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Arstotzk

165
Posts
39
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34
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A member registered Feb 20, 2024 · View creator page →

Creator of

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Awesome game, so far the best game I've played at this jam. The Windows 98 style looks really cool in the game.

I liked the movement mechanics, everything happens quickly and at the same time there is an understanding of what is happening. It's cool that there are two attacks on the left mouse button, I'll take note.

Each boss has its own tricks, I liked that the second boss can stop and change direction during the attack, it was unexpected. On the third boss, the attack with the fences was more difficult for me than the last stage at night. It's cool that the targets are constantly changing and it's not always easy to shoot in the center.

The only nitpick is that on the first boss, the damage to the black bubbles doesn't seem to go through if they are next to the boss, perhaps because the boss's hitbox is larger than its 3D model.

Cool game. I liked that you can beat off projectiles, it was just "wow" when it happened by accident. The bosses are difficult, each requires its own approach. But I would rank them in order of passing from easy to difficult. For me, the avocado was the easiest, and the dog was the hardest.

I also noticed a bug, the damage from the sword is only inflicted when colliders touch, if you rotate the mouse too quickly, the sword can simply pass through the enemy and not cause damage.

Cool game, the bosses have interesting attacks. But the game need more polish. Melee attack seemed useless to me, because you will receive more damage when you get closer. The hitboxes of bosses and traps appear larger than their sprites.

I read the description of the game on the page. Gameplay has certainly become clearer, but I think if the game had a tutorial with a gradual explanation of the mechanics, it would have been much better.

To be honest, I still didn’t understand the meaning of the game and how to play it correctly. I just mashed the attack button when I saw the enemy. And from the flying daggers I pressed dash. Everything is moving too quickly for me. But it all certainly looks impressive.

Cool game. I would like the boss fight to immediately restart when you die. And the game requires tutorial.

I liked it. The boss design is scary and cool.

In terms of gameplay, the idea of distributing buffs and debuffs is cool, but it turned out that the boss received a buff all three times, twice for regeneration and once for increasing health. I think it would have been better to give a buff to the player and the boss at the same time.

The strong attack seemed much more powerful to me and I only used it, the bosses have large windows for attack and you can hit 1-2 times with a strong attack. I only used the crouching feature on the first boss.

The third boss is cool, but I think it is weaker than the first and second. I really liked the final boss, cool attacks, but the second phase seemed to me to be broken, he just lay there and did not attack.

Anyway, great job!

Yeah, now I understand what you mean, thanks for the feedback.

Got it, thanks for the explanation!

Wow, you wrote so much!

I looked at how Cessady's revolver works. There was an idea to make quick shots without loading. But here the dilemma arises that the player will use it all the time both when dealing damage and when trying to heal. Therefore, it seemed to me that quick shots should be somehow limited, as I did with the charging mechanics.

In terms of speed, I think it is necessary to increase both the speed of regular shots and the speed of charging with quick shooting. I thought to give the player more time to concentrate on dodging when charging the revolver, but perhaps this is not necessary.

In terms of recoil, it seemed sufficient. I tested the game on several people and at first they said that the recoil was strong, but then when they got used to it, they said that it was normal. Perhaps because you need to adapt to it, a new player will not want to bother with this and just skip this mechanic.

Regarding the scale, there was an idea to make a scale like in Armored Core 6. There it is a stun scale, which when filled stuns the enemy and the player deals multiplied damage. Well, and just fast shooting would fill this scale faster.

Thank you for your feedback!

It seems to me that something is broken if you run it in low resolution. I can't complete the tutorial. Screenshot attached

I tried the new exe, same thing. If so, a laptop with nvidia 940mx. I'll try it on my computer this weekend. The main thing is not to forget...

Tried to make the user interface similar to Dishonord. I started to look closely and I thought, yes, the colors are too saturated. This probably doesn't suit my game.  Thanks for the feedback! 

Cool game. The visuals and music are amazing. It took me a long time to get used to the pressing timings. There is still not enough click bar like in the OSU!, which shows whether you pressed early or not (I attached a picture of what I mean). It seemed to me that the window for a successful press was quite small. If it's not a secret, can you tell me how much time is given there?

For some reason your game crashes on startup, does it save log files somewhere so I can send it to you?

Hello, can you write in more detail about the impact on the right mouse button? What improvement would you like?

Hello, what impact from the gun did you wish? Just more gun recoil or maybe more influence on the enemy?

Hello, what do you mean "more oomf"? Didn't like the sound or wanted the speed of fire to be higher?

Hello, what do you think can be changed in the UI to make it more readable? Should I change the health slider or just write health in numbers?

Hi, I was trying to make a responsive UI for all resolutions. What resolution do you have?

Hello, how do you think the UI can be improved? Should it be simplified?

Hi! You can adjust the sensitivity in the game menu.

Yeah, exactly

Cool game, I liked the boss mechanics. But I don’t quite understand what the player’s abilities are needed for.

I liked the controls and the jump mechanics. The bosses have interesting attacks. Good game.

Good game. Visually there are four bosses and they go through quickly, but then they repeat with new attacks, which is cool.

Fun game :D I liked this fighting mechanic. It was unexpected when they started biting on the second boss. I would like health to be restored between bosses.

I liked the visual style and music. The game needs tutorial and the controls are implemented strangely for me, it took some getting used to. But I still couldn't beat the first boss. It seems to me that he has too much health, the first phase before the roulette appeared took about a minute. I also got the feeling that the boss collider is more than a visual representation of it.

Amazing game! The visual style looks cool. I liked how spin mechanics were included in the game. Bosses have many interesting attacks. The music is cool and adds to the atmosphere. In the web version it sometimes freezes.

The game looks amazing, very nice pixel art. I liked the effect of taking damage, but I think it was necessary to add repulsion from the boss upon contact with him.  After defeat, it is better to immediately restart the battle with the boss.

Amazing game. Sekiro but monkey :D The combat is cool, I liked that all attacks can be parried and even a web ball. Perhaps I had some kind of bug, but some attacks seemed to multiply, this happened both before and after the stager. Such an attack could remove half of the boss’s health, looked like a regular attack, the character animation froze and the attack effect appeared 20-30 times.

Cool game. I liked the visual style. The beginning of the game reminded me of City of Tears from Hollow Knight. I liked the mechanics of attack and health restoration. The first boss is good, the attacks are easy to read. But he disappeared for me two times in a row in the second phase of the battle. I played the web version.

Very dangerous fishing. I liked it, the fishing minigame is fun, especially when the projectiles get in the way. It was inconvenient that you couldn’t control the raft and launch the harpoon at the same time.

Cool game. I liked the roguelike elements. The bosses are difficult and interesting, it took several attempts to get through. It’s good that it doesn’t roll back the game from the very beginning, as usual in roguelikes. I liked the spin mechanic, each weapon has its own speed.

Cool game. In the original version I think the bosses had more health. I really like the drum spinning mechanics.

Cool game, I liked that there are different events for special attacks for damage.

Amazing game. I liked the gameplay and the assembly of my build. It was cool to play going for increased damage with crete and with a field for three attacks.

It seems to me that there are some problems with the balance in terms of health restoration. Health regen is many times better than the field that restores health. Often the boss carries out such attacks that you need to leave the field and not get the health restoration bonus. I was able to pass only with health regen.

Its fun to play, but I would tie the addition of buffs to the boss phases so that you can't level up too much. And sometimes when rolling, the character model gets stuck in the boss.

Cool game. I liked the implementation of spin. Visually it looks great. The impact is felt. At first it was not clear that I needed to cling to other eels after three throws. But after a couple of attempts it became clear what to do.

Interesting idea. But for the boss rush, I think it was necessary to add health to the player, otherwise it would be impossible to lose. I liked the method of defeating the second boss. Well, there are not enough sounds, only music.