Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs

Noxyper (Nemo Wirén)

22
Posts
10
Followers
6
Following
A member registered Nov 29, 2016 · View creator page →

Creator of

Recent community posts

This is an alright beat 'em up style game. The art style is fine, but I feel as if the use of colour could have been better (the enemies are vastly different from the backgrounds and player). I noticed that my E attack was not as responsive as my Q attack, and it was a slog using that over anything else.

Regarding the rest of the game, there's not much to say. The player not having any noticable health removed any sense of urgency or survival, and I went in guns ablaze. The lack of feedback when attacking an enemy made me unsure if the hits actually went through or not. The ending was abrupt, as I still had an enemy in front of me when the game anti-climactically went back to the main menu.

I feel as if there is some work to be done here, but with a bit of work it could definitely become something proper.

I don't want to seem overly harsh, but I found the tutorial that was followed here, and the game is a 1:1 recreation. Although yes, the game works pretty well with the fighting and the enemy and such, singing praises here would not be fair to the original tutor.

Let me start off by saying that the sprite work for this game is some of the strongest this week. It encapsulates that classical arcade style in my opinion, with great attack animations and variety. However, the lack of combos seemed off to me, such as only having one crouch attack and no jumping attacks. There were some issues to be had, that's for sure, such as player two having their horizontal movements reversed for some reason, as well as ducking not serving a purpose. There were a few other bugs that have been highlighted in other comments, but these were the ones that stood out the most to me.

Overall, I find this game to be not exactly on par with the classics of old, but it is getting there. With a bit of polish, and a bit of "juicing", this could develop into a proper game.

Overall, the game is alright. The art style properly gets the theme going with a real vaporwave/80s vibe going. With a bit of polish and clean-up, it could be really good.

However, the gameplay is not really that exciting. The action does not feel very responsive from neither the player nor the enemies, which makes the fact that the health bar depletes within seconds on a normal playthrough. I also found that stopping to attack was 9/10 times the dumb move to make, as the enemies would just teleport further ahead, meaning that you would still need to fight them whilst you took a hit. Powering through with the occasional jumping was the only way I got to the second level. This could be fixed by simply deleting the enemy upon a single strike, stunning the enemy rather than teleporting him, or by making the enemies deal a lot less damage.

This is a really interesting premise that you don't really utilize to it's full potential. Maybe it's a matter of there not being enough time to put into the project, but it felt as if you stripped away the theatre aspect of this game, there won't be any difference. A change to consider would be to implement some sort of audience that responds to the player's action, such as cheering when a blow is delt or groaning when the player gets hit. This would not make sense without the theatre aspect, and thus making the theme fit better with the game.

Ignoring that part, the game is still pretty good. Sure, there were some bugs once I got to the second level, such as walking of the stage, moving the exit further away from me without walking towards it, etc. but the overall experience was still pretty good. The graphics were a part of this project I thought was handled best, as the textures felt coherent and thematically fit each other. Although they are a bit unpolished and could use some clean-up, it was one of the better aspects of the game.

This is a really good fighter, I have to say. Everything from the graphics to the sound effects, from the different characters to the different stages. This game is polished enough to be considered "marketable", in my opinion, with the biggest deviation from a marketable state being that there are a couple of bugs at the end of the rounds. With a bit of work on this, adding a couple of characters and stages maybe, and working out the issues in the code, I could definitely see this on the market.

Thanks! I guess it would be common courtesy for me to actually give you a proper review now!

The game looks stunning, with the graphics really delivering on that consistency in colour palette, pixel size, and theme. Really feels proper to a professional level. Unfortunately (for me), I was alone in my flat when I tested this game, meaning that I didn't get the full experience of fighting another player one-to-one, but I'll do my best to summarize my thoughts here regardless.

The simple controls reflect that rock-paper-scissor vibe that most fighting games have, with the attack-deflect synergy. I would have liked to seen that being fully implemented, switching the deflect for maybe a counter and making it so the counter could be overcome by something like a grapple. Now, maybe I'm wrong here and the system you have in place works a lot better than what I'm proposing, and I'm just unable to properly test it. If that is the case, disregard this last paragraph!

In general, I have a hard time to put into words what makes this game feel professionally made, but I think I could summarize it all by saying "Juice". This game feels like it has been juiced to bits, to get everything feel more impactful, such as the small shake the samurais go through when they deliver a killing blow, the impactful sound that goes along with that, and more.

There were some issues I found though. When an enemy goes down, you could keep on spamming the attack key on their corpse and the game would not continue. It would be stuck in some cruel limbo. Also, if I timed it correctly, I could skip an entire round, because I killed the enemy again between frames. It's not the biggest bug in the world, but it is a bug nonetheless. The lack of walking animation did bother me a bit, but it is not something that's really that important.

Unable to launch the game as there is no love.dll file. Shame, as I thought this game looked dope.

A beautiful rendition of the "I'm Sorry Jon" (creepypasta? meme?) circling around the internet at the moment. The art of all characters is astonishing, but a bit of work could be put into the platforms perhaps. The controls are rigid, yet there is some problem when jumping off of platforms. There is also a high level of threats in the very first area, making it extremely difficult to get past the first screen. On top of this, the long game over screen, the slow menu and the repeat of the controls makes it all the more tedious to get back into the game. Would this be a project that will recieve further support, I would make respawning a bit shorter (think Celeste's respawn rather than Mario's)

An interesting premise with great graphics, rigid controls, and a unique gameplay element. It does feel as if it is missing some classical platformer tropes, such as enemies and destructable bricks, but the fact that I realized that after playing it means that it would not be integral to this game's success. Congrats on making a good game, just a bit of polish and juicing to make it feel extra special!

Talk about beating the competition here! This is the most polished game I've played so far, and I don't expect to see any better games in my reviewing session. The art style is polished, coherent, and fits thematically. The basics of a Mariolike platformer is in there and to a high standard, which many games could only dream of matching within a week's time. On top of that, there is the additional swinging mechanic which is also executed flawlessly. Do a bit more polish on this maybe, come up with a more interesting and unique mechanic that flows well with this game and this is easily market standard. A job well done, and congrats to the whole team!

This is one of the few platformers from this week that felt the most similar to the traditional moveset of a platformer. The movement was snappy and the jumping felt natural, what more could you ask for? The art style was simple, with perhaps not the strongest consistence or coherence, but it gave that sense of retro games that many platformers rely on. There were some bugs, such as enemies floating in mid-air, slowly falling to the ground, and double-tapping the jump button could make the player super jump. Yet overall, a pretty good game that I enjoyed playing.

(1 edit)

This is a quaint little game which looks stunning. The problems with it are that the art styles don't really match up. For example, your knight has that black outline whilst every thing else has a soft shade surrounding it. The movement of the player feels off as well, as with no air control platforming becomes a real drag. I would work on the player movement a bit more if the occasion arises, but for now, my honest praise of this game is that it feels like a proper game, juiced and all.

The idea of making an unfair platformer was something I expected to hear about, but not play. This was an unfair platformer, in all of its glory, but just because you label it as unfair does not mean you have an 'out'. There will be bias here, as I find unfair platformers to be a dumb concept. This is as there is no enjoyment value of such games, only frustration.

First of, the movement script is solid, I am a fan of how responsive it feels, and there is a feeling of when something goes wrong with the platforming, it's my mistake rather than the character's.

I did enjoy the art style, although it is fairly unconsistent due to the variety in pixel sizes between the different sprites. Might I suggest following a scaling template for the future?

Finally, there is the game itself. This is a flawed unfair platformer to the core. First, there is the 3 and a half minute monologue, which could be skipped, but as I missed the prompt telling me that I had to press it 100 times to skip it, I sat through all of it, scrolling through Reddit, waiting for it to end. Second, there's the level design. Yes, it is unfair, but in my opinion, an unfair game is a testament of memory if anything, remembering where traps are placed and carefully avoiding them. This game is a testament of memory, hand-eye coordination, and luck. Testing all of these abilities bored me after the second level, yet I completed the game.

Overall, this could be so much better if it was not an unfair platformer, but I know there are people who like themselves a challenge. This means that to execute this properly, the game needs to feel more challenging than tedious. If you can solve that problem, this would most likely be a better game.

Casper is a cutesy little game, I have to say, with cute graphics and short, yet fitting music, but it feels more like a prototype or a vertical slice rather than a game. There is no real goal, which made the game feel very empty, and the movement felt a bit floaty due to its reliance on physics-based movement. If there was a bit more to the game, I would definitely play it more than I did, but at the moment it's a bit too empty.

This is a very rigid platformer that I'm a big fan of. The controls are solid, the theme is on point (good work incorporating the team name into the game), my only real critique would be that the camera is a bit too zoomed out, and the variety in camera zoom in levels feel a bit "off" for me personally. Other than that, a fun, yet difficult platformer that annoyed me a tad with the amount of spikes in the game.

Thanks Elliot, heard that the thumbs up/down thing was a bit disruptive so if I keep working on it, I'll definitely tweak that. Glad you liked it as well!

Thanks Vic! Happy that you liked it!

Cheers man, thanks for all the kind words. Maybe I'll keep working on this if time allows me to. 

My philosophy regarding the clicking and dragging of the mouse would be that the dragging of the mouse is more of an additive to the initial action, just like holding the button for longer or shorter periods of time adds on to the action as well. And if you don't like that answer, you can technically play the game without having to move your mouse at all...

Just saw this, this was a really good watch! Hope you enjoyed the game and keep doing what you do!

Right... silly mix-up by me!

Sure thing! Expect it up in less than an hour!