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akita_engineer

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A member registered Apr 17, 2021 · View creator page →

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Ah, good old non-deterministic Unity physics XD The game is still quite fun despite the fact that each run is slightly different.

I found myself hooked quite quickly. I really liked how easy it was to change the setup and try again and again and again. The sound design is done well too - it's subtle but effective. My only complaint is that because of Unity's physics I had a hard time setting up the walls to change the trajectory of the ball. You could try increasing the # of solver iterations which might impact the performance a tad but would make it more deterministic. Or maybe you could change trajectory by using some other clever trinket.

Nicely done! Don't feel discouraged, practice makes perfect :) Also, 48 hours for making a game is quite extreme so congrats on getting through. It only gets easier from here!

Haha, cute little game! Very enjoyable experience and a creative take on the theme. I also liked how you incorporated one of the bosses to be a part of the wheel - simple designs as this often allow for more creative level design. If you were looking to increase the difficulty, making irregular patterns that play differently when going from one side to another could make for interesting gameplay - I noticed all the patterns were symmetrical.

Great game! Always love games about time travel - there aren't too many :) Time Heist as a great rendition of a classical type of game with player having to rely on their own copies only now they shouldn't be seen. I was initially a bit confused by additional time glasses but it made sense in the end. Fantastic art too - well done!

Nice game! I wasn't sure if there was a winning condition and rockets in my playthrough pretty much always have hit the asteroids which required me quite little to do. I had fun dragging rockets around and I can definitely see this being a powerful mechanic.

Great game! Definitely makes you sympathize with those poor ducks. My only critique is that choosing lanes with a number key makes it easy to forget which lane you chose and makes switching between lanes harder. If just pressing a key button would change the duck direction immediately I think it would be easier to master. 

Awesome work! This is a great execution of "Get something from point A to B" game, and it raised a lot of questions in my head encouraging me to experiment with it by trying different road pieces and playing around with them. The controls and overall stability might require an additional pass but the idea is solid. 

Btw, for some reason on one of the levels my car was exploding on the finish line :(

Cool game! A clever take on the anti-RTS genre, my team had a similar idea. I had a bit of a hard time controlling the tree - but  that's all I can say. FOR THE TREES

Thank you and thanks for playing! I agree, right now there is little to go off in terms of strategy since we had to cut corners but this is one of the first things we'll be definitely improving next.

Thank you for playing and glad you enjoyed! And actually there is a trust metric - but connection with the quests is slightly less clear. I'll be definitely taking into the account the feedback, thank you.

Thanks! And don't you love how confused they are each time? XD

On a serious note we actually do support more than one response to these quests but in the lack of time unfortunately I had to stick with only one for each which I wasn't happy with. I'll be adding more! 

Thanks for the kind words man!

Thank you for playing - I agree, our artist is SUPER. And the goals are supposed to be slightly ambiguous with 0/1 metric - certain quests would partially fulfill certain goals (invisible to the player). However it's not an excuse for lack of clarity - this would be the first thing to improve on later in the timeline.

Thank you - we had TONs of ideas but had to cut most of them due to time constraints. I'd be more than happy to improve on this :)

Congrats and thanks for sticking till the end!

Thank you for playing and I'm glad you enjoyed it! Trust is everything X_X

Thanks - I'm glad you called out humour because I was writing this with 0 brain energy left lol! I agree with you 100% - the text doesn't stay too long and the goals ended up a bit to abstract to my liking. I am glad you enjoyed it!

Not at all, this is a perfect feedback, exactly the stuff I am looking for. I paced the start of the game to give the player time to get used to the controls without explicitly telling the rules… but a small controls screen would be a nice safety net.

You’re not far from truth - we wanted to have a space bar super power that would cause the note explosion and clear everything on screen! But we didn’t have time to add that in..

Hey Althasor - big thanks for detailed feedback, this is awesome. I liked the halo so much that I really wanted to keep it :) But I definitely need to find some use for it..

Hey - thanks for checking this out! One of our todo items is to revamp the player progression drastically so it can offer various level of challenges to different players!

Thanks for playing!

Hey Travesty - thanks for playing and it’s very nice to hear that you pointed out the “heating up” music! The idea is that the more challenging the game gets, the more dire the music and the atmosphere gets. Interesting to hear about pacing - I definitely agree that the game can be tuned better and that is exactly what we are going to do next :)

Big thanks for checking this out!

Peter Wojtek is the composer / SFX person behind this - and he is amazing.

The slow beginning (the first minute or so) was more to teach the player the basics so I can see how it can feel slow. Maybe I should add a tutorial section and an arcade section that puts the player straight into action.

In regards to doing more - there are plenty of design ideas around in the backlog that I want to check out so stay tuned! One idea that I am entertaining is to have enemies with projectiles where projectiles require a different combination to break. Also let me know if you had any thoughts on that front yourself :)

Thanks for playing!

I am very very glad, thanks for checking it out!

Hey there - thanks for playing and I am very happy you enjoyed it! Arrow keys are life.

Hey there - all audio praise definitely goes to Peter :) He does one hell of a game music. 

I noticed myself entering the flow state with this game quite often - cool to see you did too! And yeah, I used WASD as placeholder possible buttons and, um, didn’t have to change them lol! That goes to my #1 item on a todo list because everyone here mentions it’s not the best choice and I can see why.

Thanks for the feedback :)

Hey Althasor! It seems that Chrome is the most reliable of the bunch, yeah.. You are completely right, we only tuned the game to increase the cadence the first 5-ish minutes but after that it stays the same. 

The game can indeed become more complex very quickly and you guessed an item on our roadmap - considering how calming the experience can be that zen mode is definitely something we are seriously considering. 

I left the halo for the cool effect… Right now it signifies that you are restoring the music back and it (thematically not functionally) helps you to bring down more asteroids. But I see where the confusion is for sure and in the future we either going to give it a purpose or maybe get rid of it entirely.

Thanks for such a detailed feedback!

Glad you liked it, I am glad to hear it’s calming - that was what we were going for!

Hey hey! Thanks for playing - what browser did you use? I tested in Chrome and Safari and both seemed to work just fine but there are a lot of variables - it’s sad to hear that you didn’t hear our audio :( Let me know how I can help and thank you so much for the feedback! 

Hey there! Thanks for your feedback - I also realized in the end that arrow keys were probably a better way to go and yes, I realized I made the process of restarting the game a bit tedious. Great input :)

Thanks for playing, I am very glad you enjoyed it! Yeah, you need to hold keys and only the specific keys required by the combination :) Not the most obvious design that I glad was tested.

Brilliant! I really enjoyed this game. I spent a bit of time wrapping my head around the concept - nevertheless the game has been really great!

  • I was playing on my Mac and it was freezing quite often O_o
  • The music is nice but I had a feeling that it does not tie into the futuristic theme that this game possesses (a lot of it is grey boxes but the mechanic itself is pretty futuristic). This is not major, though, it builds up the atmosphere pretty well.
  • Awesome level design. We also wanted to make a decent puzzle game but didn't have time. Congrats!

Amazing job!

The "previous" guy is actually supposed to be yourself. We wanted to do spatial audio effects so that if you played in headphones, you'd hear footsteps, gun and etc., coming from behind so that the player could build that connection better.

Thanks for the feedback. We spent quite a bit of time on lighting but I can see how it still can be improved. And yeah, currently I think it's a second - maybe we can make it 0.75 for the better feel of disappearing.

Great game! For some reason I thought we'd have flying brooms.. whatever XD

  • Attacking feels a bit odd - I couldn't see the projectile sometimes. It was easy to hit enemies though.
  • When I initiate special attack, my current animation freezes and special attack won't happen until I release the button. Also, it felt pretty useless most of the time because I always got hit by enemies while casting it, it felt easier to kite and use the regular one
  • Really nice art!

I'd like to see more spells! This has potential for sure ;)

Haha, I like how quickly you have to die to see Hell. Great concept, I really enjoyed it!

  • Sometimes it felt like the angel wouldn't shoot when I wanted them to. You could shoot mid-air, but you couldn't start shooting on the ground and then jump to continue shooting in the air - if you know what I mean
  • It felt almost impossible to hit flying enemies, I just had to skip them.
  • Also, enemies' projectiles would just disappear at a certain moment. I could run away from the projectile and never get hit.

I'd love to see more of an Heaven levels though! Too bad you don't go back once you finish the game!

What a nice game! Also, the only 3D project I've encountered apart from our own (I am still grinding through quite a bit of games though, haven't seen it all).

  • Sometimes the lighting would be pretty dark so I won't even see some items I can pick up. I had to smash my E button to find that card in the first room. That said, it didn't happen too often.
  • I saw your comments about minimap.. While I get it that it was your design intention, a lot of players (me including) easily get lost in these corridors and as a result reluctant to continue.. maybe it could be a setting? So that people who want to immerse themselves can do so, but other poor creatures like me could make use of it to remember which card goes there.
  • Was the SFX intended to be more futuristic? I felt like there was a bit of a disconnect between high-tech weaponry and real gun sounds.
  • Would love to see more of the story. What was that robot-boss at the end? O_o
  • Nice design of the ship!

Beautiful, concise and engaging. Great project!

Great game! I spent too much time trying to finish 3rd level haha... but still, good stuff.

  • You mentioned on the game page that the game is supposed to be difficult. Actually, I think that level 1 and 2 were quite okay (with the exception of level 2 starting with the block falling on your face haha), but level 3 is next level (pun intended). I feel like the timing of the lava could be changed to have enough time to unlock that first door.
  • Controls feel really good actually. Quick, responsive, the character does what I want them to do. Awesome.

I enjoyed the game, thank you!

Really enjoyed it. I think it communicates what it's like to be a game boss in an interesting way. You have the minions who the heroes have to clear out before they come to you - the final boss protecting the orb. Except you don't get absolute loyalty from goblins and somehow the cooler always breaks and there is tons of paperwork :(

  • Great concept and execution. I liked the soundtrack too.
  • I kind of wish there was a way to sit back sometimes and let minions do the job. I felt like I had to fight most of the time and my minions were quite worthless.
  • Tying into the point above - I feel like upgrades are a must. I can choose to become more powerful (kill more enemies myself) or power my minions to do a better job and do more of office work. It wouldn't be as "on the edge", but I feel like when playing games like these, it feels very nice to be able to choose your playing style.

Great work! I survived for 15 minutes - never in my life I was so relieved that the evil has won XD

Thank you! Well, watch out, soon enough it would be probably possible to put your face there ;) just kidding

Nice game! I get this feeling of imminent horror approaching me X_X

  • The controls feel a bit odd, there is some sliding a low gravity - it seems like you're using rigidobodies for jumps/movement and I'll suggest to maybe trying to code your own movement logic. It can give your more precision and control over what you want.
  • The game is a bit hard.. I kept missing an attack because I couldn't see it too clearly. Maybe some extra signalling for an attack could work to give the player the chance to evade.

Really beautiful art! Great work!