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vidak

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A member registered May 22, 2016 · View creator page →

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Hey, thanks for playing and for the feedback! All valid points.

About the constant manual "charging", it does make sense to always shoot with full force initially, but at some point you might want to play a weaker "position" shot occasionally, so that you can "line up" a good shot after that. 

The game definitely needs (and will get) more content and variety. I've mostly been working on the core gameplay and visuals so far.

Cheers :)

Hey, thanks for playing and sharing the video link! Great feedback, especially about the difficulty progression. Looks like you've pretty much figured out the game. :) It's more of a prototype at this point, there's not much to it yet.

Hey, I played your game! I made it to the "Three Body Problem" level, might play a bit more if I can find the time. I like the core concept and the mood of the game, it seems like an interesting mix of Portal and automation puzzle games. The biggest issues that stood out to me are:

  • I was able to brute-force (or "cheese") my way to solving some of the more complex levels without finding a stable solution (don't remember which ones, though). I could pile up a bunch of boxes on a gravity panel and then turn the panel off, so all boxes would fall into the red (I think reactor?) area. I think you should not be able to pass a level just by reaching the quota, but by staying over the quota for a longer period of time.
  • It is a bit difficult to follow what goes on in the more complex levels. A lot of boxes are spawned into the screen and they pile up very quickly when you don't have a working solution yet. Another reason for this might be the visuals. It's a bit difficult for me to get a sense of depth with this kind of art style.

A few other minor things:

  • The camera shakes too much when you shoot and jump, as if your head bobs. This seems unnecessary, and gets a bit tiring on levels where you have to shoot a lot.
  • In the text that shows your quota, the "1" character looks a lot like "7". This was very confusing until I realized what's going on.
  • The "zero-gravity" timer is shown before zero-gravity is introduces. This was a bit confusing for the first few levels.

Cheers!

(1 edit)

Thanks for playing, and for the feedback! Good point about the rage mode, although you are actually invincible while in rage mode. :) 

Hi, thanks for taking the time to play and give feedback on the game! I'm glad you liked it. I've got a couple of follow up questions, if you don't mind:

  • Is there anything in particular about the rage mode that you didn't like? Did you maybe find it hard to hit the demons while they are running away, or is it something else? The idea behind it is to give you a chance to take a breather, or even clear out the room quickly.
  • What high score did you manage to get?

BTW, this game is more of a prototype right now. I do have some ideas about an upgrades-based progression, and of course, re-mappable controls, if I continue developing it. :)

Ritum Mortis is an old school, high score chasing, twin-stick shooter where you fight against an endless legion of demons. Try to survive as long as you can!

https://vidak.itch.io/ritum-mortis


An indicator for your last shot seems like an idea worth exploring. Thanks!

Smackball is what you get when you fuse tennis, squash and air-hockey into a competitive video game. Play in fast-paced 1v1 matches against your friends, the AI, or anyone. Smack your way to victory!

Thanks! :D