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Poty

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

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Hey adfxgames! Thanks for playing TAE RPG again.

Glad you like the overall feeling of the game (art and sounds).

The fight doesn't end just for now, I'm still trying to figure it out how to place some resource veins at the grid, so you can gather them after the fight (that is why it doesn't end). You have the ability to gather wood, stone, iron, fish, etc, using some tools like axe, pickaxe, fishing rods, etc.

We are definitely going to have some impactful music for bosses and elites.]

Thanks again for your feedback, hope you continue to play to provide us continuing feedback.

All the best.

Parabéns pelo projeto pessoal! Pronto para encontrar o grande cervo.

Hello! Congrats on the game, loved it.

* What was the most frustrating moment in what you experienced?
When I reversed and my guy didn't wait, started moving.

* What was your favorite moment?
Loved to fiddle around placing blocks to create my paths, neat idea.

* Was there anything you wanted to do, but the game didn’t let you?
Nope.

* If you had a magic wand where you could change any part of the game, regardless of cost or complexity, what would you add/change/remove? 
Don't know if there is already, but a flying card/flying mechanich would be sick.

* What would you say you were doing in the game? 
Figuring out a way to escape the void by building some slick paths.

* How would you describe the game to friends and family?
A nice little card puzzle game with good feedback and good soundtrack.

I'm guessing these are your drawings and you've created a story that revolves around them, that's a neat concept! Congrats, :)

A little abstract for me though, is that RPG Maker?

Thank you!

Will play Saturn Striker Force, :)

fire game (2)

Hello. Good work on this! Played for some time.


* What was the most frustrating moment in what you experienced?

Placing, draggind and managing components is a bit cumbersome, needs more work. Including wiring mode.

* What was your favorite moment?

Setting up a network full of switches and watching them "be".

* Was there anything you wanted to do, but the game didn’t let you?

I wanted to press "W", or any other shortcut to enter "wiring mode".

* If you had a magic wand where you could change any part of the game, regardless of cost or complexity, what would you add/change/remove? 

A shortcut to wiring mode, fix the component mouse interaction, feels clunky.

* What would you say you were doing in the game?

Setting up a network.

* How would you describe the game to friends and family?

"CDN guy" pretty much does it.


Anyway, congrats!

That's it. Screen shake, animations, impact, player feedback. The player should know that they've done something that matters, :)

Hello!

Well, Spinatus definitely has the bones to be a good game.

Well implemented mechanics, timed implementation. Really enjoyed playing it.

Ignoring art and art, as you asked us to, my suggestions for you, as it is in very early development is:

1. Connectivity between actions. Shoot, special and Q ability for instance should allow the player some interaction and connectivity between them, like shooting while charging or holding the special at max, IMO those abilities should interact with each other to make the gameplay really flow;

2. Some meta progression to "control" a bit more the robots cannon direction, power, etc;

3. I think this game can really shine with juiced up actions, everything should have an impact, I'd work towards that as well.

All and all, I think Spinatus might be a good game since it has the bones to it. Good work on it!

Who doesn't like a nice flappy bird clone.

The gameplay felt good. I would polish it up a bit, with some parallax background, maybe some gravity acceleration. Some "ground" events, given that I'm a helicopter.

Somethings were a bit annoying. That highscore at the end showing up everytime I crashed, super annoying, it's flappy bird, I want to play it a lot, and fast.

But good work overall.

I got the idea, and I know this is a super early project.

I'd keep working on this idea, it might turn into a nice puzzle platformer, kinda different from what is out there.

I'd look into some base rules for platforming movement, like "the one you're on cannot move", otherwise I can just drag the plaform I'm on until the end of the level.

Anyway, liked the idea, I'd encourage you to keep working. Congrats!

Hello! I've played and filled out the feedback form, I hope it helps.

I'll say one thing here, that behemoth near the bunk beds scared the sh** out of me, hahaha.

I wish you good luck on the game, great work so far!

Loved the "Dear devlog..." take on your devlogs, haha
Well done

Well, it is in fact a very niched game. But is seems very well put together!

1. Imo, the music should be almost an environment, something closer to the sims (when in the neighborhood view);

2. That all in tutorial at first is a bit overwhelming.

Overall, nice job on this.

(1 edit)

What a neat 2D platformer! Loved the soundtrack and fx, the art style as well. Good controls.

Lore as well, nice story. The action being the up arrow key is a good way to make things flow! I'd follow and play this game for sure.

Let us now if this project hits the mainstream with some more content.

Great work on this!

Hello!

* What was the most frustrating moment in what you experienced?
There is not a lot to the game.

* What was your favorite moment?
The "game over" screen certainly has a nice transition to it, loved how it all end, maybe a sound fx to polish a bit when it happens.

* Was there anything you wanted to do, but the game didn’t let you?
Do a dash. Evade some enemy bullets. Horizontal movement.

* If you had a magic wand where you could change any part of the game, regardless of cost or complexity, what would you add/change/remove? 
Add some meta progression (upgrade something after each run).

* What would you say you were doing in the game?
Evading submarine mines. 😄

* How would you describe the game to friends and family?
A bat endless runner with not much to do.

All and all, good job! Congrats on finishing this project.

That is awesome to hear!

About the UI, my feeling is that should be a bit more polished in general. What I do is take a look at some similar genre UIs and adapt them to my game.

Here are some sites I use to navigate through different UIs to make some benchmark:

https://www.gameuidatabase.com/index.php?set=0&plat=2&tag=89,43,65,12&r=4
https://interfaceingame.com/games/

Hello!

GOOD:
Music
Font
Godot ❤️

NEED POLISH:
UI
Mob spawn system

WOULD ADD:
Key binding
In place events

It is a great experience overall.

_______________________

* What was the most frustrating moment in what you experienced?
To run as fast as I can to the corner infinitely and no mobs spawning at all.

* What was your favorite moment?
Max sickle was pretty sick.

* Was there anything you wanted to do, but the game didn’t let you?
Run indefinitely all the way to any extreme point (it let, but it spawned no mobs).

* If you had a magic wand where you could change any part of the game, regardless of cost or complexity, what would you add/change/remove?
In place events, maybe some shrines (diablo style), chests, quests to do in each map.

* What would you say you were doing in the game?
Running after mobs.

* How would you describe the game to friends and family?
A nice and friendly ninja survival game.

Hey adfx!

About the UI, what I do when I'm developing my games is:
I look for games with similar genre and do some benchmark regarding UI. These 2 sites are great to do that:

  https://www.gameuidatabase.com/index.php?set=0&plat=2&tag=89,43,65,12&r=4
https://interfaceingame.com/games/ 

It is good to follow the best practices of user experience (this includes UI).
More polishment as well, a clean UI is key because is the first thing the player sees.

"What kind of visual glitches did you see?"
I'll add a screenshot.

(1 edit)

Hello!

* What was the most frustrating moment in what you experienced?
There wasn't one to be honest.

* What was your favorite moment?
The intro cut scenes, real life recording, and the effects, are quite nice!

* Was there anything you wanted to do, but the game didn’t let you?
Survive.

* If you had a magic wand where you could change any part of the game, regardless of cost or complexity, what would you add/change/remove?
More inventory management, items that change a situation a bit.

* What would you say you were doing in the game?
Trying to save everyone, including myself.

* How would you describe the game to friends and family?
Exaclty what it is, a short horror story.

Hello!

* What was the most frustrating moment in what you experienced?
Couldn't figure out how to play vs CPU.

* What was your favorite moment?
Hit and impact felt quite good.

* Was there anything you wanted to do, but the game didn’t let you?
Couldn't make some combos, maybe that's my fault.

* If you had a magic wand where you could change any part of the game, regardless of cost or complexity, what would you add/change/remove?
UI needs a complete overhaul. There were some visual glitches on my playthrough aswell. Characters felt floaty, when you release the keys, movement should stop imediately in my opinion.

* What would you say you were doing in the game?
Hitting some people with different weapons.

* How would you describe the game to friends and family?
A sci-fi fighting game prototype.

Lets make this one count! Just arrived.

Hey Ash! I'll take that as a good thing, stone story looks awesome, 😄

Thanks 😊

Well, what a great game you've made 3101!

What was the most frustrating moment in what you experienced?

- Not much to tell here, it was a nice arcade experience for me.

What was your favorite part of the game?

- The main mechanic is simple, yet really satisfying, double/triple/multi kills were a great idea.

Was there anything you wanted to do, but the game didn’t let you?

- I really wanted to do some crazy s***, to see some reaaaally crazy stuff on screen, to upgrade that lightning wall and just let things be out of control.

If you had a magic wand where you could change any part of the game, regardless of cost or complexity, what would you add/change/remove?

- I'd add lots of crazy stuff to the arena, lots of sfx, multi kills voice overs, the possibility to "break" the game.

What would you say you were doing in the game?

- Throwing enemies onto lightning walls and hoping for a rampage!

How would you describe the game to friends and family?

- A well made mix of arcade and survival.

Keep it going, good luck.

(1 edit)

Awesome! Thanks for your feedback 3101, that was super helpful. 😊

All the best.

Well, isn't that gold feedback! 😊

Thanks for playing TAE RPG, and you're absolutely right, we have to throw some RPG in there, and that will be done!

Also, thanks for the recording, I've found that to be super helpful, specially for tutorial building.

All the best to you!

Feedback Desired

- Does the first person block pushing mechanic have legs (ie. Do you think it could form the basis of a game, or is it too clunky / obscuring): I think it is perfectly fine, but maybe you could add some "M" key input to see the map from above, to kinda plan our moves, first person doesn't let you "see" everything.

- Are elements clear where they are in the game world (ie positionally): Kinda of what I said above, it is "kinda" clear, but an overall camera would be nice.

- Thoughts on the art style: Loved it, I like those "borders", don't know the actual name of the effect.

Feedback that is not especially helpful

- Bugs: That "jump to enter puzzle" thing is reaaaaly annoying. Haven't found another one.

- Juice / User Feedback / Polish: All physics interactions, in my opinion, should make the player "feel" what your doing. Pushing stuff, reseting puzzle, the cube entering the ball, all that should be represented.

- UI: Not much to say here.

- Character controller: Fine, it felt kind of loose, but fine!

That's it, all the best to you and best of luck on your game!

That is awesome, looking forward to seeing the recorded gameplay.

There is in fact not much to do, I was looking to test this explor -> combat feature, skills and consumables during fight.

Combo attacks will have a huge role during combat, and indeed I'm still thinking about this "wait" until attack, lets see what I'll come up with.

Thanks for playing TAE RPG!

All the best!

Hello!

Thanks for playing TAE RPG. We'll indeed have more props inside combat, trees, mine veins, rivers to fish, that is why the fight doesn't end when you win. 😊

Thanks for the great feedback! "Run" can actually be exchanged for "Escape", and we'll also have a dedicated combat log screen accessed via "L"key.

Thanks again, all the best!

Awesome, but that was good to know! Anyone else having this problem?

Hey! Played through the first puzzle (the hamster wheel thing).

Loved the setting of the story, I'm not a 3d puzzle guy, and wanted to reach the end of it to see what the hell is going on. The puzzle design seems logic, I had to use new stuff that were presented to me gradually, that felt great.

Missing game feel, impact, player feedback on interactions, animations, specially in physics stuff, like the rock handling.

Overall, the story would definitely get me hooked and puzzles seem to be great!

All the best!