Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

ShadowGlass

61
Posts
2
Topics
315
Followers
6
Following
A member registered Mar 25, 2020 · View creator page →

Creator of

Recent community posts

Great, thanks for the feedback. Really, I'm not happy with the combat. If I'm honest I was hoping the dual mini-games would kind of mask how poor the actual monster fighting was. :D Certainly something I can refine.

Bug fixing = solve one problem, create five more (if you're lucky) :D

That's good to hear. It's a great rage-bait game, and I am all raged out. It could really be something great. I hope you continue improving it and get streamers to play it, making a million dollars off of it. I really think you could.

That makes sense. 

Yeah, I found out that if you trigger the second jump almost as soon as you leave the platform you get a huge boost. Wasn't sure that was intentional, but it helps skip a few platforms. I die a lot more trying to do it, but it's fun to try and get those, so if it wasn't a feature, keep it as a feature. :)

I did rage quit and then read your page. So I went back and got all the way to the end. I was only halfway out of stamina and it just got stuck like this, with stamina still depleting. Still attempt to do it again (many, many times) and haven't made it.

Anyway, the humor is top notch. It's definitely addicting, but that better not be the end. :D

You really captured the soul of each of the places we visited along the way. ;)

Really cute artwork. I really like the idea of having a hero do hero stuff as sort of a job simulator. It's very unique.

Pressing enter to fly the organ was (for me) impossible. Maybe stick to one control scheme (mouse) or provide both options for more accessibility. 

Not sure if it was a glitch, but after failing to save the people under the rubble, anytime I went back people to save wouldn't spawn.

Great job!

Really good atmosphere, with the lighting (or lack thereof), minimal background noises and the eerie footsteps. Plus it had a character creator!

I don't know if I had bad luck but the only thing that spawned for me was batteries and one gear in my 16 minute run. I thought that would help with the flashlight but I couldn't figure it out.

I do agree with the others that a smaller map would help traverse the level.

This definitely has potential. Hope to see more of it.

Question, does that mean people on the opposite side of the world are looking down at their feet, through the Earth? :D

Love the art. That was fun and cute, but I can't forgive you. :D

Some game juice/feel would benefit the mini-games, screen shake, a little scaling, stuff like that.

KEVIN!!!

*facepalm*

Can't see the forest for the trees, man. I was so in it I didn't even think of flipping the hero around.

*double facepalm*

Glad the upgrade system worked for you though. That really was my focus this time.

Awesome, thanks! I really overestimated my abilities to program so the allotted time I had for refining the combat was ate up by just getting the upgrade system to work, so at least that seems to be worth it. :D

The art is great, and the story idea is interesting. A few more interactions per door would do great, and maybe more than just binary options, though the end

I got stuck fighting the reptile who only seemed to take damage from critical hits or magic and he never did damage to me, so that was a little disappointing. Frankly, I wasn't going to sit around and try to widdle him down for that long. Actually, now that I think about it, all the fights did drag on a bit much. Either bigger damages or less health, or some sort of weakness system.

One thing that would boost the game easily is a small soundtrack. Some synth background music and some hits or even button presses would give it a lot more life.

Overall, great job! Two weeks to get as much as you did is really admirable.

Yes, any donation should entitle you to a Steam Key. If not, let me know.

thank you thank you

I’d be interested in checking out a new build. It seems like an interesting concept.

Either I don't understand how the game works (causing massive frustration) or it's broken. I try to follow the prompts and sometimes the combat indicator at the top shows, but most of the time it's just a solid colored box. Then if the combat indicator does show, I can't select the enemy and hitting ready just tells me to try again.

I could kind of click through on Tutorial 1, but Tutorial 2 is just not happy with whatever I try.

Sorry I can't give more input.

Awesome to hear! I appreciate you playing it thoroughly.

Congrats on your first game!

Some pointers for the next one, make each successive wave harder by speeding up the enemy movement or their hit points. As it is, with patience, you can beat the game without ever having to upgrade.

Has a lot of potential. Quicker spawn in times would help. Also the slimes probably shouldn't react in the same direction as my mouse is moving, which causes them to just be delayed in reaching the cursor.

The health bar (I'm pretty sure at the top) never seems to correlate with my death. I'm just dead all of a sudden. 

(1 edit)

Cute concept. The camera needs to follow the player better. It could just be a browser thing, but it was a little discombobulating. The screenshots show the correct way, so maybe I'm the odd one out.

Edit: I'd also like to see a bit longer levels with some groupings of previous obstacles instead of only one main obstacles per level.

Glad you appreciate the sense of humor. :P

The wolf is definitely too easy. Time permitting we had hoped to change that, but time did not permit, so he's a pushover.

If you're talking about the first sheep on the third level, then yes, it is really hard to save her. But it is possible. I did it maybe twice. ;)

Great game! Very addicting and charming. Kept trying to get a little bit further each time until I figured out the system and then just got insane distances. Killed the Demon King!

Love the graphics, raw and gritty. Very cool aesthetic.

I think controlling with WASD while being able to layout your ship would be a fun mini-game by itself if the challenge was a little harder. As it is you can just plant turrets all around plus the radars and you can't lose.

Perhaps a wider resolution so you can see more enemies (and they can be faster, bigger, different). Definitely needs some game feel as everything is more or less static.

Overall, I think this is a solid foundation and could easily be turned into a more in depth game.

Pretty cool concept. The game might benefit allowing the sword to just go wherever the mouse clicks rather than only if an enemy is clicked on. Then you can have happy accidents. Game feel needs some work too, so it feels a little more impactful, but a great start.

That was a really good and simple game. It could have used more juice, but it has a very solid framework. I loved the simple art style and use of colors. I was curious where the theme would come into play, since you spend the whole time avoiding things. Well done, indeed!

Thank you! Glad you liked it.

Combat did not come out the way we envisioned, so thanks for the advice. We’ll implement heath bars on the next one (time permitting).

Thanks for the nice words and input. 
It was supposed to be more maze like, so fences weren’t supposed to be too obvious, and be more like a discovery. Instead they just became an obstacle.
So goes a Game Jam. ;)

Yeah, you’re right. We talked about removing it, but we needed to keep in line with the theme for the Game Jam.

The wolf was supposed to be far more dangerous. If we take it past this Game Jam we’ll definitely make it more of a challenge to fight the wolf.

The problem with this game is that it captures the feeling of being a sword so much that I'm not sure I could ever fire up my steam library ever again. Elden Ring just wouldn't feel the same, nor would it be fair to compare it to this masterpiece of masterpieces.

That's really fun and inventive. Looking forward to more and a little more polish, as I think this is a great idea.

Good news! I enjoyed the demo and would love to see more.

The free Steam Key is only available with purchase, not during free giveaways.

The free Steam Key is only available with purchase, not during free giveaways. 

You're 100% correct in that it could really use more juice. Glad you like all the other stuff! :)

I appreciate the feedback. We made it harder originally, but we couldn't beat it as intended (not that either of us are super into bullet hells, but it's no fun to only lose). It was a last minute change, but I wanted to make sure people could finish it. ;)

Thanks, a lot! We struggled quite a bit to make the consequences meaningful, so I'm glad they came through. :)

A very cute aesthetic. The powerups were a bit lack luster, especially with how short of a time the spread lasts. The boss music was good, but a bit of music/ambience throughout the levels would have been a bonus. I also felt that every enemy was a bit too sponge-y, at least for my tastes.

Very pretty looking game, but when I first started I thought the bullets were particle effects as it was hard to distinguish them from the background. It also would have been nice if the character had some impact when struck.