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Ravenscope

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A member registered Sep 23, 2020 · View creator page →

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Could not rate the game, as I was unable to finish the jam myself.

The game is great, running pretty well on an old laptop (that could barely run most good-looking games, even if they're old). However, did get some issues here and there.

I couldn't interact with the campfire, until I crouched, which was quite weird, and the camera, oh my god, the camera jankiness (which I totally forgive, from the little time you have to make a game this ambitious), it keeps snapping to a position, causing this glitchy effect of it snapping all over the place.

I liked the combat, though! Compared to everything, it feels quite good to play, and the beautiful areas of the world, running through lush plains? Yes, such potential!

I'm glad that the atmosphere managed to emit the feeling of a desolate world, as it was the idea and lore of the game.

Thanks for playing! :D

Thanks for playing! I'm glad you enjoyed the game.

I was quite unsure of how the assembly worked, but it seems to have worked well then!

Thank you for the feedback and playing!

Indeed, I did think of adding music and SFX but there was not enough time amidst the debugging of the proc gen and the inventory-repair systems. Had enough time to add the main menu and the wind sound only.

Thank you for the feedback and playing! 

I'm quite glad that the idea of exploration was indeed developed well enough for replayability!

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Thanks for playing! 

:D 

A certainly fun game! It feels like a roguelike, and not at all! I reached about 1190 on the score, and it does too feel challenging but I felt like the controls were a little... slow to respond. The inertia, however, were quite the fun mechanics (I loved dodging the enemies by speed, and shooting at them from behind!)

Could use some sound feedback when hitting the enemies, and firing (but that might be of the time limit on the jam).

A fun game, and a fun concept! It feels quite original, and fits the theme well enough! 

However, I felt like controlling the player was like controlling something that doesn't want to be controlled. 

Perhaps it may be just me, but it just feels unintuitive to rotate and go forward then backward (or perhaps this is intentional for the difficulty of the game, I still dislike it, however).

This is quite fun! It is really quite tense to go from one platform to another while switching temperatures, not knowing where you will land! And a cool theme as well! I also had problems with the crates in the beginning, where I couldn't pull it back (because I pushed it to the door lol) and had to fall down to reset.

A nice concept, I liked the assembly period of the game where you have to match temperature and the right spot to assemble components. However, the flaw is that it wasn't immediately obvious how it exactly worked, and how would you do so. 

Like the others said, game volume is a bit loud and should probably include a slider for volume or something.

The palette was quite aesthetically pleasing, 

I like it! However, as the game plays on, it feels too repetitive and enemies had no variation whatsoever. What I did was just hold left-click on my mouse mindlessly to collect the scraps while dodging the enemies.. 

However, it is still somewhat challenging and somewhat fun at its core!

Straight into the action, and dodging bullets. I like that!

However, I don't feel like hard mode was any harder than the normal mode. (Perhaps it's just me).

Nevertheless, it is a nice game!

Thank you.

My apologies for the slow reply, but thank you very much. I'm glad to see someone enjoying my game, and yes, it would be a great idea would it? To have more objectives to the game than surviving and with powers that turns you almost invincible, yet not strong enough to let you survive.

I might continue the game beyond a prototype, but we'll see. :D

Always happy to give feedback :>

A fun puzzle game based on tower-defense strategies, it is a way to increase the difficulty of tower-defense games as GMTK always says in his video about TD games. The controls are rather strange in a way, but I quickly got used to it. 

My mind isn't really tuned that well to strategy and puzzle games, but this is actually really fun and good if you get the right combination of defeating the little imps invading your home. A bit of polish would improve the game well,  and give it a boost of potential.

Thank you.

I've had that control suggested twice, and I didn't even think of those in the jam beforehand. My first thought of creating the controls was centering it around the WASD controls, so the player can reach easily to them. But all of you say it seems that it feels unnatural and weird, that's understandable. :D

My idea was that each power gives its own disadvantage, hence being able to reactivate them upon deactivation. similar to an RPG system where each item has its own disadvantage and advantage. But I'm afraid the scope's too big to fit on a 48 hours jam, so the idea of giving up the sins where the player deactivates them is actually pretty good, just gotta think of a limitation before the game locks the card in the state of deactivation.

Thank you! I'm glad my game was fun to play :D

An interesting puzzle game based on the combination of clothes.

You even added voices to the game! Though I warn you though, it might be a good idea to add text-based tutorials or subtitles as not everyone can natively hear English and immediately understand them. 

I wonder if there are different ways to get the clothes and solve the puzzle, instead of doing it one way to solve the puzzles though? Usually those are one that addresses the difficulty of puzzle games.
I had fun playing the games, it has potential actually. Might think of how to continue the game development beyond the jam :D

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Thank you for the review, and glad to see someone enjoying the difficulty too.

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Thank you.

The first idea is a brilliant idea (able to left-click upon selecting cards), actually. I didn't think of that, and it would be pretty simple to implement while making the game in the jam. Thanks.

The second one however is intentional for performance purposes, as I had no perfect way to implement a less-laggy procedure for the enemy to come to the player. The enemy spawns with a ridiculously high radius, which lags the game, so it has to be somewhat in the middle to not crash the game much, and it is removed once it tags the player, and placing it in a variable for the physics process running the movement script. Hence the spawner is close to the coffin, but once I find a new way to implement better AI for huge mobs, I may actually spawn them beyond the screen.

Thank you :D

Thank you.

I had the thought to make the game with a goal, one in which defending the coffin ascending from level one difficulty to the highest. But this high-score goal is a good idea for this 48 hours jam, especially for my first time on a short of a jam.

Thank you.

I'm a solo developer, unfortunately. Had no time or skills to actually polish the art too much, but thank you.

Very fun to play actually, despite its difficulty in targeting enemies and somewhat strange collision when dashing through them damages you sometimes. A trajectory depending on the charge would actually be beneficial and would improve the player's experience and not cause early rage-quit in the game.

A hard beginning.
It's a good game, however, it went a little hard on the player in the beginning when there's supposed to be a curve towards the harder progression. Very polished too, other than the weird collision with the bushes when turning around with the character, but not sure if that's intentional.
I really love the arts, though! :D

Very weird and strange controls.
Why does it have to be on a single press of a keyboard for the character to move, instead of holding it down? It was quite confusing at the start, due to lack of instruction, but I quickly got used to it.
It's a good game with potential, just needs a little polishing.

Thank you.

There is no goal, the only goal is to survive and get the highest score.
I had the thought to make a leaderboard or something similar, but I don't think I had the time to do that.

Thank you.

I didn't even actually intend the game to be that difficult!
I'm glad to see the card powers are actually fun to use!

Thank you.
It's a high-score achiever, honestly. You don't have to do anything really big, just achieve how much how you want of the score.

The game is difficult, especially with the subject of ship joined together having upgrades. Without them, it's actually a normal bullet hell game with two players.  The art is not my style but it's pretty fun and challenging.

Fun original game. The player must time their movement well to win and predict where the arrows come next, and it's surprisingly polished too. Maybe, make the archers less predictable? This has the potential of a great time-killing game.

Thank you.
I'm glad to see that somebody finds the different Cards fun :D

My apologies that it took 7 days to reply to this!

Thank you for the feedback, it was by far the largest scope I've tried with a game in development ever and I may continue doing so to ever add different gameplays in one game. Don't worry, I won't ever give up on developing games as long as I have free time in my life transition to adulthood! :D

Thank you for the feedback and playing! :D

The player aim movement is pretty much designed for your mouse, and it is not designed for where you are walking. Hence creating this blindspot sometimes when they're trying to shoot, shooting the other way when trying shooting that way. Unless you're talking about a bug?

No problem! Happy to give feedback! :D

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Incredibly high-effort and good gameplay, there were a lot of collision bugs such as the gate that opens with the portal, and you'll have to get onto the platform. I have a question, where on Earth do you get off from that platform? I just jumped randomly and I phased through walls and landed in a random area, that disoriented me but I managed to win nonetheless.

That bright light when the time is close is rather annoying, you should change it to something more like a light that envelops the planet, but its opacity is low and doesn't have that bright bloom on your face.

The main menu is very polished too.

Although, why on Earth do I have to install the game when it can be played just like the other game by being shared into a zip file? If however you're talking about the size of the game, maybe just add an option for the download to have installer and zipped file.

Nonetheless, it's a good game that has a lot of potential when created into a huge standalone game. :D

It's a good game that I enjoy playing, though I am quite bad with strategy games (and I keep dying to heat and thirst because of my thoughtless move). I love the music in the main menu, though, maybe make some sort of warning sign when the enemies are chasing you because I didn't even see the enemies chasing me and died anyway xD

I love the main menu animation though. 

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Incredibly high-effort and amazing. Fast-paced and extremely hard, the player has really have to keep moving in order to avoid all the death they can get. I have found no bugs, so the game is incredibly solid. Love the music too :D

Though, I would love that the mechanical enemy would have an accuracy or range fall-off when shooting, as you can die sometimes even you are moving or being surrounded.

Thank you for playing and the feedback! Well, I had to do something about my poor art skills and trade it off with programmer skills while soloing, nonetheless, I will keep trying to improve graphics alongside programming. :D

You can already shoot with mouse-click button, it is cited in the instruction and the how-to-play on the itch.io page.

Maybe, could you release the background music? No problem, happy to give feedback! :D

It's pretty much a shame that it's a huge file download (my mobile data already cried looking at the size), and this would turn a lot of players looking to play games and give review. Honestly, in the future, please restrain yourself from needlessly increasing the game file. This thing looks like that it would've ran at 1GB or below anyway, with some compressed textures and all that.

Thank you for playing and for the feedback! It could have, yes. In the first place, I had planned for the first stage to have seven passive creature to make the world feel more 'alive' and the paths would be branching enough to make the game hard, but I run out of time before I could even add them all on. I'm still a beginner on making enemy intelligence and movement system, and it took me days to make the first three enemy xD

Well, it is inspired by the bullet hell game I've played on my PS2 and now on PC which is Touhou.

I would continue making the game if I got the time, yes. :D