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mischizo

6
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A member registered Sep 22, 2018 · View creator page →

Creator of

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Thanks for the feedback! I'm glad you enjoyed playing our game, I actually kind of bumped up the game difficulty right before uploading so I was afraid it would be too hard haha.

Main inspirations were games like "Kingdom: Classic" and the old but gold flash game "Age of War". We definetly wanted to add more unit types and some map objectives you could hold to make the gameplay more interesting, but time constrait forced us to ax our scope (also the code is a massive spaghetti rn haha). Also some sound effects and game feel would go a long way too haha.

As for if I'll be continuing this project, hearing at least one person actually enjoyed it gave me quite a bit motivation haha. So I'll think about it and see if armyjames (he made the enviroment art btw) would be willing to continue working on it too.

Thanks again for your comment.

Wholesome and sweet game with a powerful message that suicide is okay.
Just kidding. Fun Concept, althought in some levels I could activate the checkpoints from further away than the zone indiacted was which seemed a bit weird and cheesy. One gripe I had right away was that dying is too slow, imo it would be much better if the player teleported to the checkpoint as soon as he touches spikes or falls out of bounds, since this is a game that is really satisfying to speedrun, and constantly keep moving wothout any interruptions. One of the most interesting concepts in this jam!

Really cool art, if you made it yourself good job! Anyway the controls were pretty confusing to understand and I had to do several tries to just figure out what does what. Which leads into another issue where missing one component just once pretty much softlocks you and you have to wait for like 40 seconds for the level to reset and try again, would be better if I could instantly restart with a keypress or if the pieces kept floating indefinetly back and forth or until a timer ran out.

Best use of the theme and execution from all of the jam submissions in my opinion!

Gave this a try and I must say, really enjoyed the movement in this, that is, if it worked. Was completely clueless on how the game worked for several minutes until i figured the little text saying danger/safe indicated if your shotgun gives you a knocback boost or not, which as far as I can tell switches completely on random. My guess is this mechanic was added to satisfy the requirement, but honestly it just ruined the fun, better limiting mechanic would've been the magazine size where reloading would force you to stay still for some time and the requirement could've been satisfied with some narrative thing or something.
All in all after figuring how the mechanic actually worked the game was fun to control, however with extremely sprawling levels and no indication as to where the goal is I was still left confused. With some tweaks and proper level design (and now without the game jam limitations) I can see it being a fun and fluid platformer.

Cool game, but had to unfortunately restart the whole game two times due to game breaking bugs. The best part about this game is the talking canadian Da Vinci tho.

Hey, cool concept. Stumbled upon this while I was researching some stuff for my SHMUP project.
The background visuals match the trance music really nicely (I'm a sucker for shmups that use trance/dnb soundtrack btw), also for a while I thought the player shooting sound is the songs percussion lol (maybe that was intentional??).
Anyway dunno if you're still working on this, but as some feedback I'll say the teleport should have a cooldown/use some resource, maybe tie it into the gameplay/scoring a little bit like doing a bullet cancel at the place where you're teleporting from or something.