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Red-Squirg

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A member registered Aug 29, 2016 · View creator page →

Creator of

Recent community posts

please add a prompt in arena vs (press enter to start!) XD...

I think this game could really benefit from a controller rework... or maybe some kind of auto aim or auto snap or something like that. I always end up fighting sideways and most of the times I won was just using the spin...

the game punishes a lot, so it wouldnt be bad if the controls feel more in line with the challenge.

also the spanish guitar in the menus is amazing, I stayed there listening for a while :D

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My first run i didnt understand anything that was going on xd (lose in second rally event)... but the second one was way better. the game is really good honestly, i played it for like 45 min.

Idont have much feedback to give... I think it just needs more polish and polish until it becomes a real gem.

First of all thanks a lot for playing and for the great feedback.

About the connection, you are right... I should make the game full offline by default and let the player choose. Since its only used for leaderboards anonimous connections, I could just trigger it when the player actually submits a score.

About the difficulty, im still working on it... but yeah, the forest level is way too agresive right now. Not sure if its the enemy density or how they are distributed, I need to keep working on that. You might be right about adding an intermediate level.

You found quite a few bugs... thanks for reporting them, they are already on a list to be fixed.

btw im working on a linux build, not sure when it will be ready but hopefully soon.

Thanks for playing.

Reacción en cadena. Eso era lo que quería decir ... por ejemplo que si la bola golpea algo se multiplica, o un power up tipo un rayo que si lo tocas hace una linea entre monedas y agarra tipo 3 o 4 haciendo una linea a la moneda mas cercana .. etc.

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Juegardo!...

Le di un rato ... masomenos llegue como a 60 monedas y me cago que salieron 2 bujeros XD. 

El loop esta bastate bueno ... le agregaria mas boludeces ... mas power ups ... algo tipo chain reaction ... o que te cambie el cuadrado, flasheadas asi ... Meterle tipo algún que otro upgrade permanente a la bola no le quedaria mal.

La musiquita va como piña ... no se por que.

Bug: algunas cosas salen en cualquier lado ... un par de libros salieron litera fuera del cuadrado pegado al borde exterior :S.

This is not really my type of game... but it looks quite complex in a good way. From what I played, the game is interesting and the “loot is a resource” concept I really liked.

The only feedback I could give regarding the flow or core gameplay is maybe adding some kind of quality of life in the loot and distribute part... like an auto set or auto equip or something like that.

I think I would start the game directly in combat explaining that first, and then go to the city... but honestly this is kinda meh feedback from my side.

The game has a lot of potential, and with more visual refinement it could really stand out in its niche.

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The idea of bomberman + dungeon crawler seems very very good to me... but the grid movement feels kinda strange. I would add diagonal movement and maybe a look at system (like if you are blocked by a wall and you press towards it, the character at least turns). That would remove the feeling that sometimes the game didnt register the input.

Also the tutorial feels empty XD... not sure if thats on purpose. Luckily the game is easy to understand by itself... except for the B button... but well, by elimination B = bomb, so I figured it out.

I would really like to see how this game evolve


BTW : Every time i put a bomb here the game crashes, not sure why but its consistent

I really like the concept of this game. The UI and overall art direction looks great and feel very well integrated.

However, the scanline effect doesnt quite work for me. I apreciate having the option to toggle it, but I’d personaly keep it off by default.

The pacing also feels very fast, or maybe it ramps up to quickly. From my perspective, smoothing the difficulty and pacing curve between levels could improve the experience. It might be a skill issue on my end, but it could also be something worth revisiting in terms of balance.

Hey! I just released my dungeon crawler roguelike Pollo Diavolo using your assets 
https://mstudio.itch.io/pollo-diavolo 

Saludos de Argentina!

I made this game in around two weeks and would like to continue developing through the feedback received.

Space Heroin is an incremental action game in which the player must defeat enemies and collect credits to spend on upgrades.

Play here: itch.io/space-heroin