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PsylimePsylime

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A member registered Jul 27, 2023 · View creator page →

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UI is definitely one of my weak points haha. And yeah, UE4.23 is last version to (easily) support HTML. I had issues like disappearing models, Post-processing not working, and even fonts not showing text correctly. Even then it's annoying haha

YouTube algorithm pushed the stream do you did towards me xD  DAD strikes again. He's supposed to disappear for the last two inputs but maybe It doesn't if you failed just before that hmmm... Thanks for playing my game!

A slightly new version was made, to change two images. 

I'm also not great at rhythm games but wanted to challenge myself making one, so I can agree it feels wonky. I'm not sure on the 16:10 but it could be the UI scaling weirdly with the anchoring UE4 does. I initially wanted to try scaling the entire game getting incrementally up to 2x speed but I didn't get around to that as I'd have to scale the music to the speed as well. I could set the global speedup time of the game but it didn't affect the music haha. Thanks for playing!

I wanted to have perfect reacts, but i regret the timer i went with as I could have made it much more precise than what was implemented, thus there is not "perfect" execution. Only a correct/incorrect haha. And I argued between it being a pre-input/in the moment where based on the input you did it did a right/wrong reaction. Ultimately went with pre-input as it was easer to keep the game cycle in sync best without having to redo a whole lot haha. But thanks for playing!

Nice little puzzle game, very simple to understand. Nice work!

A part of what I was going for was distracting the player with the content as well. Given how silly all the images (mostly) are. But I guess I could have moved it up and still had that effect haha. Thanks for playing.

I'm never any good at Survivor type games but it was fun. Like the different player starts and unlocks. 

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Enjoyed the art and the casual gameplay. It would have been nice to see more enemies that showed up. After two lines of 1st Egg in backrow seemed to suffice for the most part. Very nice though, would have liked to see the synergies.  Would love to see more of it! Oh and also, was definitely shocked when giant Doki showed up haha

I enjoyed it. Will definitely check back later to see more of it. I loved the artwork and the abilities. Very nice.

It was quite hard to avoid the fireballs, are the going to follow you till they hit something? If so I'd probably put a timer on those for how long they stay out, or decrease their power over time maybe. It was also a little hard to tell if my hits were registering on the heads, as the RMB attack was instant but didn't always look like it was doing anything. Nice work though.

Would have liked to see more options for customizing your team. Nice concept for an "auto-battler". Overall didn't feel like I had any sway over the outcome, despite winning haha. Nice work.

Solid game. It was hard to get used to the movement, it felt like Doki was dashing in places where i was trying to go slowly. I think mainly that happens when your hitting a boundary box of some sort. The only thing I could suggest is a warning that your approaching the edge? Otherwise great game. Solid work.

Nice little summer adventure. I thought i soft locked by pushing a crate the wrong way but thankfully the reset does reset pushables too haha. Awesome work.

Days turned into weeks, opening pack after pack wondering if I was being trolled or not. In the end, I learned a lesson that gambling is fun. Cute game, love all the artwork.


Cute combination game. I would say you might need to stick a ceiling above because Tomato decided they wanted to be free and escaped to the other side. Unless that's intentional game design haha. 

Cute little adventure. I got pummeled by tomatos. Nice work.

The timing is a bit weird I agree, I have the "correct/incorrect" tones on the very last moment if its a yes or no, not with the input itself. This was to keep more in with the beat of the music just incase the tones went out of beat. (that's my explanation for it, but yeah agree it could be better). It has the visual queue of them being darker when they're not active and light up when they are active but guess I could have done more there. Thanks for playing.

Thanks for playing, I tried to create a few different pieces but I'm not good at music. Should have just worked with a friend for that, hindsight.

Yeah, I tried to create multiple different tracks to fit the beat but never landed on something that didn't sound stale. I'm not good with music so making a musical rhythm game was a struggle haha. 

Thanks haha, It was my first thought and rolled with it.

You do have to Right Click to aim before you can shoot. Just thought I'd say that haha

I enjoyed the MGS theme with the stealth and references. Nice pixel art also. Will definitely try to finish, the delay of aiming and shooting made it a little hard but I can see why you need it. Great work.

I didn't fully know what why I was doing what I was doing but I did the things and got to the end haha. Felt very old school in that manner. I like the sprites and old school look. Good work.

I think it would have felt nicer to land hits if you attacked in the direction the camera was facing, I had to do a lot of tapping back and forth with W/S to sneak hits in. The upgrades were a plenty which was helpful. Some frame drops when the eggs died but nothing that got me killed haha

I'll hold off on rating for now, I didn't quite know what to do. I tried different combinations of red/green buttons but it led to the eggs being bounced around. It didn't seem like I could do anything that I was aware of. Is there information on how to play?

I managed to get the idea of what was going on after a bit, I had to restart a few times because if you didn't do things in the right order (clicking the card first before the slot) it was soft-locking me from placing, or even skipping with enter. I managed to get a nice little defence/offence balance going where Evil Tomato didn't stand much of a chance haha. Nice work.

It got very bullet hell very quickly haha. I couldn't tell if I was or wasn't being hit by things. Assuming the hit box for play is smaller compared to the sprite. Solid work though.

Nice little bomberman style game. I definitely kept rushing to much and killing myself in the explosions haha. Nice  game in general.

I managed to get over 215k points, the best strategy was to wave your mouse back and forth and it would travel fast enough to hit any dragoons lifting you up pretty easily. I would suggest putting a limit to how fast you can move left and right to combat that. Otherwise nice. 

I love the concept, if there were points you get for hitting things that'd be solid. You mentioned it being pool but I spent more time sinking doki than the dragoons (if that's the objective?) haha. Love the connection you make with DAD when you hit them.

I managed to get 12k+ points. I don't know if that was good or bad haha. It would have been nice to have a "infinite" mode where you could go on a longer.  Nice art and idea. 

It was very difficult till i stopped using the 3rd Tactic, 1st and 2nd were more balanced as I was finding it hard to hit the targets with how quick and random they were. Dodging for more turn time is nice. The fact it gets faster and takes more inputs each time you dodge was fair. But yeah the only thing I could say is have the targets after the first gold coin spawn higher, or move a little slower. If you miss the first few you don't get much time with the rest of the targets after that. Also assuming crawling through the vents is a MGS reference haha? Lovely artwork and music too.

Enjoyed playing. Neat roguelike mechanics. Ammo capacity was definitely too cheap haha but it was fun. 

Nice game, Monke go zoomy. I couldn't figure out how to avoid triple Connor barreling through but was fun game.

Great visuals and concept. The only thing I would say is maybe starting Connor back a bit to give the player a little more time to click on the bananas, that was the only issue I really had haha.

I'm terrible at bullet hells but dang this looks good. Art style is awesome. Beginning story was great too.

Yeah, that seems to be the common consensus on encounter rate haha. I don't even know how Connor ended up facing the wrong way lol. I know I rotated him, maybe it didn't save the level right. Let's just put it up to Connor is to Chad and doesn't find them a threat haha. Thanks for playing and for the feedback!

Interesting concept of apocolyptic food delivery, people gotta eat no matter the situation. Nice haha.

Haha yeah, I intended for more than just the same guy, but had no time to fit it in. The  original random encounter rate was shorter time than current haha, so that would have made it feel worse.  I talked about it in other comments that I was even going to remove it but didn't want to waste the time spent on it haha. Thanks for feedback.