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PaulusVonSaulus

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A member registered Apr 08, 2022 · View creator page →

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I really liked the idea of a cooperative Pac-Man and got really excited when you presented it in the Level Design Guild.

I played the game together with my brother and we weren't quite able to wrap our head around our different abilities when they were presented to us in the starting screen and even less so during the actual game.

I personally wasn't a big fan of only being able to change your path when you are at a crossroads, even if the original Pac-Man follows this rule... it's a bit better for a top - down experience when you have a full view of the map.

In game, I also wasn't sure if which orbs I was able to collect and which ones I wasn't. My brother and I never interacted throughout the 10 minutes we played the game.

Neat concept overall, but just missing a little bit of feedback and readability.

Good job! 🙂👍

Very cool narrative concept of having the player be stuck in a limbo between life and death state.

The art looks gorgeous and there are memorable moments such as the final bossfight (which was just a tad bit too tricky for me). 

I like the gliding mechanic, but my biggest gripe is that I am often unsure of where to go due to a lack of breadcrumbing. I enjoyed the linear passages the most actually (when I was soaring through the tunnel) as I clearly knew my objective! 

Perhaps having narrowed the player in more with possibilities of where to go would have helped!

Overall, good job to everyone! 🙂👍

Playing this at the XR Stage at BUAS was nothing short of breathtaking!

I had been following the project since its early stages and was already impressed with how the game designers turned into mechanical engineers and created little steering wheels and interactive cannons as actual, physical controllers...but never would I have imagined them creating a complete theme park ride!

There were huge, interactive cannons, an anchor, a steering wheel and a hammer to fix your damaged ship components!

I loved how you moved away from the somewhat generic pirate theme and went for greek mythology - the player now sails along the Styx river whilst dodging the attacks of the dead.

One of a kind project right here!⚓

Whoa, what a cool idea for a horror game! 😃

Making noise gives you more light so you can see where you're going, but simultaneously attracts a big and scary monster...quite the dilemma! 

I enjoyed the concept a lot and especially the close encounters with the beast had me on the edge of my seat...

What made the experience slightly less enjoyable for me is that I have the sense of orientation of a worm. I walked around the same room like, maybe 5 times or so, without realising that I wasn't progressing. 

Perhaps a light seed mechanic like in the caves of "Tears of the Kingdom" would help, which allows the player to shoot light orbs that stick to the walls which mark the locations where you have already been!

Great job overall! 🙂👍

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I love the art style and how the fantasy of a dried up ocean was explored! 

There were shrimp people, crabs, coral reefs, Atlantis-like ruins and just a lot of really cool and interesting stuff scattered around! Reminded me a bit of "Another crab's treasure"!

I know that the designers joined the project in the second block and I can imagine that makes things a little bit difficult. 

I felt as though gameplay-wise, there wasn't really a clear direction...there were puzzles, combat and a big bazar, which I thought would be a lot more prominent gameplay-wise and see the player doing auctions or collect and trade goods or something along those lines...

I felt as though neither the combat nor the puzzles were really perfected, despite the visual presentation being good. Having chosen a clearer game seed could have helped. 

Nonetheless, a very nice experience, which especially lets the visuals shine✨🪸🦀

One of the best BUAS games I've played!

I played this one together with my brother and as soon as I opened the menu, I knew I was in for something special! Great presentation with music hyping me up from the get go!

I love how you went for an abstract, arcade-like. The 2-player co-op disc shooting mechanic is creative and well-polished. The game gets really challenging as you progress as well.

I love how you really focussed on one mechanic and perfected it. It's clear that you had a vision from the start and stuck with it!

Great job! 

I played this during industry day and immediately fell in love with it! 🍕

A very fun, quirky fantasy of delivering pizza combined with smooth 3Cs and clever level design had me collecting ingredients, stopping enemies and wa-hooing my way to the finish line! 

I love how you took inspiration from Super Mario Odyssey's moveset and allow the player to string together cool moves in clever ways like jumping off your pizza as an extra platform. 

Great job, y'all! (P.S. Pineapple belongs on pizza! 🍍)

Loved this one! 😃

Turning Pac-Man into an immersive, first person Horror game sounds crazy and weird, but you made it work surprisingly well! 

I love the art style, the mysterious, creepy atmosphere and the feeling you get when you spot those last runes around the corner you still need to clear the stage.

Whenever I encounter the monster, I get so scared and the jump scare when it reaches you gets me every time! 🤣

Super cool game, fantastic job y'all! 🙂👍

Whoa, it's like Quidditch but just the knocking each other off the brooms! 🧙‍♂️🧹

I love the fantasy of zipping around on a broomstick as a wizard, trying to cast a spell to knock your friends off. 

I played this in 2-player mode together with my brother and...yeah, it's really not meant for 2 players, especially due to the score system😂 Because the loser gets a minus point with each round, I need to win 8 consecutive rounds to emerge victorious...that can take a while 😅

I didn't feel as though hitting my opponent with a spell really did anything, neither did the items.

A few minutes into the game, we noticed the grey Unreal Engine sphere appear below the wizard mesh, which looked unclean.

I like how the wizards wear cool sunglasses and you get a close up of them whenever you win 😎🧙‍♂️

Good job overall! 🙂👍

I played this game together with my brother and we had a good time playing this for about 15 minutes!

The visuals are clean and especially the VFX look great! 

I'm not the biggest fan of auto-shooting but the different items and effects kept it engaging and the difficulty ramped up well as you played it! (We played on medium difficulty)

Throughout the game, I was sometimes confused whether only my brother could pick up the items (He was playing as red and all the pickups are coloured red). 

Also, in the heat of the moment, I was sometimes confused whether his bullets were enemy bullets or not (We had the power up to shoot 3 bullets at a time).

Some slight readability hiccups, but overall a very well made game, good job! 🙂👍

I played this game in 2-player mode together with my brother. 

I quite liked the wild-west theme!🌵🏜️

There isn't sufficient feedback for receiving an item; It was never clear when I had one and I only triggered it by accident. 

Overall, I think this is better suited for 4 players, but it's nice to include a 2 player mode 👍

I played this game in 2 player mode, together with my brother. I quite liked the concept of having one player steer the vehicle while the other players can operate the weapons. 

My main point of critique is the lack of feedback in the game. What confused me the most was the vehicle's scorpion tale...does it simply block the enemy's shots or does it attack as well? We rammed it into the enemies at the start of the game and it defeated them but there were no particle effects or anything of the sort. 

Later, the white spiders didn't seem to be killed, no matter how often we shot them and this was the moment where we ended the game.

Overall, good work from everyone! 🙂👍

Update: Just when my brother was about to reach 100000 points, the enemies stopped spawning and he was so upset whilst I was just laughing hysterically 🤣🤣 One of the gaming moments of all time, he sat there for at least half an hour 😂

A very cool version of vampire survivors with creative spins on weapons and that allows for a lot of different playstyles.

I would like to have some iconography for when I make my upgrade choice as there is quite a lot of text on screen that does not incentivice reading. 

I thought the game was relatively balanced at first and went for the weapon where you need to charge in my first round and then for the one that lets you fire repeatedly while holding the trigger. I was very proud of my highscore of 219.

But then my brother walked into the room and chose the spinning blade weapon and kept upgrading fire rate and damage dealt. I am currently writing this review while he is playing and the blade weapon is now taking over the entirety of the screen and he hasn't been close to dying within the last 15 minutes or so XD

He's still having fun, but there's definitely a dominant strategy here as he's approaching the 100000 point mark no sweat 😂

A very relaxing game with wonderful graphics that lets the player roam as a bee while they are collecting pollen to bring to the bee hive. 

When I started the game, I was not sure what my goal was or whether there was one. The hives were very far away, so I assumed it to just be a bee simulator. It took me a while to figure out that I had to fly down to the flowers to gather the pollen and then bring those to the bee hive. I also did not know that you could speed up with the Y button on the controller and there was no feedback for speeding up. 

I found out after a while that the dominant strategy is to just submere yourself into the grass and fly to the flowers. Before, I flew down to each flower individually and...errrr...that didn´t feel good, partially also due to the annoying camera system that only allows you to look into the way you are flying. Could you control the direction you look into with the right joystick, that would have been great!

All in all, a nice student project that I enjoyed playing for a good 15 minutes. Good job!

Hey, thank you for playing and for the feedback! Great point regarding the jump precision, I didn't even think about that, but yes, it can definitely lead to some frustration 😅

Thanks mate, glad you enjoyed! 🙂 Thanks for playing!

I´ve always had a great amount of respect for games that test the player´s mental skills; Especially social analysis is something I´d like to see more of in games and you guys came up with a wonderfully imaginative concept that fits the theme and is fun to play without having me feel overwhelmed with massive amounts of text that I have to read - well done! 

Some of the information could have been displayed a bit better here and there ( I played four rounds wondering where I get the skulls from until I figured out that I had to right-click XD), but a fantastic job overall with a challenging concept!

5/5! :D

What a feat of a game to have made in just 48 hours, I´m impressed! Love the whymsical context of the protagonist being a robber who must return items, it fits the Jam´s theme in a clever way! The feedback is really well implemented and I like the silhouettes, they´re really noticable and serve as a good indication of which items are missing and how many are left (although I placed a cupboard in the second level and it wasn´t right when I put it down...I´m pretty sure I did it correctly :_( ) Loved the music choices and I got past the first level, yay! The second one was really big, as you get more experience, you´ll know where everything is but for first time play-through, it was a bit much for me (especially since I´m terrible at spatial coordination)

If there was anything I would want in an update, it would probably be some kind of meter or indication for how far I am to winning the level (How many items do I still need to put in?)

Great job everyone, 5/5! ;D

What a feat of a game to have made in just 48 hours, I´m impressed! Love the whymsical context of the protagonist being a robber who must return items, it fits the Jam´s theme in a clever way! The feedback is really well implemented and I like the silhouettes, they´re really noticable and serve as a good indication of which items are missing and how many are left (although I placed a cupboard in the second level and it wasn´t right when I put it down...I´m pretty sure I did it correctly :_( ) Loved the music choices and I got past the first level, yay! The second one was really big, as you get more experience, you´ll know where everything is but for first time play-through, it was a bit much for me (especially since I´m terrible at spatial coordination)

If there was anything I would want in an update, it would probably be some kind of meter or indication for how far I am to winning the level (How many items do I still need to put in?)

Great job everyone, 5/5! ;D

This game has such an amazing atmosphere and theme surrounding it! 

The idea of having to overcome your fears throughout the game is a fantastic premise and I couldn't wait to see it unfold...

Unfortunately, I had a lot of trouble straight off with the very first maze of the game. 

Perhaps it's just because I am terrible when it comes to spatial awareness, but I also wasn't fully intrigued by the design and didn't really feel like there were any interesting spots or landmarks that stood out to me and gave me a "sign" where to go.

Also, the decision to have the player running only while they are holding down the left joystick is really strange and felt very awkward to me.

I would have loved to see a larger part of your game, because of the aforementioned atmosphere and narrative concept, but the maze part kind of had me stumped.

Really clever twist to have a dexterity-based tower-defense game that just oozes with charm and character! 

I had a lot of fun playing the minigames and it's really easy to work yourself into the flow! 

The rather forgiving nature of the game along with the well-composed music makes for a very relaxing experience! I'd love to have this on my Switch or my phone and just listen to the music on repeat whilst crafting my talismans!

Great job!

A really great idea for a platformer game that has a lot going for it! Creative movement system, clever level design and amazing art!

I had a fun time playing through the 4 levels on playday (incredible how you managed to furnish all of them to look so beautiful in such a short time)! 

Often, I didn't really feel "urged-on" enough in the game...with the idea of rolling up into a ball and zipping around, I would think that it's a game all about speed, but there were plenty of segments where I was able to just walk over the long segments that were made to roll over without any punishment (besides not getting the "rolling coins", which didn't exactly serve as a big enough motivation for me).

Some camera movement was a bit off in places, where having to re-adjust the camera myself felt a bit wonky and stomping on boost panels to get a higher jump didn't feel as impactful as I would have expected it to feel...two more minor issues.

Overall, it was great fun speedrunning this against my friends and just awesome to see what you came up with! 

Cool idea to have a mystery game set in 1980s Japan! 

The art looked gorgeous and there were a lot of clever references that I spotted! (My favourite was probably the Hachiko sign)

It's clear to see that there was a lot of thought put into the potential story of the game, which you didn't have time to execute fully. But the idea of carrying the notebook around with you and talking to ghosts using your camera we're very promising and I am curious about how they would have been used in the future! (For now, lighting the lanterns was a nice introduction puzzle, but didn't have much substance).

Controller support and having all camera actions on one button would have been nice! ;)

Nice idea overall with a well-established atmosphere!

One of the best games from our year! I'm usually not into these type of hack and slash games and also overly religious and satanic themes don't normally appeal to me...but this was freakin' AWESOME! 

I was playing all the Year 2 games and when I got to this one, my brother, a usually really harsh critic, looked up from his phone and just said "I want to play this game".

I got so much enjoyment from the simple formula of slashing, dodging and pulling consistently and loved the part where everything turned black and white - I never knew why this happened, but it felt great every time!

Overall, I feel the information display could have been better here and there, but it was one hell of a ride to play! 

I played the game with one of my friends during playday and we really appreciated a lot of the clever ideas that went into this game! 

First things first, you guys NAILED the cuphead artstyle! This game is great to look at and just sparks a fun fantasy; The characters look silly and schemish and you can tell that there was a lot of love put into it.

The combination of both characters into a human with one player controlling the structure while the other one handles the balancing minigame is a clever idea that is executed really well!

Navigating around the kitchen and the idea of finding a way past the AI is cool, but the execution is a bit lacking. I thought that the AI was sometimes...too unforgiving? Especially when I just came out of one of the port-holes, they were already waiting for me! Also, I'd like to have something to do when put in a trash can...I get that it's supposed to serve as a punishment, but I was in there for a whole minute at some times...maybe let me go trashcan-mode and "bounce" my way towards the other player :D

Other than that, with some big fixes here and there, a project that I could see expand! 

Cool homage to It takes Two with the Find 4 minigame!

Best year 2 game! Being a huge 3D Mario fan, I simply had a blast jumping, dashing and flinging around the map with the cleverly designed move set that you guys came up with and the level ingredients force the player to string combinations of these actions together - plain fun! The environment looks downright gorgeous and there wasn't a single moment during which I felt bored or wasn't curious about which part of the map to explore next - especially considering there are quite some surprises hidden throughout! 

I want a full game with 8 vikingdoms! 

I like your game, it´s a concept that is easy to get into and is a lot of fun! :)

Hey, thank you so much for the feedback! We have taken it into account and are currently working on fixing these issues. We are especially working on displaying the information better, so that you aren´t surprised by a sudden death. Auto-aiming is being implemented and should make for a more comfortable experience.  Thank you again for bringing these points to our attention - See you in space, Astronaut!