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Petr Gondek

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A member registered Oct 25, 2017 · View creator page →

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(4 edits)

I see potential and that is why I am giving a high score.

But there are many problems with a game at this state.

At first, it is hard to control. The zqsd to control camera doesn’t work for most of the world. At least mouse control worked.

The orders giving to chrominnions was not as smooth as I would expect. Sometimes the click did nothing because I probably miss clicked the target. And sometimes they were soo busy doing something and I could not change their task. I would like to see some command confirmation. For example, let the target flash.

I did not understand how the recolour mechanic worked. It looked like to me as they are getting colour at random. You should explain this at least on the game’s page here on itch.io. I would like to ask you if you could explain it to me because I want to give it another try.

During the night it was very hard to distinguish colours. I had to wait for the sunlight every time. (And also don’t forget about colour blinded people.)

Despite these flaws, I really liked playing your game and I want to play it again. But unfortunately, it wasn’t a pleasant experience. I added this game to a watch list and I hope for an early update! I look forward to playing it again.

PS: Great artwork!

Cool entry. There aren’t too many 3D games here. The second boss was much interesting then the first one. I liked that you could destroy his cubes. That was cool mechanic how to crack his ‘shield’ so you could hit the core. That bumping animation which released enemies was cool.

It would be much better game if you would have some difficulties obtaining other ships. They were far away and it was boring just to flight towards them.

I found a bug that the enemies projectiles were shooting directly at you and they stopped on your original position. If you are moving backwards you can see it. And also, you can hit it. That destroyed me for the first time. I did not expect that.

I would add some music and sfx. You can use Bosca for music and Bfxr to generate sfx. It is easy to use. I don’t understand how the portal works because it looks like you need to push the box out of the screen. You should add some colliders out of the playing area so the player won’t be able move out of it. You can use game object’s layers and colliders matrix to achieve it.

Congrats to release of your first cool game!

You have hit nice theme which is supported by neat graphic which unfortunately misses music and sound effects. It is big drawback for it. Next time you can try to download some creative common background music, just make sure you stated it somewhere clearly. Or you can use Bosca and Bfxr to create your own! To the game design, it is hard to navigate in the level. There is also a lot of small steps that you need to jump on. I would keep them because it makes the level less boring but I would let character to auto-climb it - no need to jump on it.

It is a good game and you are rightfully proud of yourself.

The mechanic is brilliant and innovative. I had fun playing it. I would prefer a little bit of pace to be more entertaining and more difficulty. Zooming out the camera as you grow would be nice too.

Great job. I see potential to make it a couch game with short local versus battle mode.

A nice cute small game. Definitely something I would let my kids play. I liked the emotion of the playable character. Great artwork, good choice of background music, it fits the style altogether with jump sound effect.

To the gameplay, I liked that you can’t die. I would like to see more type of puzzles where you can use your buddies. It was hard to control buddies to follow you. Probably some simple AI would help if this really aims to be a kid game because I really liked to see them following me but I could not get them everywhere with me.

A question, was it intentional that you can jump-climb walls or it wasn’t? I just wanted to know if I cheated or not.

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Hi, thank you for your participation! I have played your game but I have a few questions because it seems I did not understand it well.

What does the big white door do? When I entered it 5 times I finished the game. Every time I entered it some of the green pickups disappeared. Also, I couldn’t unlock any special ability until I entered the door for the first time. I also got stuck in a puzzle, see the screenshot. It was impossible for me to leave this area.

Thank you for playing our game and for the video review! To clarify the shop mechanic. Green buffs are applied only when bought and red debuffs are applied when they are NOT bought. By buying red debuffs you are preventing them from being applied. We know it is our mistake to not clarify this clearly.

I hope you enjoyed our game despite this flaw!

Oh man, that is a hard game. I finally learned how to control the tow ship but I would definitely not want to clean the space with it. I am bad at cleaning, no wonder the boss arrived to check on me. And he fired my ass!

The game design was kinda simple but even with that, you drilled it to the limits! Great job!

I liked the AI how they avoided me and other obstacles. I liked the cannons and the core. I liked the shaky camera when you got hit. That you could drag anything - asteroid to ships, ships to asteroids - that was a brilliant idea!

You could do better in music and sfx, it was painful to the ears after a while. There was sam cranky sound that my ears didn’t like.

To sum it up. Good mechanic, good game, easy but finished and that is important! Fun to play!

Oh I see. It is very punishing without checkpoints. :)

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No. I meant the gameplay was slow. The game ran totally smooth. No fps drops, nothing.

These turn based games are always hard to balance, I know. I don’t think I can suggest any good improvements now. Just brainstorming… Maybe:

  • Players can position actors as an preparation action before start, so they don’t have to have them on the edge of the map
  • old gold ‘move & action’ each turn where you can exchange the action for another move

I know you had a lot of work making this game without engine so you would probably do one of these things if you had the time. Don’t take this negatively. It is good game anyway.

And I also wanted to say that archers have too wide range as I could shoot out most of enemy army before they reached me. But I played against AI, I think hotseat with friend would be better.

I wanted to mention that I really liked the building idea. That was really cool. Definitely one of the reasons I enjoyed your game a lot. It worked with wide archer’s range.

Thank you for the techstack.

Thank you for your submission. It is always good to see new ideas!

Just for your info. I’ve enountered a bug when the first box in the 3th room dissapeared and I had to restart. So, I passed this puzzle with two levers but then I suddently died in next room and I dunno why. Checkpoints would help.

The jumping with ghost wasn’t so smooth and I had trouble to do that.

Ya baited was funny. I laughed a lot.

Thank you for your feedback! We already know about it. We will look into this bug and we will update the PIGUBES whenever the game jam finishes. :)

Wow. No engine? Just wow. What technologies/libraries you used?

Unfurtunatelly it is too slow on me. Option to always skip enemy turns would be good.

Great job.

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Best game so far. Very clever game design. Kinda hard because healers are OP. Anyway, a great job.

Thanks!

Thank you for the review!

Thank you! I let the team know!

Actually, it was a percentage modifier. Not clearly stated. I know now. Sorry about that!

Great idea to make characters flash on hit. Not hard to implement. It didn't come to our mind during the development period.

Thank you for your feedback.

Thank you for the feedback.  I totally agree with you we should make projectile more visible and we also should make hit visible visually not only by playing a sound. That was a mistake. Noted. Learned.

The enemy attack speed is attacks period and velocity is projectile speed. We've used the wrong naming, I agree. Actually, it was a percentage modifier. Not clearly stated. I know, it goes on to our head. Noted. Learned.

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Thanks for the review. We've thought about that. In the end, we decided to make the player able to go to the portal any time. He can use it to save himself if he is low on HP. It opens the way to rush to the portal all the time but we thought that not buying debuffs will make it hard enough to not do that. We have tested that you can't reach the same level as if you would by properly killing everything and collecting coins.

Good game. I had a lot of fun playing it.

I was surprised when tougher enemies get out of the pit, I would appreciate some visual info about that - size or something.

Also, some pause between levels would be great because I caught a cramp in my hand from the controls and I didn't have time to stretch it out.

Boss was kind of easy. It would be better if the boss would targets cannons primarily because I didn't have to move at all during the boss fight. And if you find a good distance between cannons you can just move around the pit without changing direction and just keep shooting. No enemy can pass this.

Anyway, what is most important, I had fun playing your game. Great work. Thank you.

Wow great game, great idea! A little bit hard to maneuver in 3D world. You could add an in-game tutorial how to control the game - how to leave to 3D world and how to reset game. Anyway, it is a great game. The idea of mixing 3D and 2D word is brilliant.

Thank you very much!