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Normkoto

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A member registered Feb 25, 2023 · View creator page →

Creator of

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oh uh so there's a dash ability? I don't think I ever found it....I guess I skipped it somehow and the game let me do it which probably not intended if the dash ability is mandatory.

Huh, idk if it just me but I have tried multiple times trying to run away from the rock but the rock always outspeed the character eventually. Perhaps the timing to start running away after the rock spawned is too tight? (then I suggest loosen it a bit), or maybe there's a bug here that make the rock spawn too late? Are the player supposed to see the rock spawn out from the thin air (my experience) or are they supposed to spawn off-screen when player are nearing it? (I think the latter would be better designed, accompanied by a sound effect). Or did I just miss a sprint button lol :P

Nice game, it was way bigger and longer than i expected. However the controls are a bit janky especially the wall jump, sometimes the character will just stick to the wall and not letting the player jump (usually happen when combining the wall jump and grappling hook together like during that one very vertical section).

Also the big circle boss (which i assume the final boss) is just a slog to fight through, dodging the spinning bullet pattern is hard enough with the controls, guiding the missiles to damage the boss also is too slow and not really that engaging of a fight, so i ended up quitting the game there.

I'm a bit stupid in puzzle so it not really a full complaint but I cant figure out how to deal with big rolling rock that you need to use to break the wall. I ended up damaging myself from the enemy to give myself i-frame and just walk past through the rock. Don't feel like that is intended.

The worm boss is probably my favorite for its stage design, the grappling hook and also the bouncing bullets really pay off with the stage layout and it was a fun fight even if it took me multiple time so good job on that!

Aside from that the game is fine and playable especially for a first game project, your hard work has really paid off, congrats!

Hi, thank you very much for your Halloween Swing music! It was hard finding a suitable theme for my game but I think yours fit in perfectly!

Thank you for your feedback! I was on edge when deciding if the game should have a dodge or not, I thought the game would be too easy, but looking back it probably be fine in a game where you gain score by defeating enemies instead of by survival time. But using pillow as a shield is a creative idea that I never think off and would probably work well with the other established mechanic (like the wall boucning teddy enemy), so thanks for this interesting idea as well!

Thanks! I'm really glad you enjoyed the challenge of the game  but surprised you like the visual as well, I guess a consistent color palette really pay off. Thanks for your feedback!

Thanks for your feedback! I'm glad you found the combat fun, along with the telegraphing detail as I really focus my effort on that. Eventhough I intended for the player to discover the mechanic themselves instead of outright saying it, having the player not need 2 mins of gameplay to know that is definitely desirable. I do plan for a short first time tutorial phase where there can only be 1 and then 2 teddy to demonstrate the mechanic to the player before putting them in the real game, but alas I don't have enough time to add it. I also agree on the high difficulty curve as I mistakenly let my personal bias for hard game decided that, I can see how this game where the enemy spawn on timer can be easily and greatly benefited from a simple difficulty system. Anyway, your feedback really made by day and give me more motivation to create more fun games, and hopefully a larger one in the future, thanks again!

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Thanks! I really conscious about the game design aiming to create a simple but challenging yet fun arcade game and I'm glad it worked out for someone. Thanks again for your feedback!

Despite looking rather simple, the game surprisingly gives me a rather complete tower defense experience with the amount of waves and strategy to deploy. But the turrets definitely need better targeting as it is often that two turrets try to shoot the same target hence wasting a shot or a turret somehow straight up missed an enemy.  Tho I still very much enjoy playing the game, as the other tower defense mechanics are well implemented enough like the wave pathing and variety of turrets, good job!

Very cute concept as I would love to play as a pillow. One very standout problem is controls of the double jump, its pretty janky as you would need to tap the jump button twice in quick succession and cant really be delayed, it does give the controls the feeling of "pillow-like" but I think it would be better if it just changed to be a charged jump. However after i adapt myself to the janky jump, the game does feel very fun to play even in this just one level, so the fun essences are definitely there but just need to be polished a little bit more!

Very creative game on the setting and theme, accompanied by nice visuals and sounds. Although the puzzles could use some more depth and complexity. Overall a very charming game that can definitely be expanded more upon.

Interesting game mechanic to play around with, however there often situation where the player cant recover enough confidence in time to handle everything (and they cant do anything about that except to accept their lost). Some simple adjustment can be made to fix the issue like making there be more NPC go to the counter so player can strategize to stockpile confidence or place more mirror or other interactable on other places of the map. But still very interesting and unique interpretation of the given theme and definitely relatable to quite some people, nice job!