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MilkBoy

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A member registered Apr 17, 2020 · View creator page →

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Hello!

Saw your yt video and came to check it out.
First of all: awesome art style. The environments are amazing and its very nice that you made interactive elements like grass and stuff that fall and react to player.

In my experience i had an issue with inventory not showing the mouse pointer at first. Once i went back to options/exit screen it showed up again. Would be nice if there is for example e key to open things in the inventory menu.

My biggest concern here is the main character itself. Basically the feel of it a bit too chunky and clunky. Here are my guesses why.

1. Footsteps sound quite like its not a small mouse but like something on the bigger side. Also i noticed some sliding in the walk animation.

2. When you press dodge there's a feeling of unresponsiveness. Because you've set it up to be on tap and it doesn't dodge immediately once you press the button it almost feels like a charge rather than a quick action.

3. The animation of attack lacks agility. This is probably because it seems like he's just rotating about his up axis and not making any step sideways, or something along those lines. 

4. Once you attack and if you press on a different direction it should probably attack the direction you are pressing towards instead of the currently facing direction. Otherwise you need to stop attacking wait for the character to turn and only then will you attack in the direction you actually want.

5. The model is super cute and i get it you want the main character to seem like an adventurer with a big backpack, but it also makes it feel like it's a very slow chunky character. This is very subjective though, because i can imagine a lot of people would find it very charming and endearing. 

Hope you find any of this useful. Overall you're doing great!

Hey so i came from the video on yt. Don't know how relevant this is going to be, since you said that there's going to be a new demo. In my experience the jump felt weird like he's just teleporting up and it doesn't seem fully intentional. I do understand the need for it to be snappy but maybe there could be a little bit of "upwards time" or some sort of teleporting effect (like leaving a ghost behind and spawning in some particles). As for the intro it felt like there's too much time in between each of the tutorial steps and i really wanted to get to wall running as soon as possible as it seemed one of the most coolest moves. But when i finally got to it the message just said a or d to run on walls so i wasn't able to(I might have missed the initial message or something, later i checked itch and saw that you need to press mouse button).  The overall aesthetic and visuals are great. It really feels unique and like it's own world. What does make it feel a bit cheep are that voice sounds a bit too isolated and not within a space if that makes any sense? Don't want to be very harsh critic here because overall you've done a great job. Hope some of it is of any use.

Thanks a lot. I'm using Unreal Engine 5.

Congrats on moving into the GDWC finals!

Congrats on moving into the GDWC finals!

Congrats on moving into GDWC finals!

Congrats on the GDWC Nomination!

Yes i'm aware of that. I also read in wiki that the word ginkgo came to be because of  a misspelling.
Basically i decided to go with word Ginko for a more unique name.

I played your game and can say that it has a lot of charm and is very beautiful with a coherent visual style.

Since the game is in French i couldn't understand much about what was going on but the mechanics seemed understandable.
Because the game is made for azerty keyboard it's not possible to play with a regular qwerty layout - so you must use a joystick.

I would definitely like to play this game (and i think so would others) as a full experience and maybe some more mechanics (apart from the platforming ones). It does give off similar vibes to a game called Rime in the best way.

I understand it's a school project and maybe you're not planning on continuing the development, but I can say its a damn high quality graduation project!!! 

Amazingly polished and super satisfying. Like it already feels like a 10/10 in the aesthetics and game feel. 

I understand it's quite inspired by games like vampire survivors - hence the auto attack and everything auto, but might be cool to consider a more active participation from the player or an optional setting where it could be more like an action game where you need to press the mouse to attack. And the skill bar would be with activatable skill slots. So in a way innovating or bringing something new in terms of mechanics and gameplay in this genre. But that might be a completely other game though, so it's understandable you might not want to go that way.

Anyway - you have something really cool on your hands. cant wait to play the full game!!!

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Hey! 

Thanks!!

Yes - a lot of people in reddit have compared it to HLD in similarity, to which i always respond that it's completely unintentional.

Listened to the first son that was in bandcamp website (it swallows). And i can definitely see have your style of sound would fit this game.

If i continue to work on this i'll contact you for some music stuff.

Currently quite unbalanced - seems impossible to go past 500 points no matter what upgrades you take or how fast you're advancing

Hey! Came here from your youtube channel. 

You have an awesome talent for creating really polished experiences. Art sound effects, the feel of mechanics and responsiveness you seem to be able to do it all. It's really great that you're taking up on making a game every month - I can imagine you'll be a beast at finishing games after that.

Also I hope you won't abandon the nightmare hunter project as it already seemed very polished and interesting. Would love to play that game!!

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This game is an absolute BANGER!
There is so much awesome to say about this game and how it's amazing in every aspect from the overall appeal and style to visual effects and soundtrack, It's amazing that you're allowing to access this for free as it's definitely in a quality for a paid game. 

The only request/problem I had was that at higher resolutions (lower FPS) the controls became a bit sluggish ,although lowering the resolution helped, it would still be awesome to have an option, to turn off the mouse smoothing - as it gives a bit of a floaty feeling and makes it quite hard to aim.

I loved the way the soundtrack intensifies once you kick in a door with enemies - really puts you in the action mode!

Amazing sprite design and overall feel. Personally i would like the possibility to flip the bee when i want because i feel that the mechanics of keeping the bee flying and gaining energy are already hard enough. You could also add enemies coming in from sides . But all that is just personal opinion. Overall a very nice quality short game. Very good job!