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Mr. Redlego

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A member registered Jun 13, 2020 · View creator page →

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Wow, thanks for the video! Looking back, that drop room was pretty bad with the enemy placement, especially with the game respawning you at 1 health for some reason.  It was really helpful watching you fight the boss, from that perspective there's a lot of stuff that doesn't get communicated. The boss is supposed to follow you until it gets all its attacks out on you, but it just kinda looks like its stuck in the attack phase. There's also no hitbox until after the boss' melee phase is over, but again you'd have no way to know. 

On a more positive note, since I did not write it, I feel it's ok for me to agree the music does indeed go hard.

Nice job, this was pretty well done. I felt like it was not overly long, and I was able to finish with only 2 or 3 restarts. The stabbing felt a bit off because of some combination of enemy hitboxes and the speed of the animation, but I got it down after a few misses. I liked the dodge controls (even though i didn't use them very much.) I was a bit worried about the timer, but I had plenty of time when I got to the exit.

I think some kind of light or holographic sign to indicate which doors are unlocked and which aren't would be nice, as I kept running into dead ends trying to find the right doors.

Thanks for playing! Yes, there should be an ammo counter on the lower right section of the health bar. The ammo refills on melee kills, although actually getting one seems to be pretty difficult in the current state of the game.

I really enjoyed the environment in this one. The rainy city environment and TV/broadcast equipment theme was nice and consistent. The character designs and portraits are fantastic. I liked the music, but the way the overworld theme was looped was pretty jarring.

The first boss seems bugged, it did not attack me at all, and I was able to just stand on a platform and hit it until it died.

Overall this game was very well done. I enjoyed the environment, and the controls all felt smooth. I liked being able to choose to use my energy to heal now, or hold on in case I needed it later. 

My biggest issue was with the final boss. It seems like a large spike in difficulty, and it gave no indication that the shield would drop after some time. It was also able to block me into a corner that was difficult to break out of.

Hi, Thanks for trying it out! I know of most of the problems you mentioned, and I'd like to fix them at some point. I felt like the movement was in a good place, but I guess I have a blind spot as developer, thanks for letting me know about that. Can I ask if you found the aerial movement was OK, or was movement as a whole too slippery?

Thanks for checking it out! I think the enemy sounds in particular are pretty important, I'm going to keep in mind adding at least a basic alert sound next time.