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NerdinaNutshell

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A member registered Sep 03, 2018 · View creator page →

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Every copy of Mario 64 is personalized

Every copy of Mario 64 is personalized

Every copy of Mario 64 is personalized

Every copy of Mario 64 is personalized

Every copy of Mario 64 is personalized

Every copy of Mario 64 is personalized

Every copy of Mario 64 is personalized

Every copy of Mario 64 is personalized

Every copy of Mario 64 is personalized

Every copy of Mario 64 is personalized

Every copy of Mario 64 is personalized

Every copy of Mario 64 is personalized

Every copy of Mario 64 is personalized

Every copy of Mario 64 is personalized

Every copy of Mario 64 is personalized

Every copy of Mario 64 is personalized

Every copy of Mario 64 is personalized

Every copy of Mario 64 is personalized

Every copy of Mario 64 is personalized

Every copy of Mario 64 is personalized

Every copy of Mario 64 is personalized

Every copy of Mario 64 is personalized

Every copy of Mario 64 is personalized

Every copy of Mario 64 is personalized

Every copy of Mario 64 is personalized

Every copy of Mario 64 is personalized

Every copy of Mario 64 is personalized

Every copy of Mario 64 is personalized

Every copy of Mario 64 is personalized

Every copy of Mario 64 is personalized

Every copy of Mario 64 is personalized

Every copy of Mario 64 is personalized

Every copy of Mario 64 is personalized

Every copy of Mario 64 is personalized

Every copy of Mario 64 is personalized

Every copy of Mario 64 is personalized

Unity has a free asset called standard assets that contains a first person controller. If you wanted a quick fix I'd recommend using that :)

I feel like this concept could be turned into a full game. I think a hot and cold mechanic would work a lot better where you have a radar showing you how much treasure is near by and indicates how close it is. I feel like the controls could use some work as well, it takes a couple of key presses to move one tile.

I really like the idea of a power rangers rpg. However, I do have a few problems. For one it was kind of jarring being instantly tossed into gameplay with little to no idea on what to do. The control scheme could be a lot better, maybe use the arrow keys to move around instead of z and v. 

I really like the animation for the mallet and how hectic it is trying to fish with 5 enemies coming at you. I did find it a bit confusing that the portals for the enemies had fire looking colors and I think it could be more clear that you don't have a fish at the start. I'd also make a more natural border around the play area, such as rocks.

The game has this odd vibe to it that I really like, especially with the structure near spawn and the trees. Movement was a bit too slippery and I feel like the squirrels could've been a color that sticks out more from the environment (like a red or a brown).

If you show a little bit of skin after the bracelet, it'll look like one

I always love retro styled fps games! Did find a bit annoying that you don't start with full health and that there's no audio or visual indication that you're taking damage. I find it funny that it looks like the main character is wearing a sweater to me :D.

Felt the first few levels were a bit boring, the environments make the enemies a pushover. But the boss was really fun, you can't just spam projectiles because it'll spawn an overwhelming number of enemies. I think you should've introduced the projectile enemies in a past level and just had the boss spawn chasers though.

Love the movement of the duck's head and sounds, but everything is a bit too big

I really like the the hand drawn looking artwork, keeping track of all 4 characters is a bit overwhelming. Maybe the jump could be a bit more floaty to compensate for having to control all 4

I really like the running animation, the motion blur on it looks really cool. But the collision when switching animations is a bit buggy

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you move very, very slow so you might have to hold down the keys for a bit

You can move around (interactivity) and there’s a win state. It’s not a good game by any means but it’s a game nonetheless 

exactly

yea

very fun

I'd give the player a minute to learn the controls before sending two enemies at them. Also give them a health bar/indicator. Controls feel ever so slightly awkward (maybe change the action buttons to the arrow keys?). 

Button icons look weirdly aligned, the buttons and shadows look quite pixelated, the assets do look a bit miss mashy (which is fine when doing little quick starter projects), and the lighting is way to bright it seems.

I like the mix between bomber man and platformer elements. However I do have a few issues. For starters I was really confused why I started on Level 1-6, then I went to Level 3-6, and the Level 2-6? Speaking of levels, the difficulty and design is all over the place for them. 1-6 felt like a basic tutorial level, 3-6 was a nice mix of platforming and using the bombs, and 2-6 was just a hallway where you blow up a few boxes. Secondly, why does the bomb counter go from B-B-Backwards D-0? Furthermore, the toll man in 3-6 requires 3 coins, I for some reason had 7 when starting the game but he would only accept ones from the stage. Finally the controls are really awkward (the jump and bomb key are right next to each other), I'd recommend changing these controls to space and z. 

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Interesting concept for a stress relief type project. While I think your hearts in the right place, getting rid of negative emotions is a bit more complicated than just telling them to "go away". Maybe something along the lines of a mini virtual therapist would be a bit more helpful (it would be leagues more challenging though.

Great to see that you've been able to work on this again (I haven't exactly worked on my bigger project till recently either).  As for the UI, you should have the X/Diamond go on top of the cars and change color. The X could be red and the Diamond could be green. Maybe do these two in their purest  form (As in 255,0,0 for red and 0,255,0 for green) as well, they'll stick out more from the duller tones of the cars.

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Carrot Carrot Carrot is a micro open world game with in art style inspired by QT. You play as a Carrot exploring the mysterious landscape of Garden Shores in order to get a cool hat.

Progress After Day 1 1/2:


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Thanks for the feedback! I’ve been trying to figure out what exactly causes the frame rate dip so if you could describe what happened when the dip occurred that would be nice(I thought I solved the issue but I guess not) [edit: I figured out what the issue was, expect a newer version with the bug fixed tomorrow]. I tried to convey wall jumping control through the sign at the entrance of the cave, but I see that isn’t working to well (for now it's just the Z key up against the wall). 

Is LAN an acceptable format for local co-op? Thanks

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The Fog-Of-War change was definitely for the better. 

The three bars that show the shotgun ammo would make more sense if they were in the shape of something like a bullet and were enlarged

Very fun little game, but there is definitely room for improvement .

  •  I think it would be helpful to slow the cars down a bit sense it is  difficult to focus with so many quickly moving objects. 
  • Speaking of the cars, I think they need to be a bit darker to make the enemies pop out more. 
  • The trucks blocking your view is distracting because it moves so quickly and doesn't really hinder you 
  • The GUI is pretty iffy. I think it needs to be bigger and their needs to be more telling the player what each bar represents

Can we only use assets from one left over project? I had some music from one project and a system I liked from another. 

Wow, the visuals in this "game" were pretty impressive. Did you have to make them in Bitsy by looking at an image or...

There are three major issues with this game:

1. Jumping is done by releasing the arrow key making it very awkward to jump 

2. Doors don't work

3. Shooting doesn't work

The solution? Test the game and show it to someone else before hand.

Well hey, you’ve gotten your game played by people you don’t know personally, that’s always nice. The whole rushed argument isn’t too valid because it’s a free experience.

I have to ask, how did you do the logo design (specifically the blue grid)?

Not sure if you guys have seen this but: https://youtu.be/hvdByVyFhmU

Looking back now I'd say that the text is fine (being a turned based puzzle/strategy game it's gonna be text heavy) but I would say that it be better if you start at the beginning of the level you lost on instead of the first level.

This was an interesting mix between a turn based strategy game. So far, I've only made it to the second level and its pretty fun (albeit a bit brutal). The one thing I would suggest changing is maybe simplifying the text a little.


That’s good to hear! I’m going to slow down the ball a bit so the ball clipping thing won’t be much of an issue.

Thanks. My original intent was to have the ball speed up and make the game more tense. But looking back, it just makes the game to chaotic. As for the characters, I wanted them to have wacky kind of slippery movement. But again, it just doesn’t work too well. Thanks for the feedback :)

I haven’t played QWOP but I know it’s known for its difficulty. So if that’s what your implying then no. The idea for this game was to make something simple and fun that could be expanded upon greatly.

yeah that was a goof up on my part. Sorry!