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Moxtas

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A member registered Jun 02, 2019 · View creator page →

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I won't lie, I missed these types of games! Remembered when I played me and Dad which was a flash game a long time ago and many others!

Totally agree with the other comments in regards to the trying to fix in place to force you to fight the some enemies and try to gain some control on spamming the attack button: I learned to fly when punching while in the air and went off the screen after climbing the final boss xD

Either way, loved the game and would try to foce the gambling mechanic more on the player to match the theme! If you prefer, you can also somehow disregard it and build the game into a new direction which would still be awesome and nostalgic :D

Okay... So... I loved the game a lot! It was really nostalgic just as Lizard mentioned and the art is absolutely amazinh! The Warioware type game is always additictive and provides a lot of replayability with the speed up functionality. Also, you made quite some small games which provided more diversity you would never know what would come next. Also loved the comics and would love to know more about the story :D

The art is absolutely amazing. As someone who is really bad at it, I completely envy you :D

As for the game, although I understand that, in hell, getting the enemies being killed by the traps set by the devil make somewhat sense, from a player's perspective, I would say it would be better if only the player was able to kill the devil troops! I would also make sure to add different bullets for the trap, player and enemies that shoot :D Everything else, great!

As for the gambling, I loved the UI and everything and the trigger works similar to brotato (time-based). Would just make it more transparent to still be able to see the game in the back, as it seems quite forced on to my screen!

This reminds me a lot of the The Henry Stickmin collection of games which triggers me quite some nostalgic feelings :D

Although, being a fan of Henry Stickmin, I would suggest more frames, faster animation and try to build as more scenarios as possible as, currently, the game only provides three possible endings, and only one good ending! 

Also, the gambling theme works in terms of choices (one leads to failing, while the other wins to winning), but I would say it still doesn't have the gambling theme fully in it :D 

Love the concept! My biggest suggestion would be to move the controls from the arrows to "AWSD" and then make the user only use the wasd controls, spacebar and mouse, as moving from the arrows to the mouse is quite daunting! Or, at least, provide both options to the player :D

I would also suggest for you to make both UIs (betting and skills upgrade) to be both either mouse controlled or be keyboard controlled, as changing between the two, from the experience of a new user, can be quite confusing! Either that or I'm getting older xD 

Loved the concept, although in the beginning it was quite frustrating as, no matter what slug I chose and the points I bet, I always got the slug that had its speed equal to 30% of the others, being completely "decapitated" :D

I also got the same issue as Lizard, where, the first time I got to win, one of the slugs got stuck xD 

Additionally. I just missed some kind of music during the race, and would suggest you to add a time limit to the race, to avoid the issue with the slugs getting stuck, as well as when there is a extremely slow slug as my first few :D

Also, I'm thinking of a making a youtube video on this experience! Do you mind if I had your comment into it? :D

Also, I'm thinking of a making a youtube video on this experience! Do you mind if I had your comment into it? :D

Also, I'm thinking of a making a youtube video on this experience! Do you mind if I had your comment into it? :D

Also, I'm thinking of a making a youtube video on this experience! Do you mind if I had your comment into it? :D

Also, I'm thinking of a making a youtube video on this experience! Do you mind if I had your comment into it? :D

True ahahah! Also, I'm thinking of a making a youtube video on this experience! Do you mind if I had your comment into it? :D 

I had a lot of ideas to add in terms of diversity in both enemy and sacrifices, unfortunately, I required more time to build the proper functionalities/behaviors!

My idea would be to have not only more types of enemies (including a final fixed boss), and a total of 8 different stats and 8 different skills. In the end, I only added 4 possible stat changes. I also wanted to add 10 different rooms with different sizes and environments (objects in the middle, etc.), however, that would require a better AI behavior as well as more time in designing the rooms :D


Appreciate the compliment and I have to admit that I did better than I expected ahah

Appreciate the compliment on the art :D Besides the goblin, I got some inspiration from existing are on the web and did the animation, which it was quite fun to do :D

As for the feedback on when you hit the enemy, with the little time left, I was scared to break the game, for some reason xD 

Really appreciate the comment! It came to my mind immediately when I saw that the gamble theme was probably going to be chosen. For some reason, my brain remembered a good concept, although a friend of mine, also suggested the "Gamble" button and "Lucky Win", although the latter you probably didn't see it as it only has a 3.5% change of appearing xD

As for the enemy feedback, I had the animations set, but I was scared of breaking the game with so little time left on the clock ahahah Therefore, I completely disregarded it, but will for sure add something on that regard :D

The health bar was added to ensure that you would have some feedback when you're getting hit and the animations from the enemies should be somewhat in sync to when you get hit.

As for the feeedback on the enemy, unfortunately I had to choose between correcting some bugs or providing that feedback with the little time I had left and, although I still had a few minutes left prior to submitting the game, I didn't want to trigger a new bug that might have broken the game! But something to consider on a finalized version of the game :D

Appreciate the compliment on the idea!!

As for the killing segment, if the sword is not doing an animation, it won't kill, and the skulls should be killed in one hit unless you choose to sacrifice your own attack damage on the first totem or prior to meeting one skull

I Loved the Damn Fox!! Funny skit!

Simple game, simple concept, but quite enjoyable. It applies the theme correctly, to the point where I got annoyed, just like gambling does :D

The only thing I would suggest adding, would be to update the counter, on the top right, to say how many points you still need to get to achieve freedom, instead of having the total points that you need. This because I believe the text can be somewhat confusing 

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Appreciate the comment and feedback!!

Only had one hour and half to ask a friend to play test the game prior to the submission deadline, and focused essentially on correcting some identified bugs as well as reducing the brutality that you mention on the gambling aspect, so... try to imagine how it was before :D

As for the visual and sound effects feedback, it was something I wanted to add, but, unfortunately, the remainder of the time left, plus some job related topics, sadly prevented me from addressing those.

Actually, love the idea that you mentioned of becoming the predator, although, at the time of development, I thought it would not match as well with the theme of the game jam. But it's something to consider in a future game jam :D

Regarding the random movement, unfortunately. didn't have time too make a smarter AI! Just the simple idea of the AI moving depending on their current position on the board took me long enough, and wasn't able to solve this kind of movement on time for the Jam. But either way, thought that it would still provide some chances for the player even when in a position you should for sure lose, just as you mentioned ahah


For some reason, when I inputted a smaller timeframe between plays, you would only be able to move once and the game wouldn't let you move anymore... don't know how that happens, but this was the only way for me to make the game actually work to be able to submit it in time for the jam, but will for sure try to solve it!

Thanks for the feedback and liking the game ahah

Ahahahah the first thing I saw after the submission date had elapsed was also the name of your game, which I thought "For sure this person is extremely smart" :D 

I also thought about that ahahah my first testing playthroughs prior to submitting the game, the enemy actually moved in a way I thought I was playing against a human being where I would get stuck after two movements ahah

Regarding the time between turns, unfortunately I wasn't able to decrease this timeframe while maintaining the game ready for submission, however, will try to solve this in a future date :D

Unfortunately I took a long time getting the turn-based working and the only way of it working every time, would be by applying the rule of the ten seconds :'( tried a smaller timeframe, but the code would only allow you to move once, breaking the game!

But glad you liked the concept of the game! Hope to solve this issue and a few others I detected as well :D

Hey hey, appreciate the comment and glad you liked the game. Since the focus was about escaping, I didn't want to give a direct way for the player to capture the other pieces, although I had some ideas I did not have time to implement :'(
Regarding the random  movement, unfortunately didn't have time too make a smarter AI! Just the simple idea of the AI moving depending on their current position on the board took me long enough, and wasn't able to solve two of the bugs you listed...

My only two bugs, but for some reason, when I inputted a smaller timeframe between plays, you would only be able to move once and the game wouldn't let you move anymore... don't know how that happens, but was the only way for me to make the game actually work to be able to submit it. 

Regarding two pieces being in the same exact spot. Also didn't had time to correct that issue :')

Thank you for playing and the comment!

Love the concept of the game and really love the fluent movement! Although, I would recommend spamming the mouse button, similar to Moba Games such as LOL, instead of being forced to hold the mouse button


Additionally, also got sniped while hiding, but maybe the hunter found a glitch ahah

Love the game and the concept. Sometimes was really pissed while holding shift to walk faster :D

Either way, great concept. After the third puzzle, I am not sure if there is anything else or a bug, but would always get brought back to the same level after the fade away.

Loved the graphics and environment, that despite being simple, was quite actually nice, specially the lights. My major issue was the sensitivity of the camera as every time I turned the camera around for just a little bit, I would do almost a 720º degree turn. Despite that, great work and I think the major obstacle is being able to submit some kind of prototype.

Appreciate the compliment!
The drawing component and animations have never been my cup of tea, but practice always makes perfect! :D

Unfortunately had some trouble implementing the mechanic of "Hold the 'jump' button to jump higher"  and was already late for me and had to work the next day.

Will try to work on the game a little longer afterwards and try to add that feature as the game is currently only at 20% of initial scope in terms of level design and other :D

Always a challenge to make for it to be completable, but always fun!

Loved the idea and I think this game can actually be really great if implemented correctly with a somewhat drama and puzzle game where you have random events appearing in the middle of the road for the player to solve a mystery or something similar to that.

The game currently seems to lack a lot of mechanics with the player only being able to accelerate and turn the wheel to drive (which is really well implemented you should leverage it), but requires a little bit more polishing on the objective, but let me know if I'm missing something cause I love the idea, it can be fun to be implemented in different concepts and has a lot of potential in my eyes. 

I believe the concept was well applied and it gets really challenging immediately in the beginning with so many rockets. Think you could scale it depending on the score the player currently has, getting harder every time.

Another thing I noticed is that, after collecting all the bottles, the player would only be left dodging the rockets without being able to score more points and increase my high score. Not sure if it was a bug or if a bottle spawner was never implemented.

Would recommend using a spawn mechanic similar to Snake, that when a bottle is collected, another would spawn, and you could even make it look like someone threw the bottles from the buildings above, so they don't just magically appear.

Fun concept and a challenging game either way. Congrats!

Hated this! Completely had a hard time as if it was a real-life experience and had to feel the and suffering the pressure of working as a cash-register worker!! Just kidding!

Loved the concept, the theme was correctly applied, and loved the art! Would love to have those skills!

Was a little bit confusing where should I exactly scan the items, but after a while found the sweet spot!

Simple and fun!

Initially was really confused trying to understand the controls as the character was not moving, but then I remembered that I could teleport and everything made sense there :D

Loved the idea, love the concept. The music and art are pretty cute, although when the music reaches its end and stops playing, I feel like I'm too slow for the game, which challenges me (complete the level before the music ends)!

 The mechanics were really well implemented!

Great game, a lot of fun!

Loved the idea of having to be quick at all times and reminded me a lot of the chasing sequences of Celeste while having to solve puzzles at a fast pace to avoid being caught up by the skull.

Despite the simplicity, I love that type of art, and congrats on the game.

Audio was missing unfortunately, but awesome game and would love to implement the concept in the future in a game of my own. 

Thank you for your feedback!

There are a total of 7 checkpoints in the whole level so maybe you just weren't able to reach it :D

That is just a small portion of the level :D Initially thought about having a complete view of the level, but it was too hard to avoid collisions, therefore, changes were made to be more zoomed in the level. Appreciate the feedback!

We will be upgrading and still be working upon the game design and that will be the next focus for the game, as due to time constraints, we weren't able to prepare it on time! Appreciate the comment!