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A member registered Oct 12, 2023 · View creator page →

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Here is the animation

I replayed the game. Yes, you are right, there was an attack. I understood the problem, it is not clear what improvement occurred. It lacks intuitiveness. Now I understand the concept. Reminds me of Risk of Rain. There, too, the essence is to return and explore all the time. Play, I think you will have new ideas for the game. I would add a radical change in ability, which completely changes the essence of the gameplay. In general, play with the mechanics. Sorry for the premature conclusion

I'm sad that you have a bug. The game has a level selection and you can skip the levels that you have already completed. The game has a boss fight and I really like it, I advise you to go through it too, I think you will like it, although it could have been done better. You are right about the exit button, thank you for noticing. We forgot to change the condition in the code when we uploaded the latest version. Thank you for writing this. Personally, this is very valuable to me

I didn't like the game, to be honest. Your attack doesn't work, the concept is unclear. The art style is also lame.

Since this is a platformer, as a suggestion, you could make a jump with different takeoff and fall speeds. Such a system is now in many games. For example, the games Mario and Hollow Knight. I also advise you to work on the UI component.

Don't be offended by the criticism, I am writing it because I myself would be glad if they wrote to me honestly what they think. It helps to grow. Therefore, I wish you good luck in your endeavors

Me: Probably a short one with good mechanics like Ouroboros

Developer: Makes 50 levels from this idea

Me: - How many, how many?!?!??!

You know, the games are great. The mechanics are polished, revealed, very nice music, pixel art is excellent, not much is drawn, but HOW. When I started playing the game, I thought you wouldn't be able to make me think, but I was wrong. The game also has settings, which is quite important. I could see such a game on Steam.

I praised it, now I need to say where you didn't finish it.

Personally, the reset button didn't work for me, as did the button for going to the next level and to the previous one. I also had difficulty understanding what size the snake is at levels 10 and up, since in order to cover the fruit, you need to understand the size of the snake, so I would add something that would help to estimate it, in the basic format, a counter in the corner.

In general, this is all I could comment. I hope you finish this game. Thank you very much for the game.

Yes, you are right. The level where the bullets were close to the top of the screen is really unbalanced. There really needed to be a horizontal stream of bullets closer to the center, and not at the top of the screen, since switching your gaze from the bottom to the top and guessing where you will fly out is almost unrealistic, this problem is complemented by the background of the game, which is beautiful, but prevents the gaze from assessing where you will fly out. Thank you very much for your honesty, I appreciate it. Criticism gives more than praise)

In fact, there is a ready-made animation of the denouement, but unfortunately we did not have time to add it. I am still sad about this (

I agree that the idea is not always clear. For example, the idea of Loop was not very clearly revealed on the boss, since these are ordinary attacks with a peeling screen, but it would be possible, for example, to make attacks similar to a wall of bullets that peel vertically and horizontally, which were already on the previous levels. Thanks for the honest comment, I appreciate it

For the fact that you made a system of color settings, from me personal respect. It is worthy. The game itself is strange in my opinion, just mixing colors that spin, trying to drive you crazy, as there are more and more of them. If you try to add intuitiveness to the gameplay, then you can make it so that the flying balls highlight the orbit in their color, in which they appear, I would also add a symbol showing when the ball enters orbit. In a simple version, blinking, in a more pleasant one you need to think. Thank you for your game

Hmm, an ultra-tricky browser dinosaur? Not bad, although there is something to complain about. I didn't like how much bloom you put on objects, it visually creates noise and prevents you from concentrating. There is also a bug in the game at the green stage, your lap counter stops moving forward, but they go back, only degradation hahaha. Their interesting thing is that you brilliantly decided to add a settings menu at the beginning, turning off the sound. This is smart, I will take this idea for myself for future jams) I also liked the mechanics with moving from the outer ring to the inner one, it was unexpected, you can come up with a lot with this.

While writing the comment, an idea for your game came up, since you use the mechanics of moving from one side of the circle to the other, you can do it more cleverly, adding a parkour element, something like in Geometry Dash.

In the end I will say that the game is good, but I would improve it even more, it would be a pity if your idea was wasted

UROBOROS!!! UHAHAHAHAH!

The idea is original, although I honestly didn't like the puzzles very much, but since I'm criticizing, I have to suggest something, for example, you could add a screen loop for the snake to the game, this would expand the possibilities of level design. You could also play with the idea that there is not one snake, but two, but they move on the same buttons with different controls. But these are just ideas, if you continue to make the game. Still, puzzles always take more time, since they require a lot of time for experiments.

By the way, why didn't you make the game available in the browser? I work in Godot myself and adding a browser version is not difficult. This is not a nitpick, I'm really interested, I just had a case when I used one plugin, and it was written in C#, so I could not build the project.

The game is not bad, although the levels are not finished. Thanks for the game!

Good luck in your endeavors!

I really liked the game and here's why, the idea is simple, the implementation is good, there are no bugs, it fits the theme perfectly, the soundtrack is gorgeous, the camera is at a nice angle and is made with knowledge. I wanted to criticize the art style, but I changed my mind, since from the point of view of Game Design this style even fits, but you took Doom as a basis and the narrative was lost, also you clearly increased the clock in size, because of which the game has mixels. While writing the comment, I remembered the background, it is very cool, but since you have demons flying, it does not fit very well.

Thank you for your game, it really gave me pleasure, I went through it from beginning to end. Good luck in the future

Thank you. This is really very important for us!

Thank you! This means a lot to us and your words were not wasted!

Thank you very much! This comment really cheered us up. Unfortunately, we didn’t even make it into the top 1000... But I can congratulate you! You took 20th place and deservedly so. I'm proud of you! Perhaps one day we will make a game that everyone will love, but apparently our time has not come yet...

Haha, maybe, but the idea was cool

I forgot to write about the music. It's not bad. Sound effects suit the style of the game. Sound designers are great )

The game is very polished. The artists' work is gorgeous, they are great. The idea to make an arcade is cool, but the implementation of the theme is not very good. The initial level with the choice of planets does not have any semantic load. I think it would be possible to do something similar to the last stage of development in the game Spore while maintaining the arcade component. The variety of enemies pleases. In conclusion, I will say that you are really great.

That feeling when you need to step on heads to complete the game. The game is cool in style. The drawing style is simple but cool. It's cool that you worked with particles, it's really on topic. I didn't like that there is no limit on the number of objects on the stage. You can break the game with such a meta, which is what I did by spawning a lot of marshpilow and pushing myself out of the map.



Also, if you throw a marshpilow when you get close to a wall, it will stay behind it. I assume that this is because of where the throw point is. It stands in the wall and the collision pushes it out. This can be fixed with an additional check or you can make the level border wider than one tile as an addition to the first point.

Interesting game about a flea. The name of the game was very clearly inspired by the first version of the game Hollow Knight and its old version Hungry Knight. Also visible is the inspiration from the game Rain World. I didn't really like the gameplay, but the part with metroidvania as an attempt was not bad. Perhaps the game should have added something else to the main mechanics. The old slot machine style is interesting to look at, but there is a real lack of music. 

I played the web version

A strange game. It is clear that the blue dot has a navigation system and from a technical point of view it is cool. I can't say that I really liked the game, but it has its charm. Switching from a top view to a dot was unusual, as if we had swapped places and now we are the ones being driven. As for the technical part, I don't understand why the camera in 3D always tends to fall. In my opinion, this spoils the immersion process.

The idea is not implemented very well in my opinion. I don't like that the hangers are so mobile that they can get carried away and knock down the weights and everything else. The artists' work is good, as is the musicians, but the programmers need a lot of work. And so the spirit of the grandmother is conveyed with warmth and love.

The idea is cool. My respect to the artists. I really enjoyed playing. The idea is simple, the implementation is good. The style reminds me of the game Melatonin. You are great.

The concept is great. In principle, the mushrooms are cool, but the sprites in the game are terrible. The pixel sizes jump in size, and the sprite palette itself is not very beautiful. The animation of the enemies is also not done well. I would have made more animation frames for the enemies. I am ready to praise the implementation of the idea itself. I liked playing, but the visual part suffers. Also, there is no normal UI design.

The game is quite boring in my opinion. The enemies spawn too far away and the feeling of flow is lost. It was possible to make an animation for them to appear, but make it closer, and to improve the main mushroom add an improvement to its basic attack, for example, a shot not with one projectile but with several. I noticed that you worked with the navigation of the enemies and this is commendable. The music on the level is pleasant, but the sprites are poorly made. The size of the pixels is different and this spoils the feeling. Thanks for the mushrooms and your work.

Gamplay very base, but main menu look great. I must say you dont have any UI design. When I jump only indicator i see is starting reducing in size red car. 

HI I now start play and found bug. If I start level and timer dont stop and I Prees the pause button, your timer will be broke