Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

stevo

28
Posts
49
Followers
48
Following
A member registered May 04, 2020 · View creator page →

Creator of

Recent community posts

(1 edit)

I think a lot of aspects have been pointed out by other comments like the long survival time and weapon game feel, so I won't repeat those. I think the game right now has a really interesting rougelike upgrading system, though some of the spells doesn't seem to have a low trigger chance. I really liked the feeling of gradually power up and use more spells, but I couldn't last more than the 7min mark, maybe a offer health refills as an upgrade? Other than that, I think it could also be interesting to have upgrades that changes the fire rate or projectile size, to give the upgrade system more depth. I saw you guys are gonna keep working on this, so good luck!

Interesting elevator theme. The enemy types are wacky, friends and I particularly liked the knife swinging lamp. The general gameplay is there, though I wish its a bit more intense since now you could kinda runaway from everything. I liked that shooting the enemies fill the random bar, feels like a organic way to introduce random events. The upgrade before the boss was also a nice oomph moment, though it does make you a bit overpowered against the boss. 

At first the rules are confusing, but after reading the rules more carefully again(and piecing together what some of the UI elements mean), it was actually pretty fun. It feels like dice curling, I could definitely see you guys had fun coming up with the rules as they influence and impact each other. Though I almost wonder if all those rules are completely necessary, since they do make the game harder to pick up at first, and sometimes are a bit unbalanced(I got a +84 points turn). Anyways, as a game jam entry this really showed a lot of good promises!

This game is pretty chill. I was streaming and talking with some friends when I played it, and we just kept playing for some reason. Even though it's very simple, or even lacking in features, it opens a space for players themselves to fill in. Like many other puzzle games, it almost has the ability to put you in a trance. So, I think if you want, this is also a interesting direction to go for. I suggest you to check out Tetris Effect if you are interested in just really chill puzzle games.

Fun and juicy. The casino theme works pretty while here as well as the 3d dice in 2d style. One feedback I have is that the crosshair color could be a bit brighter or just completely white, right now it blends into the background a bit. but in all this is nice

Played it and recommended to some friends, we all liked it! The system design is very interesting, it reminded us of the wallnut rolling game from Plants vs. Zombies. Maybe limit the dice type a little bit at the beginning? Though with how fast it is to try them out it is hardly an issue. Overall, this is a solid game! Good luck!

I agree with the bullet time/slow motion! The slowdown was definitely a thing where we realized it could use some tuning if we had the time. Probably the simplest thing we'd try is make it last longer and make the player move faster during it, and the UI could also work be expanded for it a bit. Hmm actually, I think it could just be a speed boost that allows the player to slow time and move faster, so it works as a boost in some situations and a way to give player more control in others. Anyways, thanks for playing and good luck!

Hmm, I think the hitbox of the player could be just a bit smaller. Otherwise, it's fun to try for highscores.

I love Tim...

Wow, thanks for the video! We are also happy as well to see you enjoy it haha

Hey this is pretty cool! Pretty impressive that you did a dynamic soundtrack, I love those. The controls is a bit slippery though, but not too serious. I also wish its just a bit more fast-paced, though I think from a tutorial stand point this is ok, and its just a game jam after all.

It's fun trying out different weapons and powers, though 11 minutes of survival is a bit too long I think?

Nice. Simple yet effective ne. It would be nice if the enemies are dice related too

Pretty fun! Saw this on twitter and we were attracted by the art style

1.The rooms at the end are a bit weird I guess mainly because the prototype ends right after. It would be cooler if those rooms lead to something more. The individual effects in there are cool though.

2.The conversations are endearing and distinct. It is pretty clear. They have plenty of varieties too, its easy for this game to turn into like a long hall with a lot of text, but its pretty spread out.

3.Sometimes its hard to know to walk to the side. 

The fall is good. I expect even longer fall and other things in the full version!

heads up for anyone still trying to play: some of the in game timer was set too slow because I underestimated how long it would take people to read text(if nothing is happening it will eventually happen)

Yes! Piss pants is the way to escape! I appreciate that you gave some thoughts to the consequence of peeing lupin's pants: leaving a trail of pee is a really good detail! Despite some branches unfinished, it just felt so imaginative and hilarious to play. If there ever will be an Arsene Lupin game(with graphics) I wish it has this kind of plot!

Interesting world building. I feel like you have a lot of thoughts for the world, but didn't get to it because of time.  The passages are a bit long, and the display port was really big, not really important though. It feels like a short beginning for a huge adventure ahead. The way of world building and the expansion of the story also felt like a JPRG. I would like to see more of it though.

The idea of changing the narrative based on what Izanagi said is interesting. The whole thing wrapped around nicely at the end. Music established the tone very well. Generally it felt very good to play. Decent amount of choices. It's well done. I didn't get stuck and didn't see herobrine

eerie dark fantasy described vividly. I wish I have your ability to write like this. I had images of how it actually looks while playing it! The characters also set up the tone pretty well. If anything, a bit more expressive/fake/weak narrative choices could make it more engaging.

Wow how loooong is this! This is awesome. I though this is really going to be focused on the foot but it turns out to be a horror story. This is so long and I played it the last, so my brain is a bit soggy at this point, and I didn't really think about the choices I made, mostly just enjoying the ride, which is a really good one. Beth's death was a bit obvious. I guess a problem is at one point the chance to get closer with a character is a bit obvious, like I have little reason to not to do that. But overall its awesome and I envy your CSS graphics

(1 edit)

Hi Todd. 

1.yes, but not having read the original, I didn't really know what is his motives or personality or the setting.

2.No.

3.The rate of progression seems nice, enough passages on the focus of each paths...except for the first part.

I think the biggest issue for me is just that without a introduction to the world, I felt a bit lost. Probably in the final version this won't be a problem. The portray of different characters is really good, which sets up the mood nicely. Though I think in the beginning, having to make a choice continuously is a bit unnecessary or a little bit of stressful. Because I started to think that either those choice leads to a different path or affect some hidden values. Or if they don't affect anything I'll feel like it doesn't really matter. I would say that the choices themselves are nicely written, and it would be really good if they don't come in quick succession.