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Rednaxelus

56
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A member registered Oct 13, 2018 · View creator page →

Creator of

Recent community posts

Really nicely polished!

Cool idea. It has some pretty big bugs but those will become fewer with practice

Hey, don't be discouraged. Visually I think it's good. It's just buggy

Cool game. Very impresive how much you were able to do in time. I too had problems figuring out how to attack at first. I would suggest maybe indicating the attack direction to the player by having the unit move slightly closer to the enemy it wants to attack and having an initial direction set by targeting the enemy next to the unit with the lowest health

10/10 polish both for the visuals as well as for (game-)design. Good idea putting those hints in there. Also really creative use of art assets and it was quite engaging. I'm convinced this will be in the top 10

I really like the asthetic and it is quite fun to play.

To polish it more you need to fix the spawning of the enemies and give visual and/or auditory signals to the player where an enemy is coming from. Otherwise it is quite frustrating when they spawn directly behind you while you are fighting someone else

It was fun. You can kinda cheese it tho by just clicking a lot thereby spamming a waterfall of arrows. Check the scaling/filter-settings to not have blury sprites

Maybe you lack the unity WebGL addon

Nice idea and cool visuals but in this isometric type of perspective it is sometimes hard to interpret were something is located in 3D space.

I'm not sure if it is a bug but sometimes nothing happens when I try to go into ghost mode. If the time you can stay in ghost mode and the time it is possible to go into ghost mode are limited you must signal this to the player.

It would also be good if the player had (automatic) checkpoints for every room

Pretty good level design and I liked the little joke about fall damage ;)

The controlls were not bad but also not great. I would suggest having the up arrow to jump and the spacebar to shoot and maybe to interact as well instead of the down arrow. The jump is a bit too floaty, try increasing gravity and having a higher upward jump-velocity.


It seems like this is your first game-jam game. Good job

Thanks, I'm glad you liked it :)

Thank you :)

Maybe I'll expand on it in the future

Dayumm that atmoshphere and polish is superb, The music and sfx are also fantastic and fitting. Did you make them yourself?


It is also really fun to play, although even when using headphones it was hard to tell if there is also an enemy behind you or if it's just the enemy in front of you. Maybe an additional visual indicator could help. I understand if that would worsen the imersion though.


There is a bug when you don't pick up the chest at the start you will not get bullets or a pistol from other chests. I would reccomend giving a pistol regardless of which chest you open first, or alternatively have the primary chest look different. Maybe a weapon-case


This is my favorite entry so far

I'm impressed, this is very well polished. I love the lighting. Very creative use of the sprites for the entities. I was suprised that there doesn't seem to be a hurt-sound for the player because your polish is already way more advanced than those basics. I can understand that maybe you found it annoying to have it but I think it us still neccessary for the user to notice when he gets hurt.

Thanks, I agree, at least with having more levels

True, you can kinda wing it like that. I already tried making the map smaller but it still was my prominant play-style too.

With additional time I would implement lava bubbles that can hit the player when he is edgegarding and I would implement more enemy types and an end boss :)

I like the way it moves although it's a bit to slow when you don't use the boost. And it would be good if instead of insta-kill you would loose a certain amount of bones first. Overall well done. Is the map generated or did you design it?

Thanks for your honest feedback :)

For now it is a simple endless runner. Every wave of enemies has one enemy more. The head counter at the bottom shows how many there are

I wasn't sure about this either but it also says "cropping, tinting, etc.". Recoloring is very similar to tinting so I think it's no problem, you don't have to go through the effort to create an extra shader I don't think. Correct me if I am wrong mods

I wasn't sure about this either but it also says "cropping, tinting, etc.". Recoloring is very similar to tinting so I think it's no problem, you don't have to go through the effort to create an extra shader I don't think. Correct me if I am wrong mods

very interesting!

Reaaally nice! I love the art style and audio! I only didn't get the controls at first because it showed to pull down but that almost doesn't work, you need to pull up

wow, I did not expect this to be the third part but I love it! It absolutely makes sense and I am glad you also explored other related topics.

Though the trilogy you put us in the shoes of 3 different people all with a unique thing they deal with. I wonder if you planed this in advance because it makes a lot of sense even backwards why the characters act like this.

I got the "Let's be honest" ending.

Thank you :)

Thank you very much :) Me too! I just like to watch them

The AI in this version is actually very simplistic but you are right, in general developing AI is really hard!

Here I just make them attack the nearest enemy soldier to them ad move in a straight line towards them. For now it is a really inefficient but effective double for-loop that gets executed every frame to update the target.

I have a collisionbox that checks if the target is in range and then executes the attack. The collision between the fighters is handled by the physics enginge of Godot and uses another collision box

Thank you very much for this experience :)

I like how you didn't go for archetypal "bad people" but rather real people with good intentions that make mistakes.

I got the Erika End 2 by following what I would do/say are at least would like to

Really good presentation. But the comunication what negative and positive thoughts actually do and how they work is not clear. It seems like sometimes they do something and sometimes not

Solid entry and fitting to the theme. The wind force feels good to fight against. A more clearly visual indication from where the wind is blowing would be good. For example gusts of wind FX

Jep that is a bug I fixed now :)

Yesterday I implemented a second unit. Gonna update the game once the jam is over.

Haven't played TABS myself but I saw some videos on it and it may have influenced me subcounciously

Rip Sydney Opera House and all the Eggmen.

Really freaking fun to play and great idea + execution! It was great to have varying missions. The last level was the most fun to me. This might actually be my favorite game of the Jam now, it's a blast to play and I love its charm like with it's (Sound) FX and level design

Really great job!

4.75/5

My favorite out of the 15 games I played so far! A solid entry. Very nice combination of cues for the player to know when a jump comes! Blinking bulb + Background + sound

I like the detail of seing the corpses of previous attempts. A death animation and smaller spikes would be nice.

I loved that the jump could also be executed in mid air that lends to more interesting leveldesign which I see you have executed on.

Very enjoyable! I would have even played more levels

4.5/5

Very interesting and cool effects. It is just kinda frustrating switching between the game and the folder all the time, at least for me

Good art, interesting idea but the gameplay gets boring pretty quick to be honest and you can't seem to lose

Thanks! Yes that is indeed a bug with a quick fix. In this version you are able to place units on top of each other. The physics engine then catapults them away. I will probably implement other units soon :)

Thanks my boi!

I made the units spawn really fast because I thought it wouldn't be fun placing that many individually but I will take a look if maybe one could have both ways of placing them

Sadly that is the only thing I implemented in that time but I have bigger plans for it :) Thanks for playing

Yes I also love the little dudes. My newer version has them celebrating at the end :D

I made the units spawn really fast because I thought it wouldn't be fun placing that many individually but I will take a look if maybe one could have both ways of placing them

Thanks! Yeah I made the units spawn really fast because I thought it wouldn't be fun placing that many individually. Music was planned but didn't make it in time :)

Really nice visuals and solid overall but is it even beatable?

ok