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Oatmealmix

6
Posts
4
Following
A member registered Nov 06, 2016

Recent community posts

I got soft locked when you meet the cat in the cave. I tried to go right to the area you can't go to yet. As the player was forced to walk left away from the area. The play got stuck in between the plants and had to reset my progress in the cave.

I really like how the obstacles spawn and become visible when you get close enough. I’m wondering how its done. Is it multiple maps you made beforehand that keep spawning over and over? Or is it procedurally generated? I thought the gameplay was very good. I think an actual jump animation or coded jump would add a lot to it though. Also, this may be just personal preference, but I would switch the turbo and jump button. It feels very odd to do when so many other games do it the opposite. Maybe some different obstacles besides jumpable and not jumpable would be good too. An obstacle that you can go under is an easy one to implement in the way you have set up. It could just be an upside down U shaped structure. Ur game was very fun!

The music really got me into the theme of the game. The 3 enemies were all very interesting looking but all acted about the same. I do think that a little bit of different ai for each would be a good addition besides slightly slower and slightly faster. That one bug looking enemy would make a very good charge type enemy. It’s not too difficult to calculate vectors behind the targets and set your enemies destination at behind the player or to behind the player at the direction they’re moving. Also, I ran into one glitch. I’m not sure if its because the players rigid body isn’t frozen. But the player’s rotations got messed up when an enemy hit me. And eventually when I’d hit WASD, they’d be almost inverted in directions because the players rotation was so backwards. I’m not too much a fan of the camera angle. You might want to consider having the camera turn at 90 degree angles. All in all, a very fun game that could become something really fun and interesting.

The ai on your enemies is great. The states they go through for getting a cube to throw, and then finding the player and throwing at them makes for fun gameplay. I do think making almost everything black in level 3 is a bad choice for difficulty scaling. I do think they were faster along with that as well. Also, in addition for a button to slow down is a suggestion I’d have. Just adding left shift for walking might make the gameplay more in depth. A quick slider in the main menu, or a settings panel might be the next thing I’d add so that players can change there mouse sensitivity. At times it was very difficult to aim.

The theme of your game is very friendly and fun to look at. At first glance, a tutorial or help screen would be very helpful. Placing the walls and cannons around the map are very user friendly. The depiction of your towers health is obvious, but could be a bit more transparent with the player. The red line at the top did confuse me at first. I assumed that it was the direction of where the enemies were going to come from for that level. The jumping enemies go very high. I was wondering if maybe turning that down and making them jump over one wall at a time would make for more interesting gameplay. I think your enemies might have some trouble with touching right between intersecting walls. Lastly, a 3 minute timer feels  very long. I would recommend that if your going to keep that, then have a button to turn up the time scale of the game. It could be simple, if pressed and time scale is 1, then become 2. If 2, then become 1.

I love the title screen. A good title screen always sets a tone for the game. The 2d art moving around the the 3d space is always a interesting stylistic choice. Programming wise, your game is great almost on all ends as well. The enemies are quite simplistic but they do attack the player and move around on there own path. I think it would be a great improvement to the game if there was an alternative enemy that ran at you. Also it would be good addition to have the enemies agro you when you attack the.