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Vitohsh

17
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A member registered Aug 16, 2021 · View creator page →

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The weapon rotation concept, while fundamental to the game, unfortunately becomes annoying when you actually use it. While the principle is somewhat similar to healing—hitting an enemy requires skill—the current method feels incredibly tedious. I don't know how to reliably fix this, but various approaches could be explored: a reaction-testing minigame for shooting, shots that initially fly along an incorrect trajectory but can be aimed at enemies with the mouse, or at least a reduced maximum barrel deflection range combined with the ability to rotate the character.

Regarding healing, it initially looks interesting, but firstly, it requires adjustment for tight spaces, and secondly, it begins to feel routine after the first try. A limited supply of first aid kits could be made and scattered throughout the levels, or a healing meter could be considered that would refill as you kill enemies. A small note about the interface: I didn't immediately realize that the number under the health bar represents the number of remaining first aid kits and isn't connected to the shot charge bar to the left of it.

I also don't like the idea of firing a charged shot in the opposite direction of the barrel. This is also inconvenient, especially with the current infinite barrel rotation around the player's axis.

Despite the shortcomings described above, I generally enjoyed the game due to its pleasing minimalism, good enemy design, the presence of physical interactions in the levels, and the various mechanics introduced in the game, even if they are simple.

A game with a relatively good concept and style, it still has a lot of room for improvement. Personally, I miss the lack of an indication of the currently selected weapon through the gun's design (for example, a bullet on the barrel, a designation on a display attached to the gun, or some other modifications). While I like the game's style, I lack variety in enemies and rooms, especially visually. I also often confuse dead ends with corridors leading further. Perhaps this was intended, but it's frustrating. As a player, I also like to understand at least a rough direction toward any overarching goal, so I think a good solution would be if each level had not only signs indicating the exit but also a compass interface that points in the right direction and indicates when you're near the end of the level. Overall, the game feels like it lacks synergies between the various weapons used and the ability to quickly switch between them. A good reference would be my favorite shooter, Ultrakill, where you can, for example, throw a deadly coin with one weapon and activate it by switching to a shot with another. Similar connections would be well-featured in a game with your concept, along with a large variety of wild and wondrous weapons. Also, since the game feels like a roguelike, passive buffs for the player would clearly be appropriate, both to make them stronger overall and to create new synergies.

A wonderful, fun game that, unlike other vampire-like games, prioritizes player skill. However, it does have a problem: it ultimately boils down to a strategy of safely moving along a specific path, circling bosses and enemies. I missed the occasional chaotic element that would force me to move in a different direction.

I'm also disappointed with the sword. It feels significantly less useful than other weapons because it has a poor area of effect (I usually try to move away from enemies rather than rush towards them, knowing I'll take damage).

Also, in my opinion, the game lacks sufficient emphasis on abilities other than those that grant weapon and damage.

A cool platformer with a good idea. I enjoyed improving my score and unlocking upgrades that encourage me to take a different route through the level! The visual design is a bit lacking in places; while the platforms are easy to read, they create a somewhat monotonous and boring look. Minor issues include occasional sound issues.

The controls were a bit strange to me at first, but I liked the game :)

(2 edits)

The basic idea is good, but the movement feels slow. I think faster character movement and resource gathering would improve the gameplay.

Good pacing, an unusual gun, and appropriate enemies, but there's a feeling that something is missing here and there. I also really enjoyed the boss fight.

It's a retro vibe game. I don't see any complicated gameplay, which I'm usually not a fan of, but I find the game very relaxing.

Тема прикольная, но вот за что вы динамику происходящего такой низкой сделали? Этож самое важное в таких играх. Чтоб всё было быстрее, выстрелов больше и т.д.

Залипательное залипалово. Но мне кажется, или скорости по диагонали складываются? Вообще движ дикий, меня в первый раз за пол секунды убили сразу. Лучше хорошую реакцию иметь)

Очень понравилось, как совмещены механики и как ощущается игра. Только уж больно хардкорно, и если сразу имбовые прокачки не выпадают проще рестартить, чем рероллить.

Спасибо! В дальнейшем интерфейс ждут улучшения :)

Как можете видеть из комментариев, работа над нормальной отбражаемостью ведётся. Возможно в будущем будет проведена дополнительная работа в том числе и над текстом.

Спасибо за отзыв! За то, что карты генерируются не так уж и плохо, особенно приятно. В города важно целиться в начале игры, потом больше ресурс-менеджмент, дабы мощь не падала, ну и сражения с другими ханами иногда возможны. Про местность фишка в том, что разные события во время движения привязаны к разной местности, соответственно решения и эффекты тоже. Ну и проходимость разная.

Псс.. В комментах есть версия, в которой проще выиграть. Хотя оценивать надо конечно оригинальную, дабы всё было по-честному.

События в данный момент по вероятности происходят, поэтому так. Безвыборные события при низкой энергии вообще очень часто выпадают. Конкретно с подобными событиями это скорее всего недоделка и баг, но вообще может также влиять отключение перед подачей на джем системы умных событий, поскольку она не работает, когда разных событий в игре мало (а новые я просто не успевал сделать).

Менее забагованная версия с масштабируемостью, предоставленная для тех кто не любит хардкор, а также хочет нормально разглядеть мелкие игровые тексты, да и вообще игру:
https://drive.google.com/file/d/1D5603z2qGoWXkRjKrkmj9fAKFVgPvGAJ/view?usp=shari...

Исправлено. Я умудрился не залить в архив файлы для запуска игры, и мне разрешили перезалить игру вместе с ними.