Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

ShadowGlass

48
Posts
2
Topics
296
Followers
6
Following
A member registered Mar 25, 2020 · View creator page →

Creator of

Recent community posts

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.

I loved the overall-ness of it, but I'm not sure what the money was for. Maybe because I'm just not good at the game. ;)

I love the idea and the art is comfortingly weird. I wish the hitboxes were a little smaller, as I felt like I kept getting hit when I shouldn't. Maybe just a smoother sway to the notes.

But then again, it is called Murder Maestro, not Safety Maestro.

Thanks, Terrorcrest! It was a nightmare to get it finished, but I'm glad it felt smooth to you. :)

Thanks. You're correct in that yours wasn't necessarily "traditional," to put it mildly. ;)

Well, that was certainly unique. :D

Okay, Hannes, thanks for your input. I've updated and it seems to work on my end. Hopefully you can get that 100% now. :)

Thanks for the heads up. A couple questions, if you don’t mind.

Did you play and get the achievements on the 1.0 version by any chance? 

If you’ve only played the Eldritch version, did the other achievements work fine?

Thank you! I'm glad you had fun.

Good to know, thank you. I'll make a note on the page just in case.

Thanks for checking it out! I hope you enjoy it.

My pleasure! Don’t hesitate to reach out to me if you have questions or find an issue, or even if you think something else should be implemented.

Thanks! I wish I had more time to devote to actually making my vision, but maybe one day. :)

Ah, interesting. Thanks for the heads up! I’ll change it now.