Not gonna lie, I still have no empathy for those bellingerent creatures. As long as they aren't radioactive, I am going to slay spiders.
TheoTheTorch
Creator of
Recent community posts
+ Seeing the level count and total amount of levels was motivating. I knew the game wasn't randomly generated.
+ An in-game explanation and an initial pause of the game would help a lot.
+ Also, the shooting sfx got somewhat old.
However, I did find the game quite fun. The idea is executed pretty well. I liked the art style as well.
The code and video are extremely useful and professional.
I love the banner.
These tips are applicable to users of other game engines as well. (eg. Godot)
I now understand that great control scehemes are created this way:
- Build the simplest version of your controller.
- Now think about every edgecase and implement solutions for them.
- Clean up code as much as you can, though some things just can't be simplified, which is fine.
I kinda want more.
+ I'd personally experiment with an even faster grappling hook, it's fun.
+ I love how charging up the arrow determines how far it goes.
+ The sword feels kinda slow. Maybe experiment with 3 fast hits and waiting before doing 3 fast hits again.
+ How about a faster roll?
Anyways, I just wanna explore and find interesting things in this world.
Wow. Great concept, excellent pixelart, (seriously, I love the art so much.) and decent gameplay!
It was kinda hard to understand what was going on after I was overthrown, and I wish I was able to pause the game at times to read the actions available to me. I did eventually learn it all though.
I like this a lot.
I didn't like the acceleration and jump curve of the player.
The jump felt like I'm continuously giving for upwards to the character which isn't realistic nor good feeling.
I didn't feel the character really being influenced by gravity either. With some squash and stretch and speedier fall, that would've been better.
Speeding up didn't feel snappy and the player is maybe a bit too slow as well.
These problems could be relatively easy to fix either by just tweaking parameters and/or looking at how other people coded responsive and juicy platformer controls. Good luck with learning this :)
I feel flattered. :')
Honestly, I just took it easy and tried to combine things I already had in ways they would complement each other.
For example, I had the shader, so I generated some low res and not so impressive quality pictures generated by AI and they made for great backgrounds.
The shader inspired the gameplay using light, as that seemed like it would lead to great visuals. This then inspired the very simple gameplay as well.
I'm happy you enjoyed this small creation :)
(As for the background and walls having the same color, the shader uses color reduction, so that would have been pretty difficult to change. It's fine imo, cause you can still eventually figure out which are walls and which aren't.)
Honestly, by the end I was pretty sure I just let some world destroying force out of a facility meant to contain it.
The octopus is kind of intimidating and I love the storytelling you do with it.
The step sounds are cool, wish there was more sfx as well. Helps with the atmosphere.
I'm usually not a big fan of easy puzzles that you have to solve, but it totally works for me here, because of the story.
Would honestly love to see more!
I am too tired to reply to every comment, so I will do it this way.
Thanks for every bit of feedback, we really do appreciate it :)
The game currently looks decent, but the gameplay is not in a great state. You can't feel the impact of the dice, as it is minimal, mechanics are not really explained and the enemies are basically dummies that happen to hit back. The current best strategy isn't the most engaging either.
Due to the strict time limit and life getting in the way, we weren't able to fix many of these issues, and the game has notable bugs.
I hope you still found some enjoyment in the game.
I believe we learned a lot of things while making this, which we plan to incorporate into our future projects.
The art looks decent but it is not coherent at all. Player animations look sick, but the move the player in unsatisfying and physically incorrect ways.
I like the dash and attack.
I don't know why this control scheme was the one chosen, nor why the player has to summon the boss in the end. I feel like the boss could've been there before I pressed any buttons.
The way the character moved also felt unnatural a bit, though I see much potential with this.
Cool submission.
Your player and enemy look cool, but the rest can't be said about the UI or background.
I think they could've fit together more nicely by using a color palette.
The gameplay is not my style and also feels a bit generic. Though the idea of having the cube roll on it's sides instead of walking normally is interesting, that doesn't really affect anything.
I liked the explosion.