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A member registered Feb 05, 2017 · View creator page β†’


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Quick, fun sessions and a cute, charming character. Having the option to cannibalize a weapon for ammo , completely change it to an enemy's weapon or roll the dice and combine weapons is actually really fun (though I found myself stockpiling ammo after I made a good weapon). I like how you turned your original project into this and I am wondering if you will be returning to DinoSorcerer or maybe moving on to a new game (perhaps focusing on this mutation of it). Good stuff, thank you for sharing!

(Edited 1 time)

I lost over a solid hour to this game having fun in it's current state. Most of the enemies can be trivialized with throwing your blade but the exploration was extremely satisfying. I managed to get the basically 'handout' red and the purple gem before I called it quits (I was hoping the maiden would acknowledge that I got the purple but she never did). I think I was close to getting the green but I never found a way to get to it (I remember a purple gem door somewhere but I wasn't able to find it again.)

Sometimes when throwing the blade it would come back and just spin in the middle of Frauki without her grabbing it again. It took jumping around and moving quite a bit to get her to recollect the weapon. While not necessarily game breaking it did lead to taking unnecessary damage when the blade came back but I was unable to actually grab it to continue defending myself in the middle of a fight.

Lastly thank you for making a standalone executable. In all of the previous iterations of the game (browser) I was unable to play it because of drastic fps issues. I had zero slowdown while playing this time and was able to enjoy the game properly. Thank you for sharing your game! Goodluck with your devving!
p.s. As a side note I would have liked to have an apple counter somewhere to display how many I was holding onto.

Thoroughly enjoyed this one. It reminded me of the days when I was playing Gabriel Knight: Sins of the Father and other such amazing adventures. The only feedback I can really give is:
1) when text is finished during the intro the slow scroll of the desk area should finish early
2) like in the aforementioned GK series and others of it's ilk I would like to have more general questioning options with characters as this helps flesh out who they are and the world in general
3) I wish there was more to interact with. I know this was just a demo though so I can only hope there will be more hidden little tidbits of information to be found when clicking around!

Thank you for sharing your project! It was a really fun romp through nostalgia!

Pretty engaging. I played for about 39min and made it to Lv16. I put all of my skill points into HP+, HP Regen and movement speed which made me nigh unkillable. I am not sure of it is a glitch but when you complete your 3 hit combo, if you immediately tap and hold attack again the third part of the combo (the bladed twirl) will repeat itself giving you a 4 hit chain. I am unsure if this was what you wanted but it was fun to try and time it to get more damage.

Overall I had a lot of fun and you are on a really good path with this project. Thank you for sharing!

This had great atmosphere to it. Are you planning to have music/ambient sound eventually or will you go with the silent/realistic approach?

I initially tried playing with a controller (wireless 360 for PC) and movement and reload worked fine but when I held the 'aim' button (left trigger) the screen shook for a fraction of a second and the aim cursor appeared before disappearing again. I had to switch to keyboard and mouse to continue. On that note when holding down the aim button (mouse) the screen jitters and shakes constantly until I release aim. Is this intentional/mood/story based or just a bug? All that being said the shooting was actually satisfying and I would love to play this game when it is finished. Just give more love and attention to stage layout and puzzles and you have a really great game in the making. Keep it up!

It is a comfortable looking game visually. The suit mechanic is genuinely fun and I would like to see more interesting and creative uses for it added in the later areas of the game because it is pretty solid conceptually.

I am terrible with keyboard controls so my review of the demo can't be as indepth and rewarding as the others but if you could possibly see about maybe adding controller support in the next iteration it might go a long way to increasing your testing pool. I did encounter a charging jump glitch but no enemies were involved. I was holding down the charge key and released it the exact moment the 'overload' animation and sound started. What followed is I was unable to move or jump from my current spot. I had to change into chip to gain movement control back but even then the 'overload' sound effect was still playing until I suited up again and did a proper jump.

Thank you for sharing your demo! I hope you keep working on it!

Just as fun as the last time I played. The expanded journey was satisfying and very much appreciated. I have two questions: 1) what kind of music (if any) are you going to have playing during the game and 2) how much of the full game would you say is in this demo? Estimated completion time was about 18 minutes reading everything and failing about 4 of the puzzles 5 times or more.

Besides those questions this was a treat and has lot of potential to take off once released. Hope to see more from you soon! Happy devving!

Just finished playing your prototype! It has it's very apparent Castlevania feeling to it and I was wondering if that was the direction you were actually wanting to go in? If it is then you nailed the general feel of it (besides perhaps making the forward jump just a tad longer in distance).

What kind of visuals were you ultimately going to want for the game (theme etc)?  I can see the project going in many different directions thematically and that is probably a good sign. It means the very base core loop is solid enough to have a lot of potential! Thank you for sharing your game!

First I want to say thank you for including controller support this time around. I am terrible with keyboard gaming so I was able to get really comfortable with everything and truly enjoy the experience (and enjoy it I did).

You have extremely clever and well designed puzzles here. I cannot imagine the amount of work and iteration it takes to make a game this well put together but you are excelling in that regard beyond a shadow of a doubt. The character is cute and the visuals are very well done. I didn't encounter the sound issue you warned about so I cannot comment on that any further than saying the sound and music fit well.  If you can find it in yourself to finish the game (and I certainly hope you do) this would be a definite day one buy for me. Keep it up!

This was fun. The sprites were nice and I felt that the music fit. I know you said prior it is royalty free but the choice was still a very good one. My run was done using only the regular shot and never switching gears or gun modes/using abilities and I was able to coast pretty comfortably past wave 50 on Normal mode for a final score of 4,638,325 doing nothing but backing up and eventually doing a slow turn circle to sweep in and pick up all of the drops. I did enjoy the idea that different colors of enemies restored different gauges (I assume this is the case. I only got to eventually see that green orbs filled health when I took my first hit at around stage 30).

To be honest I don't know how you can design the game to encourage movement beyond moving backwards and circling since that is an extremely safe and efficient playstyle but if you can I think you have a really good base game from which to build on top of. Thank you for sharing your project!

Not ashamed to admit that I legitimately smiled the entire time I was playing this. It was quirky and fun because it wasn't taking itself seriously and that only helped to bolster the enjoyment I had while playing. Obvious balance and design issues aside you really do know how to have fun with the development process and that is a feeling I think all devs should strive to always keep with them while making games. We do this because we enjoy it.

Please never stop making games, the world would be a little less enjoyable without you bringing your creations to life.

I enjoyed playing this! The bullets were vibrant and easy to see and I thought the sound effects were very well done.

I can see the dash mechanic becoming extremely engaging and fun if you start to design the stages around the ability a bit more (there are really a lot of things you can do with it so that is pretty exciting). Graphically you have a very crisp presentation and it is very pleasing to see the info bars and how well they were done. While the mid boss lacked variety in it's patterns the actual boss had enough going on to be nice glimpse into the way you plan to design your future battles. As others have stated, my overall enjoyment of the game would most definitely be enhanced with the addition of control options but the current layout is far from detrimental in that regard.

I am genuinely interested in seeing how far you take this project and to see it continue to grow and evolve. Keep up the good work!

Fast paced and tight controls. This was good fun. With a nice roster of opponents/rivals you have a really great game in the making.

I didn't see anything particularly unforetold with the way it played and ran. If there were bugs I didn't find them.

My only regret was not getting to use a controller for this game because it feels like the kind of game that would present better using one. Keep up the solid work!

I had fun playing this. The potential it possesses to be a great Metroidvania is great and it will be exciting to see the project progress from here when you get to start working on an actual 'castle' (or equivalent) map.

The animation is clean and cute which both go a long way to making it fun to play and kept me engaged enough to give it multiple run throughs.

Combat felt good but I must admit in it's current form the shooting felt very unsatisfying. This will most likely change when/if it gets upgrades later.

The only thing I saw was that sometimes when killing the stacked turret enemies the top ones wouldn't fall down after clearing out a bottom one. This was rectified by killing the next one up which seemed to correct the logic and they would fall accordingly. Really good stuff here!

I liked the general concept of the old school wave movement on the enemies mixed with the free movement of the player. That said, I wasn't a fan of the enemies that go "berserk" and rush back and forth on the screen. The speed of your normal shot just makes for an unfun experience when having to deal with those enemies if you don't have a laser to burn. Adding to that, a resource bar/gauge to show when/if you can use your laser would be a nice QoL addition.

Probably the best thing I can say is that it actually does have potential if you are willing to give it the time and care it needs to blossom!

It has a ton of potential for sure! I think the only complaint I had was the obvious lack of invincibility when respawning. I had an instance where I died in a boss beam and respawned into it, losing all of the ship's HP again and exploding before the beam ended.
Adding just a few seconds of invin would be nice to let the player get their bearings and assess the situation.

I hope you continue with this project because I think it could be really nice! We can never have enough shmups, honestly.

This was a cute, little adventure. Bun's expression while holding onto a ledge is adorable and I loved her swimming sprite. I saw you address the spike visibility issue already in your posts so I cannot say much on that.

I suppose I wish this was just a little bit longer because I think something truly fun  could come out of this given time, love and care. I hated the controls until I was able to finally bind to a controller. From then on it was very responsive and I never felt like a death was because of the controls themselves but because of my own inattentiveness.

I hope you have the desire to polish this up a bit more, even if it is only on the side. Animations to the large threats (water spout head, snake, worm) would go a long way to breathing even more life into this little gem.

Great project as always.
I could definitely see your balance changes to the first stage, allowing it to lean more towards the reactionary and less towards the memorization (though memorization has it's own dedicated fanbase of course).

Powerups seems to suffer from a screen coordinate lock that is completely independent from the actual background. What this leads to is a powerup that spawns in an obtainable position but then ends up in a wall or floor or ceiling because the background has scrolled up or down and the powerup hasn't changed y position to compensate (this was all Stage 1 issues upon entering the ship.)

I enjoyed Stage 2 for the most part and it absolutely gave the impression of a city under siege but a lot of the time the enemy waves felt extremely chaotic (sometimes in a good way, sometimes bad) and it started to lean back into the memorization camp of shmups. This isn't a bad thing though, because stage progression should be harder, but the jump from what you made Stage 1 into with your rebalances going into Stage 2 is almost jarring.

Again, great project and I look forward to seeing where it continues to go!

Great experience. Very 'oldschool hori' where memorization and execution came with dedicated practice. Laser was my favorite weapon and I liked that bursting the powerup matched yours. Would have liked if bursting swapped a powerup to another type if it already matches your current loadout. There were times when I was getting only normal shot and wanted laser. If there will be more weapons you could make a bursted powerup bounce to mid screen before coming back left. This would give more opportunity to grab it but also to cycle through types until getting the one you want. Make the ship sprite the hitbox for powerups and keep the cockpit for collisions. Would alleviate the issue of overshooting an upgrade in the heat of battle.
For what it is going for you delivered on the difficulty. Maybe add an easier option but don't shy away from going harder as well. This is the kind of game that gets a dedicated fanbase competing for leaderboard and easier settings can be for everyone else. Keep it up!

This was hard honestly! It probably shouldn't have but it took me a while to figure out I had to dash through the rings to activate them. Getting the key to the lock was a whole other challenge itself! Just a couple of things I noticed:

1) When the game is paused you can still press jump and hear the sound effect
2) There might have been a way to do it that I missed but I would have loved the ability to bring the phone menu back up. I tried every button on a controller and all I could find was jump,dash,pause, and text messages

That being said I could see what you were going for with this game and with polish and music(this alone would improve so much) this project of yours is turning out to be a really interesting game! (the day and night cycle was a nice touch by the way. I noticed it on the last leg of my journey with the key). I look forward to seeing where you take this!

Very interesting game you have made here! The Mega Man vibe is real and that is a positive.I was interested in the "you made a new friend" text but then became even more so when I discovered there was a whole database dedicated to them. And from the looks of it a fairly extensive one at that! Some things I noticed:

1) Using the laser weapon seems to only hit the first enemy in a group of large creatures (big slimes etc) even though it looks to be piercing through everything. On smaller groups it is apparent that everything is taking damage.
2) I was able to just run forward and keep my finger on the fire button and kill almost half of the enemies before I even saw them.
3) The camera only starts following after you have crossed the midway point of the screen by a bit. This leads to you being able to see behind you more than you can see in front. I think if you reverse this it will enhance the gaming experience.

Overall it is a great start!

I don't normally play these kinds of games but it was honestly kind of hard to stop once I started. It took almost a full play before I realized why the ball was stopping about halfway up the lane despite me messing with the rpm (which should have given it away really). After I started messing with the actual strength of the throw it became a play of me trying to get at least ONE strike. After I finally got one I started a play to see how many I could actually get. Pretty fun. I am not sure I would actively play it if I came across it in the wild, more so because it is outside the genres of my interest and not because of the quality of the game, but having crossed paths with it I can definitely say it was a fun experience and one I do not regret. Thank you for making it!

It was charming. I had tried to use keyboard initially because for some reason my gamepad wasn't being detected but after a few frustrating attempts I decided to try the gamepad again and it worked. What followed was a far more focused and far more fun experience! Some of the enemy placement, specifically with enemies firing at you from off screen before you have even seen them is a bit of an issue in my opinion. I could understand if they saw you/you saw them and then you tried to back away. I was honestly hoping to be able to destroy those rotating turrets you had in the last segment but when I found I couldn't I resigned myself to slowly getting through it as best I could (it took about 5 attempts and the successful one had me at one hit til death). Other than the sometimes awkward difficulty spikes and sniper A.I. I had fun and I would definitely come back and play it again!

Definitely fun and I wish I could have continued but I am very uncomfortable with keyboard controls so any accuracy/precision I could have gained by being able to use my preferred input device (gamepad) was thrown to the wayside. After about 20 minutes of attempts I walked away, not frustrated at the game (because it is honestly fun) but frustrated at my inability to control it properly. If you could add gamepad support that would make this already fun game even more enoyable!

Very nice experience. I loved the arcade feeling it gave and I also loved that it was accessible despite this. The girl cat crying when she has only one health left is adorable. Hopefully sometime in the future you could include gamepad rebind as I found myself wishing one of the face buttons could have been shield. Keep going because this is a really fun game!

Fantastic atmosphere. The combat is very difficult (though I feel I might have done better with the aid of a gamepad as I am pretty terrible with keyboard playing). It is amazing what you have been able to accomplish is such a short time. I had no issue with any of the logic puzzles (**SPOILERS** although I died to my third vcombat encounter on my way to axe down the boarded up door***END SPOILERS). So really the only issue I had was unfamiliarity with the input device for gaming. Otherwise everything felt really good. Hope you continue with this project!

I am a fan of visual novels and text heavy games in general and I absolutely loved all of my time with Metanoia. It was an engrossing experience and one I hope to be able to continue in the future. Keep up the good work, this one is a gem!

Probably a very minor issue to handle but every time I died and started over I had to hit F2 again so I could use my controller (...I died a lot).

Some of the movement felt a bit slippery(?) I would stop moving but it felt like she would slide further along into a wall much more than a physics based stop would usually give (if that is even something you actually added).

The game, however felt really really nice. I played on fantastic settings using an almost 10 year old machine that has never had a single upgrade in parts and it played very smooth with no slowdown at all. Some of the enemy placement felt a little unfair but the overall experience was really nice. I wasn't fond of any of the other guns sans the starting weapons and even after I picked up the frost one to handle the buzz saw enemy I still went back to get my "Re-paw-lver". The starting weapons just have a meatier feedback to them so they actually feel powerful. Great game with an amazing future!

I am terrible with keyboard and mouse controls but I had fun with this demo. The data spike punch was oddly satisfying. It is probably my weaker fps skills talking but I felt like the almost instantaneous reaction time of the enemies (from seeing you to shooting) made it almost impossible to not take a few shots even if you were just peeking around the corner real fast (though I suppose they are machines so their reaction time would be spot on). Great experience regardless!

Very minor nitpicks really. Holding towards a wall while against it and almost simultaneously holding jump results in an odd animation loop. There also seems to be an odd bug where if you go to higher ground and the camera pans up with you, you can actually drop down to the lower area you were at before and instantly die as if you dropped into a death pit.
All that being said I thought it felt really slick and functional. There is a level of polish and care here that shines through. You really care for this project and if you can maintain this quality throughout the rest of the game you will have something magical here for sure!

I have never played a game in this genre (if another exists) but I can definitely see the appeal in it if only I had more time to give it. Even though I ended up trying and failing 5 times (two of those times the ranger and wizard refused to leave the starting room even though the knight and thief had ventured out already and no enemies were close by to prevent them from joining the other two) I still found myself wanting to try 'just one more time'. Surprisingly I wasn't annoyed by the music at all (in fact I would say it complimented the game very well and kept everything buoyant and approachable. Had it been more serious music I probably would have given up after a second try out of frustration from not being able to completely understand the game).

It would be pretty nice if you continued to work on it just to see where it ends up!

I enjoyed this. Your character is really cute and the music was endearing. The combat was engaging enough but I wish it had more enemy movement when they attack (but this is a quick demo and a complete non issue at this time!). The only issues I had were:

1) the camera going through walls in the dungeon. I like tank controls because I grew up with them but when combined with the camera+wall interaction made it a bit unpleasant.

2) I could use a gamepad (wireless x360) to move around but none of the other buttons on it worked besides pause(start). I had to use the keyboard to confirm and open menus

3) Probably the biggest one. For some reason when entering the abilities window from my status screen the game became unable to leave the ability window. Not a single button on the gamepad or keyboard did anything but scroll up and down the spell list and confirm on them.

This has amazing potential!

First the issues. The combat feels "sticky" and it takes a bit long to go from standing to crouching in order to react to ground enemies. You can get stuck at the tops of staircases and fall into bottomless pits at the bottom of them. I don't know if the standing enemies were meant to be walking in mid air sometimes (maybe they are going to be apparitions?) but I wanted to report that.

All that being said I still had a great time. I appreciated seeing the bats in the far distance and can tell that will lend itself well to building the atmosphere. With enough polish and love this could be a really great game and I hope you continue to work on it!

I was getting into the game but in the second room (I think) this error popped up: http://imgur.com/a/6Di3p

I hit ignore and a few seconds later it popped up again. I was unable to get around it unfortunately. I loved the music and the general mood of the game though!

This made me remember the good times I had with Link's Awakening and I appreciate that. Besides the obviously menu issues that you are aware of the only other thing I could think to bring up that isn't praise would be that the weapons (or at least the axe in general since that is all I found) didn't "feel" impactful. Maybe I was hoping for a low key sound effect for swinging or maybe just one for contact, I honestly couldn't say, but it felt like something was missing to make the weapon feel powerful. I look forward to your continued progress!

It was a cute experience with very nice graphics. The only bug (outside of the obviously 'in development' state of the game itself) is that when choosing windowed mode and 1280x960 the game still forced itself into full screen mode with no way to leave the game other than to hard crash it in task manager. Otherwise it is really well done and I look forward to seeing how it continues to develop!

It was thoroughly enjoyable (I found at least 2 pieces I could not get to so I am pretty sure I wasn't even close to finishing it). I did however give it a good 30min of effort. The sound effects were fitting and the background music was subdued enough that not once did I feel like they overstayed their welcome. In fact I would say their quality helped to offset the frustration that was mildly bubbling at the surface as the attempts dragged to their last.

Overall I think you have a really nice game here and if you wanted to you could probably turn it into something much more than it is (but that might destroy the intent and purpose behind it. Only you can say.)
Thank you for making such an enjoyable experience!

Was getting this error message when trying to launch the game. Both the standalone .exe as well as the .zip
I was really looking forward to it as well!