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Slayzilla

25
Posts
A member registered Nov 01, 2023

Recent community posts

This was such a fun concept! Reminded me of the flash games I would play as a kid in the computer lab.

I love little math games, and this was fantastic! I think the only thing better would be to have to solve with only a single 1 value left rather than any number of ones. I actually was trying to do that with double-digit math, but that didn't work haha. 

Far more engaging than I would have expected from a simple game. I would recommend setting the screen size to something smaller. It was so big, and I didn't see the full-screen option.

Loved the game. It would be nice if there were a visual indication of some of the traps. Or maybe you could see a shadow of yourself from the last time step, so you could follow it again until the last part and branch before you know you would die.

Cute little game. I think the level was too small for me to experience the need for the body temperature mechanic or maybe I just accidentally ate at the right time.

Interesting idea. The room reminds me of the SCP stairway, where once you enter it, you are stuck in it forever. I feel like there are some more interesting anomalies you could throw in to give more flavor to each respawn. Additionally, there are no collisions with anything, which feels unusual. 

I think some visual indication would be nice when there is a need to advance, like an arrow or next. Also, some of the transitions between actions seemed to take a long time. Not sure if that was me not forcing it to advance, but I would click call and need to wait 5+10 seconds for something to happen. Other than that, I liked the style of the game and was interested in seeing where the story went.

I want to try to play this again, but it was super laggy. I could barely move and look around. I am just on a tablet, but I wonder if you just need to compile a release with optimization or maybe add a frame rate limit?

I think this was well executed, and the level design was pretty cool. I like how you added a twist with each level that made it fresh. 

Loved the concept. I think having set target locations would be nice to try to get to the minimum bounces, which could be a goal. I did notice the bounce went the wrong direction a couple of times, so there might be a little something with the collision system.

Super well polished and clean to play. The little tutorial text was very nice and fit the theme well.

I think imagery caught my eye most and relay liked the use of a timer bar to drive urgency.

Dark, Disturbing... delightful haha. I found myself continually cycling through options, and each time, there was something new and engaging. Great work!

Nice intro scene and title. Had all the platforming mechanics you would expect, but jumps felt a bit floaty.

One spell is a good theme. I think the damage wasn't working against the player or something. The enemies kept pushing me around, and also didn't seem like they were dying. 

Mechanics worked, but the UI was small and seemed randomly placed. Also might be nice to add more contrast to the falling arrows. They were pretty hard to track for the fast ones. 

I liked the text adventure. I committed to my choice and was rewarded haha.

Pretty simple game. Thinking back to Harry Potter, it would be cool if the type of lock was a clue to the key. Maybe even educational, like the lockpick lawyer knows certain locks have certain keypaths and number of pin settings etc.

I got confused and assumed the red circles were blood cells. It would be nice to distinguish the enemies in some way. I would also randomly get stuck in the middle of the path and would need to move up or down a little to continue.

Interesting concept and style. I got to the first boss, and my sprite ran to the corner of the room like the freaking Blare Witch Project lol. Pretty sure I wasn't supposed to be locked in the corner, but maybe I was?

Super aesthetic! Loved the simple objective. It would be nice to have a location change between waves, such as retreating to a temple or something similar.  

Ultra hardcore, I love the concept. It would have been nice to explore a safe area to get a feel for things first and maybe test out mechanics before going into the dangerous world.

Gold medal for effort. Unfortunately, gold is 79 on the periodic table out of 118 so plenty of room to improve. 

I love the Severance style. I always thought it would make a cool actual game somehow. The game loop is pretty restrictive, which is not ideal for a game jam where people need to experience it. 4/10