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Love a good 3D movement system. This is a great start, I think, and using this platforming to traverse environments is interesting; it pokes problem solving parts of my brain to navigate up and around the place.

The rooms here feel gigantic, which makes sense for this sort of high-speed platforming system, but I think it could help the engagement a lot if the environments felt fuller and closer together, to make the movement feel more like a tool to get around, explore, and accomplish things, rather than just the means to follow the paths to the game elements. Adding more platforms and walls around the place could help, too -- each surface is a possible avenue to get farther or higher, and I think that kind of freedom would be pretty enjoyable to play with. The run back to the start of a sequence is also a bit of a break in the flow, especially with how long of a walk they can be.

I also think this could be very fun with more of a focus on momentum and building speed, then using the wallrun to carry that speed over huge distances.

Audio would be another thing to improve this a lot. Even just a handful of sounds for actions like jumping, running, and dashing could do wonders for the game feel.

Really great entry! Loved how this was basically just a better take on Donkey Kong 64's multi-character concept. Fun puzzles and progression, nice game length, and intuitive controls. The only issue I ran into is there's a spot in Cistern where you can fall into a crack that softlocks you, but overall nothing else major. Great work!

An interesting entry! I loved the idea to have the whole metroidvania on one screen. The art style and overall tone was well done. The ability to immediately warp back to the center at any point made backtracking a lot less tedious (and also possible at a few points) than it could've been.

I think the most immediate issue I had was a lot of the platforming ended up feeling frustrating, in particular any time I missed a jump and was just stuck inside of the grabby hands until I died. Not sure if that was a bug, but it definitely was the cause of the majority of my deaths. I don't think this game has coyote time but it felt like it definitely could've used it given how many jumps I tried to make and just didn't happen, leading to me falling into a pit immediately after.

The ability cycling by parrying the bullet is a unique idea, but in practice ended up feeling tedious when I saw where I needed to go and knew I'd just have to spend several seconds cycling through existing abilities to get the correct one to pass. The actual powers themselves were pretty cool, though.

Early on after I first got the starstruck ability, I think I somehow died during the getting powerup sequence, which led to me being stuck in that state when I respawned. I ended up needing to quit and restart.

I did end up finishing the game, and I think the game is pretty good! It just could use a little more polishing in a few places.

An interesting entry! I loved the idea to have the whole metroidvania on one screen. The art style and overall tone was well done. The ability to immediately warp back to the center at any point made backtracking a lot less tedious (and also possible at a few points) than it could've been.

I think the most immediate issue I had was a lot of the platforming ended up feeling frustrating, in particular any time I missed a jump and was just stuck inside of the grabby hands until I died. Not sure if that was a bug, but it definitely was the cause of the majority of my deaths. I don't think this game has coyote time but it felt like it definitely could've used it given how many jumps I tried to make and just didn't happen, leading to me falling into a pit immediately after.

The ability cycling by parrying the bullet is a unique idea, but in practice ended up feeling tedious when I saw where I needed to go and knew I'd just have to spend several seconds cycling through existing abilities to get the correct one to pass. The actual powers themselves were pretty cool, though.

Early on after I first got the starstruck ability, I think I somehow died during the getting powerup sequence, which led to me being stuck in that state when I respawned. I ended up needing to quit and restart.

I did end up finishing the game, and I think the game is pretty good! It just could use a little more polishing in a few places.

I was skeptical about how a top-down driving game could work as a metroidvania, but you knocked it out of the park! The blueprint aesthetic was fun, it took me longer than I'd like to admit to figure out how I was supposed to get out of the first room, but past that everything else was very smooth. I think there was one room in the left area I never figured out how to get to, but other than that I think I got most of the extra powerups when I went back to explore before the end. Great work!

Played and rated!

Extremely good entry! Aesthetics and presentation were fantastic, and the game hooks you almost immediately. I loved the main mechanic and the little experimentation I did with it makes me very curious to see where this can be taken in a full game! If there was one complaint I'd have it's that some of the jumps were a little bit tight sometimes, but overall this is one of the best entries so far!

Played and rated!

Played and rated!

Played and left a rating!

Very cute art style, definitely the highlight of this game!

The controls were a bit confusing at first, since the page doesn't mention the mouse at all, so I thought WASD with the player facing to the right was just how you were supposed to play the game for some time. It might have been better suited to just stick to WASD, since the combat is simple enough that strafing wasn't really something that ever needed to come up. The platforming segments in the taller room with the isometric camera were also quite difficult, since it was difficult to tell how the next platform to jump to aligned with the previous.

I absolutely love the unique control scheme here. Going from not even understanding basic movement to slowly learning about different button combos to perform more moves feels very satisfying. I haven't finished it yet, but this is definitely one I'll go back to once I've given more things a vote to give it more attempts.

Very well-made! I especially enjoyed the sound design; it really added a lot to the general feel of things. The powerup system was also clever; I had an "Aha!" moment when I figured out exactly what the yellow squares meant".

I'm encountering this same issue, too.

I really enjoyed this. So many of the powerups weren't at all what I expected to get, in the best way possible!

Very cute!

This was a neat idea! I loved how the abilities were unique compared to what you'd expect to find—a levitate instead of a jump and a bomb instead of a simple projectile.

Very cool concept, well-demonstrated mechanics, and I love the music in the final section.

I did have to restart the game early on because I accidentally placed the first key somewhere inaccessible, and the jumps to get to the final arcade cabinet were a little difficult, but other than that I had no issues.

This was a fun little experience! I liked the pacing of showing the obstacles and gradually giving you more knowledge and tools to avoid them or use them to your advantage. I also enjoyed the little secret interconnected-ness in a couple places.

I couldn't find the way to activate the 3-hit switches, but... I kind of launched myself over a wall with a turret to reach the ending part. Oops.

Would love to see a more finished version of this!

Very pretty game, love how the visuals come together. The movement is a bit of a challenge to get used to, but it's interesting while remaining simple.

The boss was a bit too challenging for me -- I would love to see past it. I'm intrigued by what else this game has to offer.