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Arcadonauts

44
Posts
7
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13
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A member registered Jul 01, 2017 · View creator page →

Creator of

Recent community posts

Hey, this looks great! But I don't see a license listed anywhere. Can you please list a license somewhere so I can use it?

These are great!

Does the download also include pngs or other file types for those of us that aren't using Unity?

I love this character! Does she have character portraits like many of the characters do in your other asset packs?

These are stunning!

Do you have any plans to add a player character and enemies?

Hi, I love your style! Do you do commissions?

I love the sample, but for some reason I get an error when I try to buy the full pack ("Failed to create PayPal payment (422)"). I don't get this error when I buy other asset packs on itch.io.

Is there an alternate way for me to buy this? Is there an email address I can reach you at?

These look really cool! What file formats do they come in? Are they TTFs or PNGs? Are the pictures included?

Beautiful work! But I can't find the spikes or the hanging platform in the top half of the thumbnail. Are they included in this set?

This is excellent.
Out of curiosity, the robot has a swimming animation, but there aren't any water tiles. Do you plan on adding some in the future?

Thank you!

Thank you!

Holy cow! I'm pretty sure that's higher than my high score!

Yes, this game presupposes you know poker hands and chess moves. I was never very happy with that as a prerequisite, but I wasn't sure how to add an explainer that wasn't just a boring text box.

As for the speed issue that everyone else also mentioned: This is the biggest weakness of game-jams: no time to play-test. I tuned the speed to what I was comfortable with, but that's stupid. I'm the dev and I know the game too well. It should be tuned a lot slower. Thanks for pointing this out!

Thanks! I spent quite a bit of time trying to get the feel of the chess pieces the way I wanted. I'm really happy you liked it!

Thanks for the feedback!

Thanks for playing! I had plans for health packs that you could buy in the store, but some stupid design decisions I made early on made it difficult to implement within the time limit.

Thanks for the feedback!

Yeah, I think the poker hand mechanic could have been explained better in the tutorial.

Thanks for playing!

Thank you! I really wanted to juice it some more but I ran out of time.

Thanks for playing!

Thanks!

I had some real issues with the physics engine. I'm not super surprised that you got stuck in a wall. Sorry for that.

In my mind, the difficulty of avoiding cards is a bug, not a feature. I like the idea of something that is very good or very bad depending on context (i.e., if you have a good hand, all the cards become essentially landmines). However, based on your comment, and some of the others, I may be alone in that assessment. 

And thank you for your enthusiasm! I'm really proud of the (somewhat secret) ending. I'm really happy you like it too.

Oh man! I'm sorry!

What browser are you using? I'll see what I can do.

Oh! That's terrible! I think the solution would be to have you respawn at your best checkpoint instead of your last checkpoint.

Thanks for the feedback, and thank for playing!

Thank you! I'm always trying to learn from my mistakes, can you tell me what parts felt unfair? Personally, I was never happy with the moving enemy on the top of the roof, but I'm interested to hear if there were other parts you didn't like.

The walk cycle had me laughing from the first second! It's great!

I'm a little unclear about game-play. A few times, I'd click to shoot, but there was no shot. Does this mean my gun is jammed or I just missed?

I really like the idea of environmental clues telling you where the enemies are. Lots of fun!

This is pretty cool! It has a lot in common with a game I made a few weeks ago (https://arcadonauts.itch.io/nine-to-die) but I think yours was more fun!

This is pretty cool! It has a lot in common with a game I made a few weeks ago (https://arcadonauts.itch.io/nine-to-die) but I think yours was more fun!

Thanks!

This is a lot of fun, and I really love how much character it has. The characters all feel like real people (which really made me feel terrible about shooting them).

I had some issues with the hit detection on the curse die. I'd click it, but it wouldn't roll.

Nice idea for a game, it looks pretty cool too! (I did a similar look for my game, but I think yours came out a lot better.)

There's a little room for polish: A next shape HUD would be great (some versions of Tetris have a little picture in the corner that tells you what's next). Also, it would really help the game-feel if there was some more feedback on failure (screen shake, explosion, etc.). Right now, it doesn't feel like I crash, it just feels like I stop.

This is a great idea and you should polish it up a bit to make a great little game.

The game-feel on this one was good; it felt like I was moving really big, heavy blocks around. It would be neat if the the vertex played more of a roll in the game play than just being a simple counter.

Hey, great little game! It looks really good, and the music is delightful. What engine/framework did you use? 

Some constructive feedback: the controls felt slow. A few times I'd solved the puzzle in my head, and then it would take forever to bounce oily to where I wanted him to go (or I'd make a mistake and dread having to repeat the moves I already made). Speeding it up a little might improve the game-feel.