Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Ostrich2401

37
Posts
1
Topics
1
Followers
A member registered Jan 27, 2021 · View creator page →

Creator of

Recent community posts

I liked the controls of the main character. I do wish that there would be more purpose to the different ammo types. Maybe have it so using the opposite temperature of the bullet would deal double damage(using a fire bullet would do 2x damage on the ice enemies and vice versa)

I loved the idea of using your way to maneuver as also a means of defense. I think this idea could be explored even more. Maybe have buttons or switches connected to moving platforms or doors that can be activated with the laser?

I liked the aiming for the laser. The player movement was smooth, but I wish that the player could move a little bit faster and that the dash would last a bit longer. Sometimes I was forced to take damage because there were too many bullets in the way that I could not dash through them.

Amazing ideas for the puzzles. I wish that there was some sort of way to move the camera to see better. I do love the level design, made me think more and more after each level.

Amazing idea with activating and deactivating the platforms. The player felt a bit too clumsy however. I would get stuck on the edge of the platforms and had to reset. I did like the art for the main character, as well as the background.

Good Recreation of Guess Who. I wish that the questions would disappear when you ask them, or maybe so you can choose between like 5 questions instead of 3. I ended up wasting a turn because all of the questions I had already asked. I also wish that the AI was a bit smarter as well.

I liked the idea and interpretation of the theme. It was simple enough to understand. I wish that the wolves had a smarter AI. It is possible to defeat them just by running backwards and hitting. Maybe have it so they gang up on you by circling around you and taking turns attacking, so you always have to be on your toes.

Interesting take on the theme. I wished that you could control the temperature with q and e or the scroll wheel instead. I do like the sound effects and the player character though.

The game seems like a new spin on a DDR sort of game, which I liked. I think that the ammo/cooldown could be tweaked a little bit. I had too much at the beginning and barely any near the end, maybe it should recharge faster and faster as the levels go on. I do like the aesthetic of the game and the sound effects were nice and chunky. Hitting an enemy simply felt good.

The sound effects and movement were satisfying. The replacement of a standard ammo counter with a temperature gauge is intuitive. I do wish that the camera triggers were fixed. I would run towards the top of the screen, and the camera would be stuck.

I liked the concept of surviving and using a limited resource for two different purposes. It was hard to understand how to use the wood on the fire, but after a while it made sense. I also like the art for the player as well as the background.

The main character ability is very smooth. Sometimes I would get stuck in the platforms and not able to jump out of it. The sound tracks and sfx were good.

The movement is amazing. I love being able to use a charge to do a speed boost and jump, using my other charges to propel even farther. I wish that the temperature bar would decrease over time, that way you would need to slide back and forth really quickly in order to build up heat (like in real life). The game seems very put-together for your first jam.

The ship felt satisfying to fly around. I wish there was some kind of RCS control (due to the lack of friction in space, when the engines stop firing, you still slide around, which can be useful to run away, then spin around and fire at your enemies). Being able to fire two guns independently is a nice touch.

The controls were smooth and the idea was phenomenal. I wish that the cool pickups were a little bit more powerful, I beat it with just a little bit of time left (although that would make it more enjoyable and fitting). The sound track and sfx were good too.

If you still need a composer, I'm free

I can compose, make SFX, etc. Discord tag is #8439

Solid, innovative mechanic. I wish that the aiming controls were a bit more free. I did like the different approach to the theme.

Satisfying gameplay, it always feels good to blow stuff up. I wish the controls were a bit tighter, it's not a platformer game, so the player shouldn't really think about the movement. The relation to the theme is phenomenal and totally unexpected.

Good story line. I wish that the explanation would be a bit more clear. I kept hitting the green thing over and over again at the beginning because I thought that was the payout zone. I did like that the spaceship controls that are more realistic than most games.

I like the layout of a Metroidvania that's linear. There was however a bug in level 4, you can skip getting the key and you can't get past it. I liked the theme idea however.

Good story line. It might be easier to control if the player could move fully automatic instead of semi automatic (you can hold down a direction and he will keep moving in that direction).The characters as well as the fused hero look very good.

This was a really good and fun tactical turn-based hex game. I will point out that the musketeer sound effect is very loud and scared me because I was wearing headphones. I liked that all of the units benefited from staying in formation, just like a real battlefield.

Good abilities for each of the characters. As well as a unique take on the theme. I wish that the abilities could be used without holding shift however, maybe the super jump could just replace the normal jump, the dash could be double tapping the left or right key, etc. Solid sound track, made it seem more like a world and not just a game.

Good concept for a game. Although it seems hard to survive because in order to move towards the health and ammo pickups, you have to point your gun away from the enemies, which are usually right behind you. The sound effects were solid however, made the guns seem really powerful.

The camera feels really smooth and the player movement is great. I'm stuck on what I think is the final boss (the big moving box). I pressed the buttons and nothing opened.

Good Metroidvania(ish) game. I wish you could switch between characters using the number keys or the scroll wheel though. Also 10/10 for the Dani reference lol.

Good rage game. The jump and attack cooldown seemed a bit too slow however. I did like that the previous failures are physics-based and can be pushed into spike pits to help build a bridge.

It took a while to understand how the status effects work, but other than that it was a good game.

I used the arrow keys to move and kept turning on sticky keys when spamming Shift. Maybe make it Ctrl instead?

There is a small, non-game-breaking bug where Gus's nose can get stuck on a ledge.

Other than that, it's a nice Metroid-Vainia styled game.

Minor gripe, the color scheme is not accurate to the original Rubik's Cube. Yellow and White are opposite, Red and Orange are opposite, and Blue and Green are opposite. It might mess up someone doing an algorithm.

I managed to tackle one of the guards and we both went flying off the map. Not sure how I did it though.

Yes, you start out with 0 ammo, but can reload with R. Also, if you press R to reload one weapon and switch off, the reload timer pauses, so in order to reload, you have to be vulnerable for at least one second. The handgun and the rifle are magazine fed, taking only one second to reload, but the break action shotgun(use your imagination) takes 2 seconds.

After about 2 minutes, I got a best score for 5 targets of 2.985.

Yes, I know the enemies stop attacking after a while.

Satisfying chain reactions.