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NicholasSarian

15
Posts
2
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A member registered Oct 12, 2022 · View creator page →

Creator of

Recent community posts

Group 7:

Some of the visuals of the items were pretty nice. One improvement we would suggest is, despawn the items after a certain period of time. Also, there's no UI when playing and the gameplay is very overwhelming at times

Group 7:

It's a visually pleasing game. The asset is also really nice. One improvement we would suggest is give a description of what some of the items you have do / are.

Group 7:

It's a visually pleasing game. The asset is also really nice. One improvement we would suggest is give a description of what some of the items you have do / are.

Group 7:

The graphics is really nice and the controls are ok One improvement would be the controls. The shift key to dash doesn't seem to work.  We wish we had gotten the double jump ability sooner because some jumps are difficult to make

Group 7:

It's very fun to play. It's fun zooming around the map and crashing into stuff lol One improvement would be to make the buttons on the title screen bigger. There was a lot of extra space that could of been utilized but wasn't

Group 7:

It's really interesting to have immortality and try to find a way to die. One improvement would be have some description of some of the UI stuff. I had gotten a poison at one point but had no idea what it did. It's very interesting though. We'll have to go back into it and play it fully later

Group 7:

The game is visually pleasing. It's a nice challenge to destroy all of the candies before they reach the end. One suggestion of improvement is, make a way for a plyer to cancel their selection if they chose a cannon but changed their mind and wanted to place down a different cannon instead

Group 3:

The game looks nice. Why does the balls randomly change to really odd shapes? Like, why cubes? It is fun though

Group 3:

The concept of the game was neat. Unfortunately, we were too broke to buy humanity at the end :( lol One thing we would change would be have more explicit consequences, such as what happened when they didn't like something.

Group 7:

Overall, the style of the game is good. One thing we did not like was that you couldn't move and jump at the same time. Also, what did the "power up" do, exactly? The description mentions a power up but we didn't see anything happening. We would suggest giving the character the ability to move and jump at the same time. Also, be more clear on exactly what the power up does. We've noticed that there was nothing stopping us from falling off the map so maybe fix that too

Group 7:

Movement is pretty smooth but the lighting is really off. What is the light attached to anyways? I feel like the light should be in a corner or in the upper middle. So, my suggestion is, fix where the lighting is come from. Make it come from somewhere more logical.

Group 7:

There was no explanation for what the controls where. We had to figure out that shift was sprint. Also, if you held up, you'd basically become a bouncy ball.

The game was pretty fun to play, despite having to figure out what the control were. The controls were very responsive and fluid

One suggestion would be, for the jump affecting ability, have it not accumulate and be able to jump off the map

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Group 7:

I really like look of the game. The double jump is a bit extreme. My only suggestion at this time is to make the double jump less extreme. Also, the box being destroyed by the spikes is weird. It would be nice if you could put the box on the spikes and jump on the box to get to other spots of the map

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Group 7:

I like it. The like the design of the game, especially the moving background. I think this is a pretty well made game. One suggestion I would like to see is, rather than dying immediately, I'd like to see some sort of health bar or health system. Deduct from the player's health when hitting an enemy and only die when the HP goes to 0.

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Group 7:

I like the overall look of the game. I like that you got the enemies to move back and forth and how you incorporated a way for the player to die. One problem I found was, the player seemed a bit light when jumping. Like jumping on the moon kind of light. Also, there was no explanation that stated what the bar under the health bar was and that it had to be not empty in order for you to attack.

I would suggest making the jumping a little heavier, where they aren't jumping like they are on the moon. Also, either make the attack bigger or the area for the attack to take affect bigger. You had to make the character get dangerously close to the enemy in order to attack