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SaibaShadow

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A member registered Sep 19, 2020 · View creator page →

Creator of

Recent community posts

Love the art, pleasing and calming, SFX I think could be a bit more meaty or crunchy. I think you could even make these seem oddly specific or maybe add secrets like choosing specifically a route of life might give you a specific special cause of death gatcha etc. Overall cool concept.

Okay so how do you move, I have had trouble like clicking on the player seems to give slight movement but I don't feel like I have that much control. Like the concept as explained on your page, but I think this could benefit from making some user experience considerations. Also ALL PRAISE BIG BLUE CUBE.

Some things to polish, exit functionality, sometimes the controls feel very giving or way too harsh, particularly with the big cursor size it felt like on the gun in particularly I was nowhere close to that section and it was prompting a button press but if I was slightly left bound it was more accurate.

Overall very funny, and interesting concept.

Really liked the concept, and feel like it fits the theme very well, though when I saw the bushes actually moving I thought you may have made going through some of the terrain give you supplies, and wasted a bit of time on that. Overall some UI stuff is where I think this game could improve as I thought I had full ammo but turns out I was out. Also some pathfinding issues with the AI if I position the player next the car, the seem to get stuck pretty consistently and allow for some free shooting, maybe want to make the car destructible, or assuming they are on a NavMesh a wider birth to the car as they don't seem to be able to move it anyways, unlike the boxes.

Really liked the concept, feel like a more generalized backpack hero that encompasses a lot more systems, alongside a match 3 game, and Tetris.

Your always immortal, just when the train cars have no health they stop generating resources, the obvious thing I would want to do is incorporate better enemy scaling, for instance if you go slow the enemies will scale. Though I think I should probably scale them harder, how I am handling this is when a camp reaches capacity the enemies instead of spawning new ones gain stats. So if you go slow to grind resources it ends up ramping is what I found in testing.

Really enjoyed the game

Thank you, was fun to design, and will relay the compliment to Peter.

Alot of unused assets that didnt make it in in time unfortunately, but we plan to reupload after the jam with the assets changed.

Thanks for the comment, we has a scaling issue, originally the maze was going to be bigger so you couldn't see over wall and such and could move from point to point in a much more fixed and controlled way, but we will take your comment into consideration when making games in future.

No problem appreciate any and all questions.

I really like this format for this pet sim, and I feel the scope is good,  just decided to play around after I got its final form, and found the lack of music or ambient sound a bit jarring when you get the final one. I am a fan of the pet sim genre so I would have liked to see more of that, but taking that out it was good 30 minutes of play.

Its more of a sandbox where you just need to keep the pig alive if you check out this page: https://newagegamer.itch.io/wild-fire. It has all the tool descriptions

Thank you for the feedback, asked our level designer about it. It's in the main hall, once you move the platform you get on top of the big box thing and you look down and it's in there, then use the gravity gun and whoosh it up.

Like the sense of a lack of things to do, some wave sounds would have been nice as just ambient.

Liked the idea, the different views were really helpful, maybe put a UI thing at the bottom of the screen that shows the UI. But a very simple but well executed idea.

So like the concept and the art, but noticed a few bugs, like sometimes I lose health just by pushing air out of my limbs, and clipping into props with momentum, and the health pick up doesn't feel that significant when go for it versus going for the exit. Pretty fun concept.

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This has a charm that few words can describe, and plays and reads as a fever dream.(SaibaShadow - Mega Parkour Studios)

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I liked the premise but the game wouldn't move into the game after clicking play. Would have liked to play this interesting take on Don't Look. (SaibaShadow - Mega Parkour Studios)

While I liked the premise and am a fan of steampunk, I couldn't get past the play screen. But from what I saw looked to be an interesting take on Don't Look.

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A nice game with great simplicity and aesthetic, though I often found myself wondering that something was missing to add to the ambiance, like music, otherwise it was a joy to play. (SaibaShadow - Mega Parkour Studios)

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Really like the visuals, but encountered a clipping bug on the second level a bit semi consistently where I got past the first level and enter the next one and got stuck. Overall like the mechanics the light cone on the player I think could be dimmed as it from my experience washed out the detail of the rest of the visuals but overall lovely game with good aesthetics. (SaibaShadow - Mega Parkour Studios)

Thank you for the feedback, the gun is a stun effect to make some rooms a bit easier to traverse or to allow the player to look at enemies in a more tactical way, I think we probably would need to make that element more readable, or maybe implement an actual tutorial. But thank you for taking the time to review the game.

Thank you for the feedback, we executed the checkpoint mechanic based more off of the fact that in a competition setting judges do have a finite time to actually judge the game, but I see where you are coming from, I think if we were to continue with this outside of a Jam a check point system may be part of a specific room's mechanic.