Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

starcerealgames

18
Posts
7
Followers
5
Following
A member registered Jan 14, 2023 · View creator page →

Creator of

Recent community posts

Wonderful game! I actually quit the first time I played it and only got 99 bananas when the jam released, but I'm glad I came back today. I looked a bit deeper and found where you were supposed to go, and the game play shifted. I have not played it, but seems like it was akin to Celeste? Well done :)


All I can say is put your name in the credits next time!

Hi @RGS_Dev,

Is there a license for this asset pack?

Thank you so much for the feedback! I didn't have that much feedback on the IcoJam mode because I had originally created it for my girlfriend who said she was already really scared to try out my game so I tried to alleviate a lot of what makes a game scary, (atmosphere, lack of resources, fear of the unknown), but I think that ended up backfiring because like you said, a lot of the space theming went away.

My apologies for the lack of ammo! My friends/playtesters had access to the first builds of the game and told me that there was actually too much ammo in the cargo bay segment and I ended up reducing the ammo pickups by more than 50%. I think that there was a lack of variety in play testers since their main genres were FPS games, so that became an issue too when trying to balance the game.

Anyways, thank you for the valuable feedback and thanks for taking the time out of your day to play Do we Have Liftoff and sharing input :)

Thanks for the feedback, especially on the ammo segment! It was originally programmed that you would respawn with +16 bullets on death, not just setting the ammo reserve to 18 and calling it a day. I wanted to keep it:

  1. challenging enough (I play a ton of FPS games and on my personal play tests, I barely beat the cargo bay segment with 0 ammo and book it to the safe room)
  2. possible to beat. The cargo bay was the most draining segment of the game and I overlooked how little ammo 18-8 bullets were to try to complete it


One of my friends said the "cheese" strat was to keep dying and eventually he had 400+ bullets to end the game XD

I'm actually really surprised you beat it on the hardest patch its ever been, my friends have been saying it was too easy so I toned the difficulty higher and higher. Props to you for beating it!!


Thank you for playing Do we Have Liftoff :)

First of all, WOW. Really well done! Its a shame that downloadable games like ours don't get played as much as web builds.

Awesome points:

  • Gunplay was smooth
  • Cutscenes were actually one of the separating factors between Three to One and other FPS games. Nice!
  • 10/10 for the theme! 3 bosses to one dude, geometric shapes, great sound effect choices.
  • Voice acting and level design were great, going into a club felt like a "club"

I think the game was really well executed but I also think you might want some feedback for the next thing you do

Constructive Criticism

  1. I agree with the others that it was hard to tell where the enemies were shooting from, I was getting shot from the back without knowing why I was taking damage
  2. Make the ray cast (is that also how entities see things in Unreal? I'm only used to Godot) longer for item pickups, some of the items on the ground were a little slippery to pick up
  3. Movement bob and footsteps. A small bit of visual/audio feedback to separate movement from idle would be a nice "quality of life" change. I think its a widely overlooked aspect of an FPS game but it really does make a small, positive difference when playing
  4. I guess to prevent cheesing of enemies, maybe make them chase you to the last seen location if you stray too far? this one is kinda hard to do in 3 days though 

My criticisms aren't meant to detract from the fantastic game, but to help you out on the next game you make. It really was an outstanding job and a 5/5 from me :)

hi 4lphaa, 

Can you send me a screenshot of the error? I can try and research what’s happening and see if I can fix it on my end.

Thank you very much for playing! :)

Thank you for playing and appreciate the feedback! I debated on whether to have the enemies aggro on line of sight vs proximity and ended up with a proximity behavior, but I think it could have been different.


Thanks for playing :)

T_T can't believe you beat Training Arc. 

I think your criticisms are very valid and I that you're correct in saying that games made for jams should be a bit more polished vs having a lot of content. I'll work better for next time! I'll take in account your advice.

Thank you so much for playing the game to completion :)

Thanks for playing Training Arc to completion! I didn't think that many would since I also thought the boxing needed a ton of work. Appreciate you seeing the game through a different lens. 

I'm cheering for y'all to go really far up in the rankings this jam :)

Another fun game, Indigobeetle!

I've played another one of your games before, Attack-HQ, and was pleasantly surprised by that.

Back to the current jam, I had a ton of fun solving every puzzle.

Awesome points:

  • The programming was well executed and I rarely encountered bugs, with a few of them being very minor.
  • You mentioned that level design was rushed but it didn't feel like that in the advanced stages. The puzzles were fun!
  • The entire package with the visuals and audio fit both the theme ("train") and gameplay perfectly
  • It looks and feels like a solid game. It doesn't feel incomplete nor amateurish

Critiques:

  • One of the bugs was if you pressed "Go!" and exited to a different track, the timer would still run on to the next one.
  • I think the default audio was a bit loud. There is an off button for it but maybe a slider for the audio might work better so I can enjoy the soundtrack without having to turn my computer volume lower.
  • I think that the junction/switch mechanic wasn't as obvious as you had to dig back into the main menu and hit the "?" to see it. I don't think I noticed what was happening when I got stuck on Stage 6 and my first thought was it was time based. Perhaps if it was a little more obvious? Maybe adding the "?" in the game scene itself because there was no way to know while playing stage 6 without exiting the stage which feels a little counterintuitive.

Once I got the hang of the junction/switch mechanic, it turned from a simple puzzle game to something I really had to think about, which was the best part of the game. The latter puzzles with advanced junctions were definitely the star of the show. 

Overall, well done on completing a wonderful game and two thumbs up from me :)

Puzzle 10 was a blast! (Spoiler free)

This was really well made! A fun little action game.

Audio: music was energetic and fits the theme, the default volume was a bit loud but there is an audio slider in the options

Graphics: silly models fits the lighthearted theme of the game, I had to turn off screen shake but I wish there was a way to tone it down instead of turning it off completely

Game play: fun combo game. Finding the best angles to dropkick in order to get the most HP was fun

I don't have much critique about the about the game itself but good job on the execution y'all :)

Thank your for the honest response!

I agree, a smaller scope would have allowed me to polish the core of the game: boxing. I think for next time I should have put more polish into the feedback of punches and feeling like the punch did damage to the enemies. A lesson learned for the next jam I suppose.

Thank you for taking the time to play and review Training Arc :)

Weird game (in a good way). I loved the bizarre vibes and the joking nature of pop culture characters.  

-Nice work on interaction system (doors, keys, picking up stuff, eating frogs)

-Kinda wish the enemies did something if their buddies got shot up

-Sometimes the enemies would die if you simply looked at them without clicking shoot

Overall thumbs up, would give passengers an axe again

Wow I can't believe you beat the game!

Thank you for taking the time out of your day to play Training Arc :)

Thank you for trying it out! I think there might be a way to win the fight if you try really hard, but Larry almost always one shots you. I wanted to add dialogue to the pre-fight scene saying that he was way out of your league but I prioritized finishing the mini-games. 

Cheers to you for playing Training Arc :)

Thank you for the feedback, appreciate the critique. I did want to add staggering/fight balancing to the game. The animations for enemies getting hit were in the game but I didn't get around to programming the Functional State Machine for the "Hurt" state due to dev time prioritization .

Thank you for playing Training Arc :)

The strength of this game was clearly its fun factor.

Traintris was a fun little puzzle game. Took a train crash or two to get the hang of things but after that, train conducting became 2nd nature. I really liked the uniqueness of the game.

Awesome points:

  • Great job on visuals! The pixel art was really well made. The trains look like trains and even the background mountain was well done.
  • Programming was well executed and I didn't really encounter any bugs (other than having to refresh the page if you wanted to play again, which wasn't a big deal)

Critiques:

  • Audio was a bit too loud and had to lower my volume because the train chugging along was a bit repetitive
  • Train tracks could have been a bit larger, I think they were thematically apt but a bit small. The field to the left, while adding white space/ visual beauty, could have been used for game space because it took around 40% of the screen

Great work overall!