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TuxedoKing

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A member registered Nov 05, 2017 · View creator page →

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This is really cool! I think you tied the sound player to the pumpkin object for their taking damage sound, because when I kill the enemy, the sound doesn't play. You may want to consider creating a static object that you just send a command to play the damage sound, that way the sound player isn't destroyed when you kill the enemy, allowing the sound to play. The damage sound also fluctuated from ear piercing base to I can barely hear it, so I'm not sure what that was about. Love the particle effect when the pumpkin takes damage! Also, the procedural generation is really neat! I might have lowered the goal from 70 though, after about 7 rooms I felt like I'd seen what the game had to offer. 

Oh yeah, btw. Itch actually has a collaborator function, so you don't have your partner upload the game separately. 

This is really cool! I think you tied the sound player to the pumpkin object for their taking damage sound, because when I kill the enemy, the sound doesn't play. You may want to consider creating a static object that you just send a command to play the damage sound, that way the sound player isn't destroyed when you kill the enemy, allowing the sound to play. The damage sound also fluctuated from ear piercing base to I can barely hear it, so I'm not sure what that was about. Love the particle effect when the pumpkin takes damage! Also, the procedural generation is really neat! I might have lowered the goal from 70 though, after about 7 rooms I felt like I'd seen what the game had to offer. 


Oh yeah, btw. Itch actually has a collaborator function, so you don't have your partner upload the game separately. 

This was really well done! I have a couple suggestions that may help you with your future projects. If you're using the mouse to shoot, the player expects to be able to fire where the mouse points. If you want to use 4 direction shooting like what you have here, I would recommend tying it to a button such as the space bar. Another thing is I'd recommend making the UI bigger, because looking down to see what my health was at distracted me from the main gameplay. It's helpful to the player if they can tell at a glance what their health is rather than having to pause and look. Wonderful job overall! I look forward to seeing your next project

Awesome! Really cool game

The concept is interesting, but my sword is usually off doing it's own thing while I wait for it to return. Also, the screen shake is a bit too strong for me personally. It shakes for about a second and a half per kill, which is honestly makes me feel dizzy rather than satisfied. Never been made dizzy by a 2d game before

I like the game quite a bit, but I also find it frustratingly difficult. Only one life is just kind of overkill in my opinion

Thanks for the feedback! We had intended to include a scoring system as well as a combo system, but we ran out of time...