Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Giannis Milonogiannis

16
Posts
1
Topics
156
Followers
26
Following
A member registered Dec 11, 2017 · View creator page →

Creator of

Recent community posts

Thank you, Jake! I really appreciate it.

Hey, thanks so much for the comment! I appreciate the kind words -- and I hadn't considered doing art assets, but it's something I'll look into. Thanks for the suggestion

hey, thanks for the comment -- I'm not working on this any more. I learned a lot from this so hopefully I can put that into something in the future, but this project became way too messy to keep working on

Hey, thanks for letting me know! I'll make sure to fix this next update. Is it something that happens all the time for you? It hasn't been mentioned to me before, so I'm curious as to how persistent it was for you. Hopefully you got to play the game, if not, thanks for letting me know and I'll try to update as soon as possible!

Thanks for playing, and I'm glad you enjoyed the boss! Working on ways to better teach the mechanics of the sword within the game, thanks for letting me know about that!

Hey! Thanks for playing and for voicing your concern! I'm working on making this more of its own thing as I get more confident in Game Maker, so hopefully you'll check in later and find something that stands on its own a bit more. Appreciated!

Hey, thanks for checking it out! Hope you'll check back in the future when hopefully things are fixed up. Thanks again!

Thanks for coming back, and thanks again for your constructive feedback! It was fun watching you play again, and I admire your patience in dealing with those bananas.

Some of the things you mentioned I've already been working on for the next update, but you also brought up some really interesting new angles to consider, which is super helpful. Next update, the dash will make the player invincible, getting hurt will give you a window of invincibility and I've tweaked the balance to make ranged combat a bit less powerful compared to melee. You mentioned incentivizing close-up combat and that's something I'm really into and hadn't done at all, so I'm looking at ways to make the combat more fun and rewarding. Also enjoy the idea of weaponizing the dash,  so will play with that as well. Everything you mentioned, I've noted -- clueing in the player more clearly about the less obvious systems, etc. 

I've been retooling the boss fight as well, and the next version will probably not have the gaps in the floor and just allow the player to focus on avoiding and attacking.  The i-frames on the dash make the bananas easier to deal with now, but those might need to be toned down more as well. (Also, bananas is canon now, thanks.) I've also added a checkpoint system, so you don't have to reload your save every time you die, and might make it so you just skip the boss intro the second time around.

Thanks for checking back in with the game, and for offering your honest thoughts. Much appreciated!

Thanks for checking the game out, much appreciated! Just wanted to let you know I've updated the current demo with controller support, and I'm also adding checkpoints in the next big update. Many thanks again!

Thanks! I'm not familiar with that, but everything here was made in PS.

Thanks for checking the game out, making a video, and putting up with the more broken parts of it! Fixing a lot of the issues you encountered for the next update, I hope you'll check it out further down the line as well. Many thanks again!

Thanks for playing the demo! I appreciate the feedback and hope you'll check back in the future when there's more content in the game. For now, just letting you know I updated the controls and added gamepad support. Thanks again!

Thanks for checking it out!

Thanks for the feedback, it's much appreciated! The controls have been mentioned and I'm just now realizing they 're uncomfortable. I'll be working on that for the next demo. The suggestions you made are good, as well, so thanks for that.

I'm super interested in the dash i-frames -- I had that early on in the game but turned it off as it made things a bit too easy. But I can see it being needed if the game goes in the direction of the boss fight, with more chaotic patterns, etc. Will experiment with that as well.

Dashing into the boss is a bug, so that's on the list to be fixed as well, thanks for mentioning. The red AoE and homing bullets pattern is done on purpose. I wanted the attack to feel chaotic, like the boss is throwing everything at you as it dies, but without i-frames on the dash, I can see how it could be a pain to avoid.

Thanks for playing the game and the detailed feedback!

Thanks for checking it out! Definitely going to work on the controls for the next demo.

Hi, everyone! Just wanted to let you know I've just released a little time-waster game called BIZ MAN in BIZ LAND. It's a bit of a throwback to old flash games, where the goal is to line up the falling stocks with their corresponding color bases. It's extremely simple, but I found something relaxing while testing it and figured someone else out there might like it. 

Heres the link:

https://musashinoelegy.itch.io/biz-man-in-biz-land

I'm still working on BIZ, adding more minigames and a bit more depth to this first one (color chain score multipliers, etc), so if you check this out, I'd love to hear your thoughts.

Thanks for reading!


-Giannis