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Mr. Pergerson

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A member registered Dec 28, 2017 · View creator page →

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I too, made a bullet hell game, well it is kind of like a bullet hell game lol. I have not played many bullet hell or rhythm games, but this to me felt like a difficult boss battle that put the player in interesting situations. I enjoyed the different stages of the boss since they all made me think and move differently. I didn't understand the rhythm part of the game and how I needed to dash with the beat of the music so having a visual or sound indicator would be helpful for me. 

This reminds me of playing lego star wars with another person. Both players had to stay on the same screen lol. I think the camera should pan out more so that the player can see incoming projectiles better. The art was interesting and had me wondering what was going on in the game.

I believe this is meant to be a 2 player game but I was able to play by myself for an extra challenge so nice! I thought using a tether between the two players to defend the platform was a creative take on the connection theme. I wished challenge would progress faster, but again, I was not playing with someone else. I think there could more obstacles that attempt to break the connect and force players position themselves is more interesting ways. I also wasn't sure why the platform keep disappearing. The game felt polished to me and the art and sounds were great.

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I thought this game did a good job at conveying an emotional journey through action. I don't believe emotional journey is the best word to use but basically you had moments where the player is running in the playground or just trying to say hello. Those are experience that are difficult to describe and I enjoyed the way this game did so. When running in the playground, the ecstatic energy that I would have as a kid is expressed by jumping through the level with an skipping momentum. The fear of saying hello to your friend is expressed by traversing platforms that go up and down, which to me, I felt symbolized hesitation. Then the level repeats itself, but this time, your childhood memories push you all the way up to finally say hello.

On thing I think could improve is the art. I actually liked the art, but I didn't feel like it reinforced the desired emotion of each level. For instance, in the level where you hesitate to say hello, the level art seems to have a dungeon theme and that threw me off a little because I couldn't relate that setting to the moment in the story. But that's hard to do lol. I'm glad I got to play this, nice game!

This is a really neat concept, I love the idea. Furiously swirling the mouse around to trap all the stuffed creations not only felt cool but tested my reflexes and quick planning. I was very confused at first because I didn't read the tutorial. I figured out how to thread only by accident. In terms of difficulty, I thought the dog was spawned to often and I was frequently getting overwhelmed. This was especially the case when dogs where coming to me in different directions. At that point, I couldn't move my mouse around that fast and precise to defend myself. Aside from those things that I think could be improved, I enjoyed the game :)

Thanks! I'm glad you like it :)

Nice work, I like the artwork. The main menu looks good too

Seems like there are no bugs. I would like to see more visual elements to convey the different mechanics of the game. Like a grid to see how far I can go, a better indicator that it is my turn and which person I'm controlling, and a visual area of effect for attacks. Nice job with implementing the existing abilities, they seem pretty solid.

This was fun, the choices were very entertaining!

Thanks! Even though it's buggy, I'm glad you were able to find something fun from it

Feels very nice to move around and shoot enemies. I'm curious to see where this game goes.

I agree and our two levels didn't give this game justice. I only wish we had more time to create more interesting and thought out levels.

Any item? I think that was one of the weird bugs we found towards the end of production.

Hey RedstoneMedia, you need to drop your item to open the door. We were hoping to make "not having an item" be a mechanic, but we never fully implemented it. We should of removed the door since we never put it in the second level.

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I like the art style! All the objects in the level are well crafted. The controls feel nice which is a big plus. 

Dropping into the main level was very daunting. The level provided no sense of location or progression. I felt lost since all I saw in front of me was a cluster of objects. I noticed differents paths, but they all felt meaningless to me.

This game could benefit from landmarks that act as checkpoints. These landmarks could be big floating islands with some kind unique shape or structure. Gameplay wise, the landmarks would give the player an understanding of where he/she is in the level (i.e. progression). Between each landmark/checkpoint, you could introduce some kind of new challenge or twist. Art wise, these landmarks could give the player a moment to take in the world you crafted. You're models feel alive and an interesting environment and subtle story will greatly improve your game.

Very nice, I got addicted. After 5k score, the game got really easy. I'd suggest having more interesting enemies that forced you to rebuild your base right as you get comfortable. I got comfortable at 5k score. It would be better if I had to rebuild my base because base planning is the addicting part of the game.

WOW this game is so good.

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I like how I can get into situations where the stars can be coming from almost every direction, including below me. That forced me to prioritize what stars to destroy first and that was really enjoyable. Good job!

<3

Thank you! I'll check you out

very nice

I love how intense this game is! Zombies are basically flying towards me which requires me to always be on the move. The rate of fire, however, doesn't match the speed of the game. The gun fires too slow and I find it impossible to keep up with all the zombies dashing at me. Another issue I found was when I was at the edge of the screen. If I was at the edge of the screen and a zombie spawned, I would instantly lose a heart because I couldn't react fast enough.

Both of these issues could be fixed with a bigger playing field and a larger camera view. This would give the player more breathing room to dodge zombies without getting too close to the edges of the screen.

Do you fence? I noticed the A.I. plays with distance and timing, this is the challenge I've been looking for!

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I don't understand all of these disclaimers you have. You should be proud of this! I honestly have a hard time believing this is your first game and you made it in three weeks. I was able to relate to your experience of jamming to create a game in three weeks while trying to learn new things.

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This is a pretty cool game jam submission.

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That's awesome that you completed this game in less than a month!

I would agree with Fransouski's comment about the level design. I found that there is usually only one way to traverse through a level and if I missed any step, I would have to start over. There was no adapting to failure, you just had to start over. Other than that, I thought you did an excellent job at introducing the game mechanics and challenges, especially when you introduced the cannons. I can imagine that designing a game where you can only jump can be challenging, but honestly, I thought you did a good job with this game. Most jumping games have only direction, up, however you broke that boundary by challenging the player to go in four different directions.

This is great introduction to 3D graphics and people playing this will learn about the magic behind games. The visuals are super dreamy and mysterious; it maked me want to explore. I think the only thing this project lacks is a sense of direction. For instance, the osculation part was confusing because I wasn't sure if I was suppose to keep jumping off the ballon things nor did I understand why I should jump. Sometimes, however, this lack of direction added a puzzle element that I liked. For instance, chapter 6 used this well when you had to click to activate different actions. I'm excited to see how this project will turn out in the future. 

Good job on your first UE4 Project. The level was very basic but you had some instances of backtracking that added some variety. I think if the movement and shooting was more  fluid, this game would be very fun to play.

You're right about the tutorial, it definitely needs to be improved. The pictures are small so it's hard to see what you're suppose to do and there should be some words to go along. If we were to redo the tutorial, it would be a proper tutorial level!

Yea it is a little similar haha. Early on, we were imagining a more expansive dungeon and instead of falling all the way down, you just fall couple floors below.  

I'm glad you enjoyed our game! I also agree about the shop. I think game should pause while you're in the menu. It was just something we didn't get to.

Nice game, I see you watched HeartBeast's video(that's how I started out too!). You seem to know how to draw and use colors very well. With pixel art, I would suggest trying to work with a smaller canvas like 32x32 pixels. This will make your sprites more pixelated and less detailed which will look much better.

I love the flying in this game!