Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

torlai

71
Posts
19
Followers
10
Following
A member registered Feb 15, 2020 · View creator page →

Creator of

Recent community posts

Very interesting concept, I enjoyed being a tactical chef. Good design! 

Cool game, nice variety of enemies requiring different approaches. A tip for the sfx, if you can add some random variation in pitch, it helps reducing the felling of repetitiveness. Good work!

Good work, top notch choices for the art and sounds. Mini games felt grindy for me, would rather fight enemies for coin.  Game feel is on point, well done!

Cool game! You were able to create some challenging levels From a simple set of rules, well done!

Thanks for playing and for the feedback! I will look into that missiles issue, thanks for reporting!

Thanks for playing, it was great seeing the live reactions and comment!

Very cool concept! Felt somewhat overwhelmed by all the info at the beginning. Took me a while to discover how to deploy the robot, first I hacked by using RMB and fell to the surface, then I discovered the lift. One thing that could be worth testing is to limit the information shown to only what is necessary on each context.
After that, it was quite cool deploying the robot I built and exploring, well done!

Very cool game, well done! Very simple concept that makes choices important all the time. Many paths you can take from here, looking forward to see what you cook up next.

Great work! The mix of mechanics worked very well.

Got glued to the game until the end, awesome work! Good luck with the launch!

Great work! Art and sounds created a very cool vibe. Found it very hard, made up to half inside vultures territory. Would love to try a version with controller support.

Great work! Played all the way to 100%. 


Detected a couple issues:

 - Enemies can shoot from outside the screen if they are aggroing you and you change screens

 - Sometimes they spawn right at the edge, the entrance point of a screen, giving no chance to avoid contact damage

 Design wise, only thing I didn't like much was the wall jump that does not allow continuous climbing. Not sure about the stamina mechanic too, felt like it slowed the pace a bit too much.

Overall, fantastic achievement in such a short timeline!

Great work! Interesting concept and coherent aesthetics, very good level and progression design.

Good work! Quite a few paths you could take from here. The main feedback I have is that as a dragon, I would like to feel more powerful against those pesky thieves, with more impactful attacks.

Nice work! Only thing I didn't quite understand was the extra life , I had more than one heart and died to a single branch bonk. I felt the repeated clicking was tiring on the wrist after a while.  Enjoayable vibes!

I liked the minimalistic approach. Difficulty was too high for me, though, everything happened too fast and I could not progress much, other than that, everything is very polished, good work!

Great work! Very relaxing and enjoyable experience, being able to walk on walls and roof is very fun. The main loop and progression feel nice.

Liked the simple experience of vanquishing the slimes, good work! Cool cover art as well.

Beautiful game, loved the simplicity of the concept!

Great concept!  Gameplay-wise, you're on solid ground, 

What frustrated me a bit was the sudden end of a phase when I was getting strong, I would like to be able to continue fighting, with the option of manually advancing after the minimum required turns were survived.

Great work! Innovative concept with excellent execution, never thought scoring a goal in a turn based game would be this much fun.

Pretty cool, got to reach max speed for some brief moments, was fun. Found the horn sound too harsh. A control scheme where the car jumps to the next lane with the arrows press could be interesting.

Great work! Very relaxing and enjoyable experience. 

I was too dumb to figure out the rules and mechanics :(

The idea has lots of potential, the cosmic horror fits well with the tension of minesweeper.

Looking forward to play a version with onboarding!

Good work!

Was the game enjoyable? Could you imagine playing a longer version?

Yes, enjoyable game. Not sure I would play on PC,  would very likely play on mobile.

Was the boss too hard/easy?

Managed to beat on first try, think that's good for a first boss.

What was frustrating?

Running out of ammo for the basic gun and having to wait for it to reload.

The cannon ammo ended too quickly, considering the impact of the weapon.

The heavy caliber gun reload time felt long.

Control scheme was a bit uncomfortable (spacebar for heavy weapon).

What did you wish you could do?

Have some defensive option (shield, dash)

Well done!

Very good work with the aesthetics, art is cute and coherent, sound design is on point and the interactions are juicy. 

I'm not much of a puzzle person, so don't have much to add on puzzle design.

As a casual player, difficulty scaling was pretty good.

Regarding input, I prefered playing with the mouse, dragging the paths, I wish holding RMB would undo continously.

A small suggestion for the main menu would be increasing the size of the "Play" button a bit.

Overall, excellent work!

Excellent work! 

I think the core gameplay has great feel, found it oddly relaxing to go around killing zombies, vibing to the music.

Controls are responsive and the aim assist with headshot option works nicely.

It has somewhat of a beat'em'up vibe, without the button mashing.

A few thoughts:

I did not find the jump very useful, when I jumped on stuff, it made hitting the zombies more difficult (melee), while they still could gnaw at my legs.

I did not undesrtand what advantages crouching brings as well. 

The camera worked well most of time, but got in the way in a few edge cases (some thin walls did not go transparent and the character was obscured).

I did not use the aiming with RMB, prefered just mousing over freely and shooting.


Brainstorm (trying to avoid being too scope creepy):

Replace the jump with (or just add) a dash or roll maneuver.

Add a heavy melee weapon that can hit and tumble a bunch of zombies

Add low obstacles, you can pass when crouching, but zombies stay stuck


Overall, you got a very nice core, goood luck with the next steps!

Thanks for trying and for the feedback!

Thanks for trying and for the feedback!

Hey, thanks for trying and for the feedback! Already gave me some ideas for upgrading the app.
Do you have a game needing playtesting?

Excellent work with the game!

Here are the answers:

- Which Flippers feel/work better? Top or Bottom?

The bottom flippers felt better, maybe that's due to the sense of scale, the top area is tighter, with less elements to hit and a shorter reaction time (do not see an issue with this tough). They were responsive, I played with keyboard.

- Are there any elements you don't understand?

Not sure what "shields from reflections" means

- Do you want to know more about certain elements?

What are reflections?

- What is your opinion on the weapon choice?

Pretty good variety and effects

- What is the thing/aspect you like most?

The genre mashup worked great! Aesthetics are very enjoyable as well

- What don't you like?

There were not many enemies at times so that the weapons could not show their full power, for example, I would like to see the Rose pin clearing dozens of enemies when it activates.

- How do you perceive the difficulty?

Adequate 

- Is the game fair?

Yes, cause and effect made sense

- Do you normally enjoy other Pinball or Survivorlike Games?

I played the ancient pinball game that came by default with windows, had a blast but did not play many of these later on. Played quite a lot of Vampire Survivors as well, but not many other survivorlikes.


Bugs:

DId not find any


Brainstorm:

Add enemy waves (like the bat clouds that cross the screen in Vampire Survivors)

Add some bosses/mini bosses glued to walls that require some hits to take down

Excellent work with the game!

Here are the answers:

- Which Flippers feel/work better? Top or Bottom?

The bottom flippers felt better, maybe that's due to the sense of scale, the top area is tighter, with less elements to hit and a shorter reaction time (do not see an issue with this tough). They were responsive, I played with keyboard.

- Are there any elements you don't understand?

Not sure what "shields from reflections" means

- Do you want to know more about certain elements?

What are reflections?

- What is your opinion on the weapon choice?

Pretty good variety and effects

- What is the thing/aspect you like most?

The genre mashup worked great! Aesthetics are very enjoyable as well

- What don't you like?

There were not many enemies at times so that the weapons could not show their full power, for example, I would like to see the Rose pin clearing dozens of enemies when it activates.

- How do you perceive the difficulty?

Adequate 

- Is the game fair?

Yes, cause and effect made sense

- Do you normally enjoy other Pinball or Survivorlike Games?

I played the ancient pinball game that came by default with windows, had a blast but did not play many of these later on. Played quite a lot of Vampire Survivors as well, but not many other survivorlikes.


Bugs:

DId not find any


Brainstorm:

Add enemy waves (like the bat clouds that cross the screen in Vampire Survivors)

Add some bosses/mini bosses glued to walls that require some hits to take down

Here are some impressions:

 - Overall:

It has a chill vibe, nice art for the title screen, good music.

During gameplay, I felt a lack of agency. Too much of the outcome depends on randomness. 

Locking in a perfect angle that resulted in picking a series of coins was satisfying, but those moments were rare for me.

I believe that this is the whole point of the concept, but I felt the frustration to satisfaction balance tended a bit too much towards frustration.

 - Controls:

The response of the controls felt too timid for each input, even at maximum sensitivity I was scroling like crazy!

 - Brainstorm:

Some UI element that shows the current magnification level

A different control scheme, with zero buttons: the user controls magnification only via movement of the cursor. Move the cursor up/down to increase/decrease the magnification level.

As the particle collides with others, it becomes heavier, reducing the speed with which the direction changes, as time passes, it decays back to the original state.

Here are some impressions:

 - Overall:

It has a chill vibe, nice art for the title screen, good music.

During gameplay, I felt a lack of agency. Too much of the outcome depends on randomness. 

Locking in a perfect angle that resulted in picking a series of coins was satisfying, but those moments were rare for me.

I believe that this is the whole point of the concept, but I felt the frustration to satisfaction balance tended a bit too much towards frustration.

 - Controls:

The response of the controls felt too timid for each input, even at maximum sensitivity I was scroling like crazy!

 - Brainstorm:

Some UI element that shows the current magnification level

A different control scheme, with zero buttons: the user controls magnification only via movement of the cursor. Move the cursor up/down to increase/decrease the magnification level.

As the particle collides with others, it becomes heavier, reducing the speed with which the direction changes, as time passes, it decays back to the original state.

 - Impressions from first playthrough:

Core gameplay is solid, could not drop it until the end of the demo

Vibes are good, nice choices on the music and sound effects department

 - Bugs:

Music stopped during one of the levels and only started again when starting the next.

 - Controls:

Movement felt a bit stiff

Did some dashes to a direction I did not want to, especially in high pressure moments

 - Juice/feedback:

Upgrades did not feel too impactful

Dash availability needs stronger feedback

 - Brainstorm:

Sound cue to communicate dash is available again

Character has a front side that determines dash direction

Mouse only controls - character follows cursor, dash with one button, grabs/launches enemies with the other

Let player pick one upgrade right at the start

10x the power of upgrades, so that the playstyle changes dramatically

Add movement inertia, have an acceleration/deceleration curve

Increase juice on large plays, every additional enemy defeated adds to the effects

Large combos give a temporary buff 

 - Impressions from first playthrough:

Core gameplay is solid, could not drop it until the end of the demo

Vibes are good, nice choices on the music and sound effects department

 - Bugs:

Music stopped during one of the levels and only started again when starting the next.

 - Controls:

Movement felt a bit stiff

Did some dashes to a direction I did not want to, especially in high pressure moments

 - Juice/feedback:

Upgrades did not feel too impactful

Dash availability needs stronger feedback

 - Brainstorm:

Sound cue to communicate dash is available again

Character has a front side that determines dash direction

Mouse only controls - character follows cursor, dash with one button, grabs/launches enemies with the other

Let player pick one upgrade right at the start

10x the power of upgrades, so that the playstyle changes dramatically

Add movement inertia, have an acceleration/deceleration curve

Increase juice on large plays, every additional enemy defeated adds to the effects

Large combos give a temporary buff 

Thank you!

Thank you!

Amazing, thanks for this!

Thank you!