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Sabre Rael

19
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4
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A member registered Apr 11, 2021 · View creator page →

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The game was pretty good. It ran well and looked good. The voiceover and sound effects worked well and fit the tone you were going for. 

Personally, the controls were a little too drifty (I understand that was the point). Near the end it felt like something was pushing the ship off course. I don't know if that was just me or if that was a thing. If it is a thing, it should be better telegraphed. 

Good job and best of luck continuing the project!

This is a fun little game. I like the concept of your life being tied to the music. The difficulty seems good, not too punishing but not a walk in the park either. 

Some other people have mentioned it but the dash being Space messed with me several times through my playthrough. That's my only real issue with the game. 

I can absolutely see this being expanded into a full game! Awesome job!

This is a fantastic puzzle game. Characters are cute, music and sound effects fit the game perfectly. None of the puzzles were too hard. It's just a great game. 

My only minor issue is with the battery. I'm just a little confused by them. I understand the checkpoint part of them but I'm not sure how the power portion of it works. Is is an area around them that is powered or does the line have to cross them to be powered? It felt like the first one but I'm honestly not sure.

Looking forward to more of this game!

It was the section right after getting the swing.  I wasn't anywhere near the fail line, I was just struggling to get back over the gap. It was not very clear that you could only grab the moss bits.

Just a thought, maybe you could add a menu or something where you can review your powerups and their descriptions and/or controls?

It is an interesting idea but I unfortunately didn't get to experience much of the game. I saw what I needed to do for the second puzzle room but I either was not throwing the box far enough for some reason or did not have fast enough reflexes to execute the sequence of actions I needed to do. I tried for a couple minutes and could not get it to work.

I think it's a good start and could see this concept growing into something really cool. 

Thanks for playing! Yeah, fixing that bug was on my list of things to do, I just didn't have time to fix it.

The game is alright. No bugs that I noticed outside of the High Score tracker not resetting when you die (not sure if that was intentional or not). No music played when I played the game which was a little odd for a rhythm game. I also noticed that the game always spawned 5 blue circles and then 5 red circles. It would add some challenge if that got mixed up a bit more.

It's a interesting idea that needs to be expanded a bit more.

I really like this game. I love the minimalist graphics and the soundtrack and sound effect work fantastically with this game. 

My only gripe is with the Web Swing power up. It was super finicky for me. It would work perfectly some times and other times, I would be doing the same thing and the web didn't stick to the celling. I wanted to finish the game but I couldn't consistently make that power up work.

Really great work. This game is great and I would absolutely play more of it.

This is a very interesting idea. The idea was unfortunately hampered by some bugs in the game. For me, the game starts lagging very severely in certain areas, making it hard to control the character and avoid traps or enemies. There was also a glitch where I couldn't move after talking with the wizard. I talked with him twice on accident, I'm not sure if that's what caused it. 

Again, a very cool idea. I think you have a solid foundation to build on in the future.

This is a stunning game to look at, clearly a lot of work went into the particles and other visual effects. On top of that, the gameplay concept is unique and you did well with it. 

The main issue I have is with the multiple helicopter section. The timing for that section feels so tight that, it felt like random chance whether I dodge the helicopters or not. In my mind, quick time events are just about reaction; if I do the thing in the time limit presented, I should be good. There were multiple times where I would click the button very quickly and still die. And this was on the default difficulty. That made it feel really unfair and I didn't finish the game because it. 

Overall, I like the game. It's beautiful and the concept is awesome. It just turned into a rage game for me and I couldn't finish.

Thank you for playing, I'm glad you had fun with it! The player collider probably is a bit bigger than it needs to be. If I revisit the game, I'll go in and adjust it.

This is fantastic. The game is gorgeous, the music and sound effects are great, and the concept is really unique and fit the theme perfectly. 

The only issue I had was with the 4th level, the timing on the jumps and pokes felt a bit too tight. Your team did a really great job. If you ever expand this into a bigger game, I would love to play it.

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Thank you for playing! Did one of the ghost collide with your character just before you ran into that issue? The ghosts are only supposed to teleport after stealing your wood so it's possible you were standing on the respawn point it chose to teleport to.

Bugs happen all the time and it did nothing to hamper my experience with your game. Seriously, this is a great game and a really impressive accomplishment!

This is a great little game, I enjoyed playing through it. I love the art and music and the fact that it can be played on a GameBoy is awesome. 

I found the hit detection on the player a little wonky. With the bosses specifically, it was a bit hard to tell if I was hitting the boss or if I was getting hit. I also found a bug with the final boss where it and the one minion left didn't do anything after I died, respawned, and came back. I was able to just walk and hit it until it died.

Fantastic effort and a great game.

I enjoyed the game a lot, it's a fun mix between a puzzle game and reaction game. My best time was 1m, 44s.

My only comment is that I wish it was a little easier to clear an unwanted tile instead of placing random tiles.

Thanks for playing the game! Yes, I did discover that cheese during my own testing. I figured that if you dropped off the wood before they could steal it, they would realize you don't have any and teleport away. I didn't want to punish the players who got caught at 0 wood.

 I'm now realizing I could have made the ghosts disabled if a player was holding 0 wood but hindsight is 20/20.

I like the overall game design, an action-oriented Plants Versus Zombies style tower defense. It's fast paced and is a lot of fun. 

Having just the two sound effects is a bit repetitive, especially without any music. Something to consider is to have a couple of similar sound effects that that get chosen at random instead of the same one every time.

The wave system is a good start but it's hard to rebuild as the wave is still going while that timer is running.  Consider either making the rebuild timer longer to account for that or starting the timer as soon as the last zombie is offscreen.

This is a solid game with a lot of potential for growth, good job.