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Tasha

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A member registered Jul 03, 2020 · View creator page →

Creator of

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Appreciate the feedback and suggestions! We're hoping that when we fix the balancing and enemy issues there won't be as much of an urge to run, but it's definitely something we'll play around with. :) Glad you enjoyed it!

Thank you so much! :) We'll definitely add your game to the list of games  to play

Oh no, that's too bad. Glad you still managed to complete the game and thank you very much for the feedback! :)

Thanks a lot, glad you liked it! :) 

Interesting story! I do think some of the dramatic pauses were a bit too long and I found it a little odd that some blocks of text appeared all at once while the rest were letter by letter (maybe a bug?). There were also a few too many choices that resulted in the same 'nothing happens' reaction.  I'm happy that you added some audio and allowed the players to make a lot of the decisions themselves, this definitely made a big difference with immersion. :)

I think the tutorial would greatly benefit from being condensed and more interactive, like others have said. By the time I reached the end of it, I realized I'd forgotten most of what I read. I appreciated that I could open the controls list and keep it viewable while continuing to play, this did help a bit. Unfortunately I ended up getting trapped in a spin loop and wasn't able to figure out how to get out of it before giving up. It seems to have potential though :)

Short but sweet game. :) I do wish it went on a bit longer, but good job!

Very challenging game, found it impossible to get higher than 1 star in any level though haha. Good job :)

Cute game, good choice in music! It was interesting to play between the two characters

Thanks so much! :)

Thanks a lot! :) We really wanted to get a proper mini tutorial completed, but due to time we unfortunately had to hope that people players could figure things out with just our control graphic. We're definitely working on that!

Really appreciate all the feedback! 

A couple things mentioned were things we had planned but didn't have time to flesh out properly, so we ended up having to keep some of those ideas more basic haha. Spent a lot of time trying to learn new stuff. Some other people have also mentioned letting enemies attack you while golfing, so that's definitely a change we need to make. 

Really like the idea about the golf ball and attacking. We were thinking of how to avoid people just spamming melee without making use of the other attacks and that seems like an easy but fun solution. We've also got some other ideas to make the combat a little more complex and help mesh it together better with the golfing side of things!

Thanks a lot for the review and we're happy to hear you enjoyed it! :)

Yeah, that's definitely something we're working on, especially after hearing feedback haha. Thanks a lot! :)

There is quite a bit to get used to at first, but once you get the hang of things it's pretty fun! Sadly there's a bit of a lack of precision, so I accidentally ended up setting a slider to max and crashing later on despite reading the warning. If you guys have the time to fix the crashing issues, you're well within the rules to do so! Overall though, very interesting concept and ideas. :)

I found some of the controls were a bit tough. The jump had a delay to it and the ship was challenging to control, so I ended up having to restart quite a few times early on. It's a cute game though, and an interesting interpretation! 

Not sure if I was missing something, but I tried playing twice and couldn't find any planets or anything else unfortunately, even with the zoom feature. I also tried flying around in different directions to see if I could spot anything. If this is due to the procedural generation, like mentioned below, maybe adding some extra conditionals would help. 

It was a nice little story, but I wish the player had more control over it. I'm not sure if it was due to one of the choices I made, but I only got two before it was suddenly over. Even if it doesn't impact the story itself, it would be nice for it to have been a little more interactive. 

Unfortunately couldn't figure out what to do after the first door, tried everything I could think of. One bug I noticed, if you jumped into a wall and kept holding A or D, you'd float in the air instead of falling. 

Unfortunately on one expedition early on I ended up with a black screen until I exited the area, which led to half the crew dying and I was unable to keep up with the tasks as a result. A big thing I'd recommend is optimization. The game caused my computer to start screaming at me haha (especially the top room in admin) but based on what I saw, it shouldn't have been an issue. Overall though, the game was well done! 

Thank you so much for the detailed feedback! 

That's actually one of the main reasons we implemented the level preview and the aerial view, to kind of assist with planning shots without having to make the levels too small or too easy. Might still be worth zooming out the regular camera view further though or even scaling the level size down a tiny bit, we'll play around with that! Regarding the bounce shots, the colliders are actually all flat box colliders (despite the appearance being uneven) so we'll definitely have to look further into what's causing unexpected behaviour there. I have a couple ideas of what it might be, so hopefully it's an easy fix. 

Appreciate the compliments (sorry we made the enemies too cute hahaha) and we're glad you enjoyed it! :)

Thanks a lot!

Hahaha maybe... who knows? :) Thanks!

Hahah thanks! Because he was made more human-like, he felt weird/unfinished without clothes. Figured a suit for the boss would be fitting. :P

Ah, thanks a lot! :D

Hahah oops, appreciate the heads up about the floating enemies. We are working on adding in features we didn't have time for and improvements based on feedback, so I'll add that to the list. Thanks so much for playing and we're glad you had a good time! :)

I liked that you had an easy way to view the command list, as this isn't always clear in these types of games, and being about to scroll up fully also helped when forgetting details! I do think finding a way to add more to the graphics would be nice, but I still enjoyed it. 

Thanks for the feedback! I believe what you're referring to is actually the "par" we set for each course. So it's nothing more than just a goal for that level, but we definitely should have made it more clear. The only way for the game to end is for an enemy to kill you or you win. :)

Thank you so much! 

Glad you enjoyed it, especially the fun little audio we added. Thanks! That's a neat idea for it to continue into the boss fight. We're still working on the game and adding the extras we didn't have time for, maybe we can try to add that too without making it overwhelming. :)

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Ahhhh I see, totally understand! We planned to properly tweak the little enemies' AI settings/give them more than just basic mechanics, but put it off for too long then real life happened. Definitely should have just made that a higher priority. Thanks again :)

Thanks for the feedback! Just to clarify, what do you mean you didn't understand them?

Thank you for playing!

Thanks a lot for the feedback! We did have much bigger plans for both those things actually, just lost the time to implement the improvements sadly. Hopefully we can get out a second optional build for anyone interested in seeing the extra features we wanted. :)

Really liked the art/aesthetic, great job! :)

Cute game! I especially like the style of the intro. I do wish we were given a little more health to start though, 2 is rough when you're still trying to figure out controls. 

Like everyone else, I was drawn in by the art. Great job! One small suggestion: instead of words jumping to the next line midway through, it would be nice for the text animator to predetermine if the next word has enough space and move down before animating if not. 

Thanks a lot! :)

Unfortunately I found the gameplay too confusing to get very far. I think it would help quite a bit to use icons for what the materials are for when you click the lunar lander, as not everyone will know by name alone. Maybe also include some more details about the mechanics either in the intro or the game page description. I did like the aesthetic though!

Not sure if it was intentional, but the audio didn't always trigger (I think it happened if matches/clicks occurred too quickly). I'd suggest adding a bit more range and/or randomness with the audio, but I liked that you added some variety with the mechanics and differentiated it from your standard matching games.