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RikOclon

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A member registered Dec 19, 2014 · View creator page →

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Thank you! 😃

That's really kind of you to say, allalonegamez!

Really awesome work! The puzzles and art are great! Very solid job!

If I were to change something I would make adjustments where you have to restart the level for placing a piece wrong, or at least speed up the processes of restarting the level. It felt laborious to wait for the level start animation, run down to the access tile over and over again.

Also on the overworld map view it would be cool if the piece that is player controlled blinked or was highlighted somehow or had a box around it, just as another level of polish to better indicate to the player what they are controlling. 

Really great work! it felt true to the era that used the hardware! I would have loved to have this cart as a kid growing up, alongside puzzle games I loved like Pyramids of Ra! Keep it up!

Thanks so much for playing, Nicole! 💗
Very glad you like the music... that means so much coming from such a talented composer! 🤩

Great work! the game's design is pretty solid for a jam! 

Nice work on the sprites and particles!

Some things I would polish in a bigger version:

Pause gameplay during the upgrade UI

The blue and the red dragons did not seem all that different from each other.. maybe some type of build up animation for the faster shooting dragon would help.

The player controls felt a little clunky, like you release the key and the player still moves for a few hundred milliseconds. then this is exacerbated when you upgrade the players speed. I would set the players input methods to be in Update() and then adjust the player's ridged body physics in the FixedUpdate(). Here is more info on that via Unity Answers

I couldn't tell right away that I was fighting a boss until I noticed it had two heads. Im not sure how to announce it better... maybe a big health bare appears at the top or bottom? maybe it flashes when you hit it? maybe the background flashes when it enters? all kinds of options.

I think I beat the boss... or did I die at the last second?... I'm not sure because it just says thanks for playing... your welcome, for sure! but reward the player if they won. players like being told how great they are lol... and if I lost you could probably just restart the game and I would figure it out, but an explosion first is always best. 

Overall a really great jam entry! I think you did a good job of ramping up the intensity smoothly and comfortably, while still keeping it challenging.. that's always a difficult balance, so big kudos!

Keep it up!!

I'm definitely going to play some more soon! 😃

Very cool and tough prototype!  I like the second level!

One issue I found was that when the player is against a wall it doesn't seem to allow the player to shoot.  Then later in the second level the bullets appear to be the same color as the floor and are only visible in shadow.  While the game is perhaps too challenging atm, I'm confident that with some fine tuning of the mechanics (like the players movement drag) that this game will be a lot of fun!

Many things (UI, dialog, level design, etc) in the game work very well! Awesome work making a playable prototype! Cant wait to see you take this further!

This is great! 

Thank you so much!!! 😃

Awesome job! A very cool experience! I found 5 key locations! 

It would be cool if there were some creative and still mysterious way to be hinted how many are left or general direction to head since the world feels SO big. 

After finding my way out of the red storm, the dust and scratches and vignette mask stayed on until I restarted. 

I loved the music and sfx, and the wind was done very well! Keep up the fantastic work!

Great work! I love the music so much! The pixel art is well done and suits the theme and tone of the gameplay and the guns are a lot of fun to play with! I can't wait to see what else you do with the enemies as they get more intelligent! Nice job with the sewer boss! 

Could it possibly benefit from a stamina bar? your call.

Keep it up!

Ahhh I see! Thank you so much for making this clear to me! I will definitely change the controls infographic! 

I very much appreciate your input, so be sure to let me know of any other things you think of... 

And I'm thinking pinball flippers might make a good level mechanic. I will play with the idea :) 

Thanks for playing and for the awesome feedback! 

Sorry that it had you frustrated.  There is a controls menu available from the start menu that explains the controls. To fire shots you press w, the up arrow, or the fire button on a controller (bottom button). The space bar (or right controller button) is the boost button. No need to switch control options since they all work at the same time. You can use A and D as left and right and the up arrow to shoot or vice versa, left and right arrows to move and W to fire. If you want to use two hands. I tend to use a controller or just one hand myself, but its been tested to work using the other methods.  There is some fine tuning still needed (it is in beta). Hope this helps!

I thought about putting flippers in, but I felt that it would not be conducive to the gameplay and shooting the ball is more accurate when you land a good shot. 

I'm glad that your interested in the giant bosses! Right now there are only two but I'm planning to add more. 

The arrow keys ARE actually supported as well as controllers.  There will not be gameplay support for the mouse. The mouse is only used for menues and UI.

What do you think would help players like yourself enter the controls menu? Maybe show them the controls menu automatically the first time the game is played?  

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No problem thanks for the friendly response! I Am yet to check out the rom on my phone. When I get the chance, I'd be happy to provide more feedback.

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I donno how hard this is to repro, but I got Athena to deal out credibility over and over, right after I saw her at the hospital.  I just kept questioning her and choosing good cop and she kept giving me the same clue.  I thought I'd let you know.


Here is some feedback.:


I love the art-style, and music.


I haven't played long, but, this is an  interesting take on the profession. I was a little surprised that I could just keep giving the first homeless person money over and over with no consequence. 

I would not have drawn out getting the radios. 

I would have liked to see less invisible walls and more visible barricades. Its un-intuitive to walk to an opening to find that its actually a dead end, then searching un-indicated dead ends for a passage.

Some interesting mechanics, for sure.

So far the writing is entertaining


That's so awesome of you!
I've been working on a vertical shooter combined with pinball for two and a half years and I'd love to get your feedback on it!
No charge!

https://rikoclon.itch.io/retro-space-ball

Thanks! :)

Awesome work! Keep it up! 

holy shit, I couldn't stop laughing!

I'm having a lot of fun with this! Thanks for making it! 

Great work! A cool challenging mini golf game! Tons of levels with thought provoking design! Clean aesthetics and straight forward UI.

Thanks so much for playing and providing such great and honest feedback! 

You aren't the first to mention manual vertical movement, but you are the first to mention just manually moving down. Most people ask about manually moving up. Either way it's something that I may end up toying with, since its usually the first feedback people give. 

The vanilla laser has been getting this common feedback too. Nearly every iteration I speed it up a bit, but I think I may need to try to stabilize the ball so its easier to direct.  

As for the spread shot being OP. You're correct! I'm thinking about nerfing it just a bit, though some people really like the OPness of it. Its a tough call so I think minute changes my be beneficial. 

Thanks again for your well written and awesome feedback! I very much appreciate the support! Get at me anytime if you come up with anything else!  😃

:) I'm stoked that you had fun despite it getting stuck on you.

Retro Space Ball is probably not the best candidate for a browser based experience, but  I'd love to hear more feedback from you! 
I will do my best to optimize it for browser play in the future!

Thank you for playing and for your feedback! 

I definitely recommend downloading the Windows executable if you are on a PC. This is a problem that occurs for the WebGL build on slower computers/connections. 

Extremely sorry for the inconvenience!

Thanks a ton for playing! :)

Thanks so much for playing and the great insight! More is definitely planned for to increase the size of the game!

This experience thus far is promising! I love the illustrative art style! I'm interested to see where this goes!

Awesome job on the filters and audio! 

Thanks so much for playing and providing feedback! Volume slider is definitely going into the backlog and should be fairly easy to implement. I don't see why it can't be in the next update :) 

Cool game! I love the concept, and its quite fun to play. Cant wait to see the "coming soon" features when they are ready.

As far as constructive criticism goes... It did crash on me a few times, but it saved the game and no progress was lost. It would be nice to see that worked out at some point.

The UI is a little bit confusing, but I figured it out. The tutorial was a little daunting, perhaps maybe too in depth. I found myself just clicking through.  Perhaps providing more info on the UI itself and less on the tutorial would help in both of these cases.

Oh one more thing on the tutorial, at the point where it says to hit the back button the arrow points at the button but on some devices like mine, the back button is on the other side. Just food for thought. 

I really enjoyed my experience and I hope my feedback is helpful in further development!

Wow! Thanks so much for posting this video! Watching people play is a great way for me to come up with ways to better the game! I'm glad you enjoyed it despite it being at a somewhat early stage in its development! The next update is much more developed. 

Feel free to let me know of any ideas you might have to make the game better! Many changes are already underway, but I love to get feedback! :)

Here is a link to the project's backlog in case you're interested in the development
https://tree.taiga.io/project/rikoclon-retro-space-ball/backlog

Stonebridge Sea community · Created a new topic Found a bug

Hey there. Great looking game nice simple game-play but I first encountered a bug at the very start when I picked up the first piece of fruit and then tried to put it in the pit. The dialog got stuck in a loop where it would say press k ( with no dialog bubble) , I would, then the dialog bubble would flash for a split second and after it disappeared the controls were still locked. I could hit K again and the bug loop would start again with the controls never being unlocked. I had to restart the game. I enjoyed the game collecting all the pickups I could and when I was back at the starting Island I talked to the woman making the raft and after her dialog was done I was stuck in the same bug loop I described with the pit where the controls locked up except for the k button that just restarted the buggy dialog loop.

Just thought I'd let you know, so you could fix this.
Really great art in your game!

Pretty cool and fun! Good job! I made it to the win screen after 5 or so failures.