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(+1)

Played through the demo.

Still feels satisfying as fuck to play, no complaints here.

Asset resolution is still all over the place. Like I said last time, many people won't care but it's something to consider.

I really like the grates you can use with the remote bombs., although the way they're implemented just made the use too obvious.

The movement of the enemies in the last level is way too erratic.  They're hard to hit, they're hard to dodge and I could not figure out how exactly they work so they were just frustrating.

Some enemies will fire a projectile upon spawning, feels unfair.

That area in the last level where you first enter a building and then its second half is ruined is confusing because the metaorites behind the windows can't hit you but then there's suddenly the ones flying inside. Maybe add some transparent overlay to the intact windows to better differentiate them.

The little platforms in the last level are hard to see, need more contrast against the background.


Thank you for playing chasmdev, and I have no words for your fan art. It just misses the "see you space cowboy" from bebop to make me cry.

Asset resolution is still all over the place. Like I said last time, many people won't care but it's something to consider.

I'm learning as I go, and till a few weeks ago I was on "fuck pixel perfect" side. Because my tiles are 16x, but Robo is 24... but I want him to be one tile high for balance reasons. One day, fucking around in aseprite, I discovered that if I scale up Robo x2 and the tiles x3 I have a perfect match at 48x (yes I'm that bad at math and I didn't notice it). So a possible solution is to scale up everthing to x48 and maybe MAYBE I could resolve this pixel perfect bullshit. the struggle is real.

I really like the grates you can use with the remote bombs., although the way they're implemented just made the use too obvious.

Glad you liked the gimmick. this mechanic had the response of a puzzle, some got lost, others like you get it on the spot

The movement of the enemies in the last level is way too erratic.  They're hard to hit, they're hard to dodge and I could not figure out how exactly they work so they were just frustrating.

the last section+enemies is bullshit because it's not properly tuned. I Could argue myself that even if I get you to fight the first red alien on a secure zone, having just right after the same fight under an energy field and then under a meteor shower is just bad.

Maybe add some transparent overlay to the intact windows to better differentiate them.

that's a great idea! thank you man.