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ardie01

25
Posts
A member registered Mar 07, 2019

Creator of

Recent community posts

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I like old school horror vibe the game has, but there is room for improvement in the art. The rhythmic nature of the attacks really adds a feeling of flow during a good run. I think a game this difficult should make it a bit more seamless to restart. You die a lot in this game, and that tiny start button gets kind of annoying. I do wish that the exchange theme was implemented in the mechanics in some way. Overall, I like the game despite my gripes, as I think it’s been pretty satisfying to improve at so far. It’s pretty tough, so I guess I’ll see if any of my impressions change as I get further along.

I really like the visuals and the mini-story you had going on. I think the exchange mechanic is really cool. I’m glad to see that you will make the game harder if you work on it in the future, because it does feel like you can just blindly dash anywhere without being punished right now.

Yeah, I felt like the character was a bit on the slow side. Although I did think that the bosses were well balanced around the movement. So the whole game came off as fun but slow, rather than just the character being unfairly slow. I guess it’s pretty subjective though. It didn’t affect things too badly, and I still enjoyed the game overall.

The art is nice, but there could be a bit more polish. The bosses are well designed and fun. I really like that the gear mechanic both allows me to set my own difficulty as well as incentivizes replaying the bosses. I do think the vending machine only increasing price after each boss makes the upgrades snowball too much though.

Cute art style and fun bosses. I think the controls could have been a bit less sluggish. Also I don’t feel like the exchange element didn’t have that big of an impact. I went for a glass cannon kind of build, but it didn’t even really feel like i was that fragile at the end.

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Each boss feels very fleshed out and unique (I especially liked Ory’s final part). I also really like the retro visual style. My only complaint is that the exchange theme did not feel like that big of a competent in the game. Once I found a build I liked, I never really felt like I had to exchange anything to suit each boss. Also the browser build is kind of laggy.

I love the combination of the real time elements and card game mechanics. It leads to some very frantic moments (in a good way). Despite some of the attacks just being variations on other attacks, all the bosses still managed to feel very unique. The exchange mechanic, art, and sounds were all solid as well. I’ve only really played around with obsession and covetousness a bit, but so far the deck building aspect feels pretty good.

The attack mechanic is pretty creative, and I like the visuals. Making the bosses differ by flight pattern is a cool concept, but I think the first and the second boss aren’t distinct enough from each other. Also this could be on my end, but it gets a bit choppy sometimes.

Pretty cool take on the theme! Would be cool if there were checkpoints though.

The scale of the bosses combined with the intense music make this game a memorable experience. The take on the theme has potential, but I think the bosses need to keep you more on your toes for it to work better. I don’t really feel that caught off-guard by a boss switches because they’re a bit too passive right now.

Pretty cool take on the theme. Going into slow motion and doing a last second swap feels awesome! Only complaints are that the bosses drag a bit, and I wish you could enable checkpoints or something.

The visuals in this game are super cool! I did feel like I could just spam in sister’s form for the first two bosses. Normally I don’t have a problem with games being easy, but this game was just far too easy. I think it has a lot of potential, and the difficulty just needs to be ramped up a bit.

The aesthetic and boss designs are great! The take on the theme is pretty cool as well, but the arena for the first boss is so small that it doesn’t really impact the gameplay that much.

I really like this take on the exchange theme. I just wish that trading your eyes felt more like a trade-off. Cause right now, (with the exception of the first boss were they both feel about the same) trading your eyes just seems easier.

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The bosses were fun to play against. It’s cool to be able to take the a weapon from the boss, even if it isn’t the most creative application of the theme.

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I really like the art direction of this game. The movement is also almost really good, but there’s just a bit of clunk in there that kind of ruins it for me. I’ve only played a bit, but from what I can tell, it just loops. If that’s correct, it would be nice if there was a counter to keep track of how many bosses you’ve defeated. Also the forest king has a pretty bad glitch where if you stand right up next to his face, he just stands there and doesn’t attack you.

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Fun game with a very clever take on the exchange mechanic! Kind of reminds me of Ikaruga. Took me a while to get used to the gameplay, but when I did, it was very satisfying. My only critique is that you can just stand back with Mad when they’re on WASD for the first two bosses, and the game doesn’t really punish you for it.

Thanks for the feedback! The controls were something we spent a lot of time refining, so I’m glad they held up. If we continue working on this after the jam, I’ll see about making the tutorial more streamlined. As for the crt blur, you can turn that off in the graphics settings.

Fun game with a cool style! The boss aesthetic was memorable, and their attacks were telegraphed well. I thought the possession mechanic was neat, but it felt a little bit too OP to spam. Also there was a pretty major glitch where I could swap back into my original body which becomes invincible.

The atmosphere of this game is amazing! I’m a sucker for giant bosses. The controls felt clunky, but I couldn’t tell you exactly why, and they’re good enough once you get used to them. Also, most of the exchange elements, along with the weapons felt like they didn’t really matter. The only thing that really seemed to matter was grazing to charge the railgun. Grazing taking health didn’t really even impact things that much.

Great art and cool bosses!

I wish I could comment on the concept more because it seems neat. The problem is the bosses can very easily be kited in such a way that you can never get hit, so the game is pretty much broken.

Pretty dang fun, and I think this is just about the right amount of challenging for most players. Pretty polished too. The exchange element however, does not really feel that creative. It might as well be a two button combo to break a block rather than exchanging fighters.

Pretty fun game. Exchanging health for upgrades is a cool concept, and it allows for a variety of play-styles. The fights can drag on a bit though, and it could be more polished overall.

Nice polished game. My only critique is that the exchange element didn’t really mesh with gameplay that well until the final boss.