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Punkake92

16
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5
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A member registered Jan 21, 2021 · View creator page →

Creator of

Recent community posts

Thanks!

Thanks for your feedback!

I agree that health bars were necessary. Glad you enjoyed it!

Cheers

Thanks for your feedback!

I do agree that the game needs  a mechanic to force the player to move, thank you for your input.

Cheers

Thanks for your feedback! Glad you liked the concept.

Thanks for your feedback!

Yeah, this was avoidable, but I went full OCD on those blocks and decided for simmetry.

Cheers

Thanks for your feedback!

I'll definitely try and implement some of the features I had in mind: I'm not gonna spoil too much, but one would force the player to move and not just stand still and shoot, while the other would reward controlling the ball.

Cheers, and good job on finding the right angle!

Thanks for you feedback!

Nice idea and, as already mentioned, with some difficulty progression it could be really fun. One thing though, if you hug the left invisible wall and stay still, you never get hit, I cheesed it big time :P

Liked the concept even though automatic fire would have been a nice addition.

After I died, I could still shoot and kill enemies (but couldn't move or dash). Probably a bug.

Very interesting concept! The game is simple yet fun. One suggestion would be to implement automatic fire: for any game that involves spammy shooting, being able to hold lmb rather than clicking it hundreds of time makes a huge difference in terms of QoL.

Thanks for your feedback!

nice catch! there is indeed a very short cooldown for fireballs. The idea behind it was to avoid excessive spam of fireballs, which would have been detrimental both gameplay-wise (e.g. you could spam while walking) and performance-wise (I haven't really had time to optimize the code and I'm instantiating and destroying them each time). 

Regarding the implementation of a visual indicator for the cooldown, I usually agree that it is a very nice feature but I feel it would be kind of awkward with such a short delay: the player would just catch a glimpse of it. It would surely be registered, but I'm not sure it would be consciously perceived and correctly interpreted by the player, rather than being perceived as noise or distracting. If you already have implemented it for short delays in past games, I'd really like to know what was the feedback on this regard.

Cheers and thanks again for your input!

Thanks for your feedback!

Glad to hear that someone shares my monitor setup :D 

Have a nice day

Thank you for your feedback! 

as I mentioned in the other comments' replies, I hadn't taken into account the variability from pc to pc in this regard; on the bright side (no pun intended), it would be a really easy fix.

Cheers and, again, thank you for your input.

Thank you for your feedback! 

I actually hadn't  even considered the fact that other machines or changing the brightness settings could make the scenes visible. As mentioned in another comment, when running it on my pc, the screen was pitch black.

Cheers and, again, thank you for your input.

Thank you for your feedback! 

Regarding the timer: the initial idea, which I also believe was more in line with the theme, was to implement an alarm level that would increase with each fireball spawned; however, due to time constraints, I opted for using a timer, which was easier to implement and required no artwork.

Regarding the darkness: while testing on my pc, the screen was pitch black (on Unity settings, I set the light intensity at 0.02%), but, unfortunately, that's the kind of thing you catch only when the game is played on other machines.

Cheers and, again, thank you for your input.