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Rpheus

17
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2
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A member registered May 25, 2018 · View creator page →

Creator of

Recent community posts

The core gameplay is fun, and the minimal look is perfect for the game

It is not clear at the start where you have to put the packs (between the shelves, over them?). Maybe by numbering them it can become clearer?

The randomness of the order combined with that of the packs' spawns can be harsh on the player's score 

Intriguing game, the setup is very compelling and the writing is on point. Visually stunning

But the second level is really unpolished, I think that right now the build would feel better without it. On the first run the lack of feedback is a bit frustrating (maybe another symbol - as a map pinpoint -  for the objective is clearer than the weapon's reticule? Dunno)

Bug: you can open the option menu while in the option menu, causing multiple overlappings and some problems with the camera when returning to the game

It looks gorgeous! And there are lots of sound feedbacks, which is so rare in jams!

Got some issues with overlapping texts at the center of the screen (maybe just lower the Quest messages if you want them always on screen)

A funny arcade game! Imho It would be even better with a smoother friction when hitting the walls with the side of the car

Love the minimal art style! The control are also smooth and easy.

Slowing down time also reduces momentum while jumping, making it less convenient to use

Overall a neat and nostalgic game feel!

Although working with unity’s time calculation is a little bit clunky and creates way more unwanted dynamics (like making the player shoot a laser beam) than predictable ones

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Gorgeous pixel art, but the game itself lacks feedbacks for the duration of the speed ups, monster patterns etc, and the tutorial is not intuitive at all.

The potential is incredible

Interesting declination of the concept of game over!

Pretty simple, although the time rewind mechanic feels a little off since basically all levels only have a “visual” trap component to them, and quickly restarting the level would have the same impact (and be faster)

Art style is neat. It feels like you put a lot of attention to details, but it's a pity the design doesn't make them stand out as it should

The modular generation is cool, but sometimes feels unnecessary
There is a 100% guaranteed winning strategy that revolves around spamming turrets only around the house, making the Fences useless.
Game progression is too slow compared to the economy, and sometimes the monsters can bug out by spawning in groups on the same square, preventing them from moving.

Cool art style!

A little clunky tho

Great art style!

The fighting is funny, but a little bit clunky.

The scene lacks a clean distinction between foreground and background objects, which makes it slightly harder to navigate.

Peculiar art style.

The “present” scenes are neat but the “past” reconstructions are way too heavy on the eye.

The game, as I can understand, is “incomplete” (clues and suspects are empty or not working) which is a big “minus” to the overall rating.

Still a great potential, good job!

Clean and cool design, neat artstyle. Overall nice experience! Would have been awesome with a controller

A good pixelart complements this game with a clear design!

What's bothering is that the sphere's spawn position is not correctly centered so depending on where the character is turned, it can crash immediately against a wall (it can be seen clearly inside corridors, when going against the upper or lower wall). Also it's unclear what actually can break the sphere.

Options, and particularly the volume slider, would be a very nice addition

The execution is pretty clean and very well made, same as the artstyle with an astoundishly nice pixelart.

On feedback perspective everything is communicated well without unneeded explanation, contributing to the fast "pug-n-play" nature of the project that immediately throws you into challenging levels

Love you

Thank you very much!! It was our fault, a button should have appeared for the 4th Planet Spawn but it just didn't; thanks for pointing it out! A new fixed build is up now if you want to try it :)