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up2015448TessaSmith

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A member registered Oct 29, 2020

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This is a real sweet game! Excellent job, very polished.

The sprite work and animations are incredible. Although the game doesn't feel too original in terms of game play, it's still a joy to play. Not much fault to say about this game, other than sometimes it felt easy to keep bouncing on the same enemy and die in one go despite being at full health. The music got a bit tedious after dying multiple times and resetting each time, too, although the choice in music was great and very atmospheric.

All in all, a great game! Good job team Protection of Helm!

I can see a good effort has been made! A shame about a couple of the game's flaws.

Jumping is momentum based, which makes the second level difficult to start. The graphics are nicely done, it's a shame its been stretched. Repeatedly placing down the smaller sprite might have looked better. There is also the enemy that moves way too fast on the second level, but that's easily solved by slowing it down.

All in all, a  fun first level and good concept!

This is a very in-depth review! Firstly, thank you for taking the time, and for all the praise you give.

The idea was to keep all the controls to keyboard input only, but I see where you are coming from in regards to the main menu. Someone else has mentioned this, and we will take it into consideration next time. The game closing itself is something that has also been said a couple of times, and it is something we have all said we will think about on improving for our next project.

More animations and SFX is something we would have liked to have added in the future! There is an idle pose, but I agree - a full animation would have been a nice detail.

Differentiating the levels into separate time zones was something we wanted to do straight away, so we're glad it did not feel repetitive to play. It was our way of introducing variability.

Overall, this is some great feedback! Once again, thank you for taking the time to play and review the game. We're glad you enjoyed it!

Thank you! We managed the difficulty in advancing stages with the placement of the platforms and the speed of the enemies. After a couple other comments saying the same thing, we've made note that increasing the speed of the enemies is advised and we would tweak such features were we to continue developing the game.

However, thank you for the kind words!

Thank you for the praise!

We've noticed a lot of comments about the game closing on a game over, so it's definitely an improvement we could make for the future, and something we would work on in the next steps.

However, we're glad you enjoyed the game! Thank you for playing! :)

Thank you! Differentiating the levels into separate time zones was something we wanted to do straight away, so we're glad it came together in the end, and you liked the result!

An interesting concept! Moving downwards is quite original, and I liked the idea of having to search for chests to get items.

The only problems I had were falling off the side of the map and infinitely down - easily solved by adding borders around the map - and enemies tracking me too well, leading to the stack showing in the screenshot.

However, this was still fun to play, and the art looks great! Good job!

Thank you for the kind words!

This is a nice game! The sprites are cute, the sound effects are fitting, and the music is well done. Combat is definitely this game's strong point, with dynamic portraits, tracking health bars, and the ability to deflect axes.

I feel like being damaged multiple times by the same spike trap/ axe is unfair, and could be changed so you only take one damage once per object. There was also a part of the level where I had to jump down without seeing the spike traps below, falling to what felt like an unavoidable death. I would recommended tweaking the level design to avoid instances like this.

However, this is a very strong game! Very polished, and very nicely done.

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This is pretty interesting - it's got Getting Over It with Bennett Foddy vibes, which, if it's what you were going for,  explains the high difficulty.

The art is nice, and the frog animation is cute. It doesn't feel all that fantasy, however. The menu system is also pretty well done, although the credits list didn't seem to be as intended - it only listed one person multiple times. Jumping is a little awkward at the edges of the screen as you cannot move the mouse fully, so some platforms might need tweaking, but still fun to play.

No team name, but well done nevertheless!

The art and music is incredible in this game, very nicely done.  It's a pretty unique idea!

Only problems I have is that Bane can trap you in dead ends pretty easily, and it feels like the game would benefit without the stamina mechanic.

Other than that, brilliant game! Nicely done Terror of Bane!

It looks like a strong effort was made. It's a shame the gameplay feels lackluster. There's no real end goal, and falling off the platforms results in nothing happening.

However, the art side of this team is really nicely done! Some stunning 3D models involved. I would like to see where this game would have got to if there was more time.

As a huge steampunk fan, I love this! I'm sensing some Super Mario airship level inspiration? All art assets are really nicely done and the way Anderson attacks is clever. The surprise boss was very well done!

I got caught on the ledges of the platforms sometimes, but it doesn't hinder the gameplay too much. Other than that, I had no problems with the game!

Well done Song of Milil! A nicely polished game I expect to be rated well.

Thank you for all the praise! We are glad you enjoyed playing our game. :)

Thank you! Deciding on a window size early is a great idea, and definitely an improvement we will take forward with us for the future.

Thank you for the review!

Thank you, we are glad you liked it! Controls are something we would look at tweaking for the future.

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Thank you! There are portals at the top of the vertical levels, but if the player is directly underneath them to collide with it straight away, they move to the next room before it is shown on screen.

However, many thanks for the review - we are glad you enjoyed our game!

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Thank you very much for the kind words!

The options menu would have been our next step in improving them game. Visibility of the platforms was something we would also work on - however, I like the idea that it could be a way to further amp difficulty! 

Thank you for the review, and for taking the time to play our game!

We have increased the difficulty in advancing stages with the placement of the platforms and the speed of the enemies. If we decided to add more levels, they would have undoubtedly been all the more challenging! This is something we would look into - increasing the speed is definitely a way to increase the difficulty and tension, I agree!

However, thank you for playing! We're glad you enjoyed it.

Thank you for your praise! A story brief is outlined on our Game Page. We have also increased the difficulty in advancing stages with the placement of the platforms and the speed of the enemies. If we decided to add more levels, they would have undoubtedly been all the more difficult! This is something we could look into in the future.

Firstly, thank you for playing our game!

The controls are stated on the Game Page as well as the video trailer on the same page. As for the art style, we tried to keep a consistent pixel sprite style between the art team. There are different themes - steampunk, dieselpunk, and cyberpunk - to simulate different time zones in advancing worlds. In terms of the game closing when you lose, it is something we have all said we will take into consideration on how to fix this for our next project.

However, I'm glad you enjoyed playing the game!

Thank you! The controls are stated on the Game Page as well as the video trailer on the same page, but the game closing is definitely an improvement we could make for the future.

Thank you for the review!

Thank you! The idea was to keep the controls to keyboard input only, but I see where you are coming from. We will take it into consideration next time. Thank you for the review!

Solid game, with a fun video on the game page.

The art is great and the theme/ concept is fun and original. The cost for buying upgrades feel balanced, but the auto-clicker adds to the total too slow.

From the video it sounds like there should be sound effects, but I do not hear any when playing. Background music would also be nice. I would also tweak the working on the main menu, since at first I believed I had to click the monitor to start, not the buttons below.

However, you've all done a nice job!

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Bloody brilliant game lads!

In all seriousness, this is really enjoyable! The two types of scores (crumbs and GBP) confused me at first, but then I thought being able to build up two different scores is quite unique and yet doesn't feel overwhelming. The pixel art is beautiful. The taxi and the double-decker, the different biscuit types, and the background sounds (and music!) are fantastic touches.

To improve upon this, I would animate the wheels on the vehicles so they do not appear to glide, and I would be careful of the national anthem - it loops frequently and loses its charm relatively quickly.

However, you've done a fantastic job! All of you should be proud. I imagine this will rate highly!

A solid concept! I hate to repeat the other comments, but it is a shame the return button faults make this unplayable.

However, I do really like the pixel art and the overall theme. The use of the Minecraft background feels a bit cheeky though! Nevertheless, this has a lot of potential.

Good work.

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As a drummer myself, I love this concept! I was great fun to get into. It reminds me of a minigame from Rhythm Heaven in an obscure way, where the music builds up the better you do. I love it!

However, I, like most other commenters, found it difficult to follow the rhythm to click to. I was lost until I was following the yes/ no in the corner. I think using a visual is more than fine and could certainly be made into a main part of the game - a pulse at the bottom, animate the drummer, or have the drum flash a different colour, for example. I assume the idea was to click in time with snare drum, but the window of time where you click felt a little out of time. I would also be nice to have a consistent art style.

However, this is definitely the game I've had the most fun with so far. Good job team!

This feels like a great game! It's nicely done, and pretty damn polished.

The pacing feels just about right, and the different sound effects for the different upgrades makes each one feel like an achievement. It's simple and effective; there doesn't feel like there needs to be much more than this, other than perhaps a few tweaks.

The sound effect when generating gold is a nice touch but gets annoying quickly, it would be nice to have upgrades that multiply the 'generate gold' counter, and it would be nice to have different coloured buildings for variety.

Other than that, very nice job! Well done.

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This is a cool, unique concept for a clicker game, and it makes for an interesting spin on the genre. I feel like a lot of original art has gone into this which is impressive. I also like how sounds and background music has been added as well.

It took me a little while to understand where and what the upgrades are. I would be nice to have them more visual/ obvious. I'm still not sure what the 'Fire' button does at the bottom of the screen.

Nevertheless, this was fun to play! Nice work.

This is really well done! I love the idea of a clicker that you can lose. All the art assets are impressive - I assume these are all original? The subtle variation of enemies through colours and boss names is a nice touch.

Personally I feel like the pacing was a bit slow - it feels like a bit of a drag to buy upgrades.

However, very well done! I expect this to be high in the overall rankings.

Loving the wit in the upgrades! All round great game. It feels balanced and progression is at a good pace.

I managed to somehow go into the negatives when buying upgrades (see screenshot below), but other than that, no problems!

Great work!

The concept is really good - promotions and admission fees increasing modifiers makes a lot of sense. The art is nice too - I love the little rocket man in the stall!

My suggestion for improvement would be to change the currency/ multipliers so that it is limited to two decimal places. That way it makes sense as £GBP, as you cannot have 0.001 of a pound, for example.

Other than that, solid game! Good job.

This is a cool concept for a game. I like the simplicity in the art style, although perhaps making each block  different pastel colours would help differentiate each one.

Personally I find it difficult to get past even the second wave. Increasing the time/ space between obstacles would make this game much more enjoyable. You could slowly shorten the distance over time to gradually increase the difficulty as the game goes on.

However, a nice concept! Well done.

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This is really cool! Very original idea for controls, a clever way around the one button limitation. It's fun how you almost have to get into a rhythm. I also love the detail in having three difficulty modes, which definitely distinctly feel progressively harder.


To improve, I would take a look at collision boxes.  I got stuck between a corner and a ditch obstacle at one point (along the upper right path) . In addition, on the hardest difficulty with the quickest speed, I went through and got stuck in the tree walls.


However this is a very clever game! Well done.

Loving the pixel art, the animation of the clouds in the background is a cool detail. I also like how you sticked to a mostly white/ blue colour scheme.

A suggestion to improve would be to lower the jump height to give the player more control.

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This is a nicely done game! I love the simplicity of the pixel style, it  adds to the arcade feel. I also like the flavour of the bigger space ship that you start at, it's a nice extra touch.

A suggestion to improve would to have the player start moving down on its own, rather than wait for the first input - perhaps not immediately, because I like the imagery of the player ship being shot out from the larger one - but perhaps as the larger ship moves off screen. This second or too could also act a bit like a preparation phase/ countdown, rather than throwing the player straight into the game.