a tutorial portion stating the game's controls as it's not obvious unless you were to be looking at the itch page. 

I love the way you guys combined a variety of media types to make your assets. Very few games use claymation, and seeing your character so well animated reminded me instantly of "The Neverhood".  I would suggest adding more player moves as you already have a good chunk of animations your character can do. I also encountered a bug where getting hit by enemies was not lowering my player's health, which I think could be an easy fix.

I know you mentioned this is more of a proof of concept, but I would love to see more of the narrative behind the game to make more sense of the ending. You have a really great foundation here that you should definitely look towards expanding upon!

This was a nice platformer with a clear homage to the famous doodle jump. Nice usage of the pixel and space themeing. In my view I think you could compliacte the levels a bit more as I felt they were easy to solve. Maybe you could alleviate this by adding longer maps or more levels. I concur with Chloe's statement on making player health reset at the beginning of each level as well.

This another very polished piece! The animation of the character getting onto the ledge really surprised me. I enjoyed your take on the puzzle platformer as well.

I have nothing to mention in terms of improvement for the puzzles as I feel they were all very clever. I think most of my feedback would be more in regards to cosmetic. You have a very vibrant character and motive, but very basic grey platforms that could be more in line with your themeing. I also thinking adding more whimsical music and sound effects could elevate the project as well. Overall really had a good time playing this!

Purple Ball Guy looks like it's on the path to be a completed game! It looks very polished from the clear sound effects and playful art style. Like I mentioned in class prior, the biggest suggestion I have would be to improve the tutorial section to make clear what the different UI elements mean for the player. Without explanation it was a bit of a guessing game for me on what I could do, and I realize I even missed out on some core features you guys included.Once it was all explained to me though, I was able to play easily and see the game has a good amount of balance.

Seeing you two collaborate was an absolute pleasure! I like how you introduce players throughout the game to different mechanics slowly, preparing them for the next round. The sprite works adds to the dreamy experience too. In round 2 I didn't immediately realize I had to move my mouse yo add platforms. Maybe a small text indicator to do so could be helpful as it is such a unique mechsnic. I would also consider knocking down the difficulty a bit in round 3, as I was stuck there for a while. Great jobs guys!

As a fan of horror games, I really enjoyed seeing your take on how to incorporate those emotions into a shoot 'em up. Great use of pixel sprites, I especially like the animation of demons crawling across the floor to you as it made me feel really unsettled. Your desired mood was strongest in the first round of play. Feeling enclosed in this small linear gameplay loop while having hoard of enemies worked well. Coupled with the droning ambient background music. To make the experience even stronger in the next levels, I would suggest amping up the background music and maybe adding different enemy types during the "frenzy" phase. You could even add some animations to the forest or make it so that colliding with the trees is harmful as they too could become "demons" This would make the game feel a bit less repetitive as well and lengthen player interest. All in all I think this was a spooky little game and I'd love to see you continue making games in the horror genre. 

Once again you've knocked it out of the park with your modeling skills! It felt hectic and fast-paced running after all these different ingredients, and seeing them stack to make the final recipe was very satisfying! It's in a similar vein to your big VR Cooking game which is nice, I could see these games as both existing in the same "world". A small bug I encountered was ingredients clipping a bit into other objects which would make them unreachable . This probably just has to do with some colliders. Otherwise this was a fantastic game!

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Nice use of 3D models for a non-traditional shooting game! I enjoyed the low-poly aesthetics and the snappy response of the lawn mower. In terms of emotion I mainly felt fear and anxiety throughout, especially as the bulls were a lot bigger than the player.

Gameplay wise, I could not get past the 2nd level as the difficulty jumped up exponentially. I would consider either lowering the amount of bulls per line, slowing their speed, or making their hitboxes smaller. This way I'd be able to experience more of the game and not get as frustrated early on.

This is an extremely relatable piece over something that all students experience at some point in their life. Your theme tied in well with your assets and the music of course reminds us all of the iconic Lo-fi beats YouTube streams. Playthrough was a bit difficult but manageable, and I could totally feel the character's emotions becoming more filled with chaos and paranoia.

For future improvements I would add some more visual cues for the player so they can distinguish between whether or not an object has been hit by a bullet or simply unloaded itself due to their time limit. I think improving the UI that accounts for the score could also help, as I did find myself a bit confused at times as to how much progress I was making. Overall a very cool dark take on a common college worry!

Lovely take on a shoot 'em up with a charming narrative! As everyone has mentioned your assets are cohesive and look as though they belong in a storybook. I appreciate how your game mechanics correlate directly to the narrative of your character navigating the wild.


Like I had mentioned prior, my only critique would be that in the first level it's difficult to tell which items you should pick up and which you shouldn't due to the assets appearing similar. I think a quick fix would be increasing the contrast on the glow effect so that its a very noticeable "green" for good and "red" for bad.

Absolutely stunning! This took my breath away, great job!

Thank you so much!! :D

alex!! :D thank you!! it was awesome getting to see all your awesome games too!! see u in the spring

I'm so happy to hear you liked my game! Yes, the endings are very different, and I feel like that leaves Nox's true fate up to interpretation/ the player!

Glad you enjoyed it!! :D

Thank you so much for playing and making a video on Drunk!! It means a lot to me :D

I really appreciate your feedback and do want to make the game a lot longer with animations for the interactions, especially for the endings so that they are more meaningful. Since I have more free time now I look forward to developing it some more, so stay tuned!

Thank you so much for playing Drunk! It's my first full-fledged game I am so super humbled to see you have enjoyed it and even made a video review!

I definitely get that the game is short. I was under a bit of a time constraint when making it so I wasn't able to make as many scenes as initially intended. I would love to expand on it by making it longer, with more dialogue choices to impact the game's ending. So be on the lookout for an update :D