Thank you so much! I made this so long ago, but it sticks in my mind as well. I've thought about someday remaking it in Unity and actually finishing it. I had a few weird ideas in my head about where the story would go, but much of it is still a mystery to me.
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Really neat to see someone submit a game similar to great deck builders like Clank, Dominion, and Thunderstone! Animations for the cards were really slick as well! Only gripe I have is (and maybe i was doing something wrong) I felt that I had to click the card, then then enemy, then the card again in order to attack. Otherwise, great game and great work! :)
This was a really neat idea. learning the system and juggling the different parameters in order to move the sub felt great. Sad to hear you couldn't finish things, I'd love to see this updated with more features and completion!
I loved the changing aesthetics for different zones and smaller details like the camera shake on hit with an enemy were all done just right! I wish I knew a bit more info about the perks, but Risk of Rain has the same problem for me as well, lol. Not exactly sure how to describe it, but I wish the game played just a bit "faster" and the ball physics could be a bit wonky at times. Overall a great submission though! :D
A cool little boss rush game! Shooting felt great, boss AI / logic was very sound as well and everything felt very smooth. I just wish the game had check points between the bosses and more feedback on player hit. Overall great work! :)
The presentation was very clean and polished! The game itself was interesting, but I had a few situation where I wasn't quite sure why I wasn't generating people. The defense system and how the ufos exactly work could have been clarified a bit more. I'd love to see this fleshed out a bit more, as I had a good experience overall! Good job!
Literally an "on rails" shooter. Aiming felt really smooth and i loved the way the 3d was handled. Enemies with individual names and the way the damage system was handled were also very well done! I really wish there was a bit more variety in the enemy types, especially the bosses. My arm got pretty tired by the end, but I beat it and enjoyed the experience! Great work! :)
I really enjoyed how you handled perspective in this game! A lot of Xevious, Defender, and Jungle/Urban/Desert strike vibes here. I would check those games out for additional things you could implement to this game to give it a bit more polish and add more features. Still, what you have here felt quite good, and the mechanics are solid. Great work!
Things you really nailed:
The game feel. The clicking sound of the dice incrementing is great! I love the little hour glass sprite you used before it starts a 1, it was a nice little touch that helps provide feedback.
Camera shake felt just about right, not too much and not too little!
Fire and impact felt good, enemy knockback felt great!
The mechanic is clever!
There is one fundamental issue with the mechanic however:
Essentially all you really have to do is gather the enemies into a big ball, and just keep using the single pip attack. This will always whittle them down and kill them. I thought perhaps the detriment to this was speed, but there really isn't anything stopping me from abusing this and waiting to match each number would technically take more time and involve more risk to the player than simply dodging, circling, and spamming the 1 pip attack.
Does this mean that the mechanic is bad or not reworkable? Heck no, but it does need a bit of tweaking. Maybe you could tie the speed of the enemy to it's health value? 1 pips are slow, higher pips are faster? Or vice versa? It will take some experimentation, but im sure you could refine this even more and I'd love to see more variety!
Overall though, great work! Wanting more just means you have a solid foundation! :D
If you completed it, I am contractually required to call you edupo-senpai until the rating time is done. :D Yep, the faces of the little spirits are cars and it wasn't even intentional. I just grabbed the first sprite that looked kinda like a mask to me, and didn't realize until a friend pointed it out. XD
I loved the style and character put into this, and the poker mechanic worked great! Depth of field effects really made this pop as well. Great music and transitions from world to poker game. I love how smooth the chip falling animations were as well! Fantastic job! :)
Thank you! Your comment really put a SMILE on my FACE. Your game put a SMILE on my SOUL. Now we all SMILE. Everyone should SMILE....SMILE SMILE SMILE SMILE SMILE SMILE SMILE SMILE SMILE SMILE SMILE SMILE SMILE SMILE SMILE SMILE SMILE SMILE SMILE SMILE SMILE SMILE SMILE SMILE SMILE SMILE SMILE SMILE SMILE SMILE SMILE SMILE SMILE SMILE SMILE SMILE SMILE SMILE SMILE SMILE SMILE SMILE SMILE SMILE SMILE SMILE SMILE SMILE SMILE SMILE SMILE SMILE SMILE SMILE SMILE SMILE SMILE SMILE SMILE SMILE SMILE SMILE SMILE SMILE SMILE SMILE SMILE SMILE SMILE SMILE
A nice basic rhythm game that works with the music and actually follows rhythm! I liked the system and while the early portions sometimes involved me simply not inputting anything to dodge, it really starts picking up after a bit! I loved the use of color and the subtle animations. Great work! :)
Great work! Making anything online is challenging (I spent a few weeks messing about with Photon Unity Networking myself), so doing it for a jam is particularly impressive. I tested the connection with myself by generating two instances in browser, and things felt just fine.
Thank you for playing! Fine tuning the difficulty was one of the more challenging aspects of making this, and it could definitely have used some more time. I'll probably dig back into the code after ratings are done. Thanks again! :D
The game is very pretty and I enjoyed the ambient music! It can be a little difficult to see certain things because of the parallax background peering through the transparent foreground. Try increasing the alpha on the platform (keep the color or perhaps darken it a tad), I think it will help! Good work! :D
I love the little scuttling animations, fantastic use of audio to get you feeling that sense of dread and panic. Vignette effects were done very well also! Not sure I'm the biggest fan of the control scheme...it does make you "panic" more and smash the arrow buttons, but it also makes losing feel like it's due more to the responsiveness of the controls than anything else. Still, tons of polish and if the goal was to make the player feel a little anxiety, you definitely nailed that one! :D
I really loved the game feel and the progression system, but I'm just not a huge fan of the control scheme. Just my personal preference, and mad respect for trying something new! Im sure if I took more time I'd get used to it, and even with me having trouble it was still fun to play! The tutorial was fantastic too! Great work! :D
Very polished, great concept. Only gripes I have:
I wish you could turn the block a bit faster when dragging the mouse.
I found nail a few times in the tools level, but it wouldn't register until I found the "proper" nail.
Did the game mention anywhere that words could be backwards? The level "Tools" took me a bit without realizing that, and animals had one of those too.
Overall, this is fantastic. I can very easily see this being a marketable product with a little more polish.
This was fun! I've played it both with a keyboard and a controller and have to agree that controller is the better experience. I know it's a simple animation, but the bumbling bouncy walk of the bat made me laugh, it's adorable and one of those little details that adds a lot of character. The gliding felt great, and things were precise enough that threading through the storm of arrows never felt too frustrating. Great work! :) *just realized I wrote a comment before, but I didn't rate until just now, so sorry for the double post!*
I think most things that need improvement have already been said. It's an interesting idea and playing in the tiny window actually made me feel like I was playing something on Game Gear or GBA. It got my nostalgia juices flowing a bit, so not exactly a detriment to me. The combat system was unique, thought I'm not sure I grasped all the nuances of it right away. Was this made entirely with .Net? Definitely unique! Good work :D
This was really neat! I liked the idea of throwing the gun to reload and swapping tower locations. Some of the enemy pathing was a bit strange, and i felt that the 2nd level angles were a bit tricky. Shooting was very satisfying! I'd love to see this concept built on!
Now I don't trust Oceans OR Cake. =\
Music was relaxing, sound effects were great. Something about this game made me feel lonely and I liked it. Using the map and making logical deductions was simple, but fun. I'd like to see this expanded on! :)
As someone who has worked in RPG Maker MV and is loosely familiar with SMILE, this was great work and getting the assets to cooperate in only 8 hours is even more impressive! Never underestimate the power of Event driven systems in the hands of someone who knows how to get the most of out of them! I think people sometimes give RPG Maker style engines the cold shoulder, but you can accomplish some really really amazing things with them. :)
That centerpiece of the cathedral is great! Game played solidly, gave me some DUSK vibes along with classic Doom of course! I'd love to see this expanded on while keeping the aesthetic and a bit more game feel, but it's a fantastic start. Great job!