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Naruvan

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A member registered Apr 21, 2018 · View creator page →

Creator of

Recent community posts

1. Hi, I'm Michał!
2. It's my first time competing in this jam.
3. I'm planning to make a game for both this jam and the 1-Hour or Less Jam, so I want to incorporate the actual time limit into the mechanics (and not "just" make a short game); I always liked weird mechanics which try to do something interesting.
4. I want to have a complete and finished game at the end of the jam including playtesting, final text, art, layout etc. and release it!

AMAZING atmosphere and polish!! The gameplay was a bit basic, but I really enjoyed learning the info about cryptids and just playing the game was really satisfying.

I really like vibes and the art is very cute! And the general cooking idea is really cool! I was able to roughly figure out what each ingredient would do to the final result. One thing that confused me was that all segments had '+' on them, so at the start I just assumed that if I always clicked on the biggest slice it would give the maximum amount of the ingredient. Also, I think randomizing the wheels for each client would add some easy variety to the game.

Overall I liked the game and the concept, good job!

Cool idea! At first I was ignoring the wheel segments and just choosing an action based on what I needed to do, but then I realized the they really have an effect and started thinking more about it. Which was a really cool moment where I felt that I suddenly improved in the game. Nice job!

Such a great theme/idea, "Our only hope is a team of moody teenage mecha pilots. You are the only adult in the room" is a great premise! I liked the visuals, the music didn't loop for me though. Gameplay was fun but pretty basic, if you know what you are doing you can basically go through it all without any difficulaty (I think I only got one of the pilots damaged one time). Some more choices would be nice, maybe segments could have different effects in addition to the emotional response ("I know you don't like this Ren but I really need you to do X") or being able to focus on one pilot over another? Overall great job!

Unfortunately, it's intentional as I didn't have the motivation to add a game over screen XD

Thanks for playing! I had plans for spell deck expansion but I wasn't able to implement it in time. I think there might be a very lucky setup that allows you to go for longer but the game is currently really unbalanced 😅

<3

Thanks! Deck/hand manipulation was definitely in the plans but I had to cut it because of time. If I continue working on this game this will definitely one of the additions.

The spell on the left edge of the screen are called enchantments, and they are supposed to help you in various ways to deal more damage to the demon. They are similar to jokers from balatro if you are familiar with that. They do different things like increase the number of repeats when you cast a spell or deal additional damage.

If you mean the "Spellbook X/Y" in the bottom left corner, this is just the counter of the "X damage"/"Y poison" spells (until you need to surrender and lose).

Thanks! Yeah, I probably should have added a tutorial 😅 The gist of this is that the size of a wheel segment determines how many times you will repeat a corresponding spell (like damage, poison or heal (which heals the enemy so it's a bad one!)). Poison stacks up and deals damage after you've cast all spells on the wheel.

Thanks!

<3

Thank you! Yeah, I agree, I should have focused on the music more. Well, I will add something in the full version!

Thanks, you weren't supposed to get out of bounds at all tho 😅

Thanks!

Nice!

Hey! I've actually created a steam page for the development of this game! So you want to keep following it, you can wishlist it here: https://store.steampowered.com/app/3509950/Gun_in_a_Well/

Hey! I've actually created a steam page for the development of this game! So you want to keep following it, you can wishlist it here: https://store.steampowered.com/app/3509950/Gun_in_a_Well/

Thank you! I've actually had been working on a new capsule image while I saw your comment! 😅 Just updated it. I'm not much of an artist, any thoughts?

I reallyyyyyyyy  like the general vibes/aesthetics/theme of this game! I think my favourite of the jam so far. I also really enjoyed testing all the different abilities and trying to use them to kill specific enemies (especially these annoying summoners). My biggest pain point was lack of a clear goal, from the comments it seems like after X amount of waves you win the game? This wasn't obvious to me, and I would like some sort of visible indicators that I am making progress. Also, I think the game would be just this tiny bit better if there were more gems (worth less). But overall I really liked it, good job!

Looking at your previous comments, I think you would appreciate a longer feedback😅 so:

I did one run with a full boomerang build and while it was fun at the beginning it quickly turned into "do I see a boomerang (or a boomerang upgrade), +X permanent damage per hit gem, or just obviously good things (dice, donut)". In the end I just quit because I was getting bored (ended with best round 632784).

Now, take all of this with a grain of salt as I don't have that much experience in this genre of games. If the boomerang thing is actually a good strategy, then it should be more deep and complex and if it's actually a bad strategy (I might just be a bad player 😅) the game should have killed the run much quicker, so I'm incentivized to start a new run with new ideas. I think in balatro the target grows pretty slowly between the blinds(?) but when jumping to a new difficulty it really spikes, so maybe something similar would be nice here?

Also, it seemed like the buffs/passives were really focused on just one specific kind of build (e.g. boomerangs)? I didn't really have a hard time choosing an upgrade to take.


The visuals are 10/10, look very professional and I really liked them. One suggestion would be to start breaking the inner layers of the ball after the first one, so there's more visual feedback in later rounds. There are also some accessibility issues:
— While I'm fine with background moving when I move the mouse (which some people might not be, and it should be an option in the settings) I really don't like the buttons in the main menu moving
— Some texts were hard to read with the crazy background, and I often lost my mouse cursor. If you will be changing the background or doing a custom cursor later, please take that into the account.


I also have some random polish feedback, roughly sorted by importance:
— If the weapon tooltips were long they went off the top of the screen, which made it impossible to pick the X  best weapons (at least in my case where the only difference was amount of damage at the top of the tooltip)
—  Maybe in addition to the speed in settings, speed up the animations depending on the expected length of the fight? (e.g., there are a lot of weapons or weapons with long animations → speed up)
— Considering that each weapon can only have one gem, could it be displayed on the pedestal so for example it's easier to locate a weapon without a specific gem?
— Showing a shop with $0 at the beginning of a new area was confusing to me
— I locked a weapon without noticing and was confused what the lock icon meant. Figured it out eventually, but maybe add "Locked (RMB to unlock)" or sth?
— Moving weapons around didn't feel that intuitive, I would have preferred more drag-and-drop behavior (but in the end I figured it out so ¯\_(ツ)_/¯)
— In the "Choose X that remain" screen there should a piece of UI showing "Selected Y/X" and the proceed button should be visibly disabled until you do it
— When it goes into the select screen, and it shows "It's time" (or something similar) I would add an explicit "press to continue". I'm conditioned by games to wait because maybe they will continue by themselves while I'm clicking, and then I will skip to the next part by mistake.


Good luck with Steam! (I might try to do a steam release with my game too, so hopefully it goes well for both of us 😅)

Fun game and cool idea for the theme! I think some more strategic choices would be nice, e.g. if there would be some enemies who can only be hurt be a certain type of weapon or a robot who is much faster and allows you to move quicker when looking for a robot/enemy. But good job!

<3

Thank you!

<3

<3

Thank you! If your friends had any thoughts on the game, please let me know!

Downwell was one of the inspirations in terms of looks and vibes! As for the rogue upgrade - the enemies at <0m where supposed to be quickly kill the player and not really be part of the game 😅 But I might leave as I think people are enjoying absolutely destroying enemies at the end!

Thanks, I will check out the CTRL ALT Defeat!

Thank you! :)

Ah yeah, fair point

I really liked it and finished it! I had a similar idea for a game for some time so it's nice to see it realized! It would be nice if the physics was more deterministic - at the start I was trying to do things like "throw a box at an specfific angle so that it lands perfectly on the zone" but after a few iterations it always broke somehow so I just run from one place to another but I think that's more boring. But really fun in general!

<3

Thank you! Glad you enjoyed it!

Enjoyed the game! I also had problems with reading the font at the beginning 😅 Also I didn't really realize how the collecting works and just accepted that it works in mysterious ways :P I know there is an audio cue but maybe some visual feedback would be nice? (or maybe I just haven't noticed 😅)

Thanks! I'm not exactly sure what do you mean by "full-size walls" though 😅

Thank you! Yeah, this issue sometimes happens I wasn't able to fix it in time 😅

That was definitely one of the inspirations!

Thank you, I'm happy that you liked the aesthetic as it's pretty cheap 🙈

<3