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Joseph Hunt

17
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3
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A member registered Oct 23, 2020 · View creator page →

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Nice and simple! The game looks great with some nice simple but good looking models.

Some sound would make the hits feel a little more satisfying as well as some music to break up the silence. A score system would also be nice to give a sense of progress.

But overall, simple, well made and topical.

A really fantastic concept! The idea of landing on planets and transitioning into a different style of play is incredibly interesting and the pixel art looked great! Really liked the audio although it was a little bit loud. 

The issues I ran into were:

  • If you bump into something, it slows you down with no way of regaining your speed which essentially ends the game. Hitboxes seemed a little off and I would lose speed even when it seemed like I hadn't touched anything
  • Each time I landed on the planet I seemed to die instantly even when it seemed like nothing had hit me which was a shame because I wanted to explore it further
  • The ability to return to the menu was nice, but on dying you have to restart the game
  • It was a little hard to tell where you were shooting in space, and the crosshair that does nothing threw me off a bit

Overall, a really great concept that is aesthetically very pleasing, just needs some polish to make it into something really unique!

Good game! The challenge made it very engaging. UI was simple but easy to understand, the models looked great! The controls were tight, I liked how you could hold space to keep firing.

The bosses having a weakspot was interesting and the sound design was on point for the aesthetic.

I wasn't big on the environment but I realise it fits the theme of it being a dream/nightmare.

Nice one!

Cover art is great! The models are decent.

Unfortunately as stated by others, the game doesn't seem to have colliders on anything so you can technically just not touch the controls throughout the whole game and win, meaning there isn't much of a game there. The smoke also is a little harsh and there seem to be a fair few spelling mistakes across different presentations of the game's title (itch page, cover art and game exe)

Fun concept and well made, and looks great!

The intro was a nice touch and I really enjoyed the 2d art in the dialogue boxes.

My only main issue was that the game moved very slow and was very easy, especially on level 2, you're mostly sitting there doing nothing for most of the level. A speed boost during the deja vu section would be super welcome I think.

The other thing is the amount of licensed stuff used, like the music and death star model, as well as the Gorillaz scenes in the video.

Overall, especially considering the time spent on it, a pretty polished product, just needs some more interesting level design to use the tools more effectively.

Thank you!!!

Nice way of using the one control rule.

I quite like that you added multiple difficulties and the mechanic of holding down space to continue moving in your chosen direction in nice so you dont have to keep waiting for the arrow to come around.

An idea might be to add the arrow as a transparent overlay to the centre of the screen or add it to the player sprite, just so the player doesn't have to keep looking up to the top left whenever they want to move. I also noticed the tiling on the trees looked a little off, perhaps it's just my resolution or something, but I noticed I could see the border of each tile a little bit. I also managed to get myself stuck in the top right corner of the map so perhaps some of the colliders need to be a little more strict.

Overall nicely done! Impressive how much you managed to do with such a simple control scheme and prompt.

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Nice unique concept! For some reason when I saw the title I thought it was a Crossy Road clone but it's obviously nothing like it.

Some points I particularly like:

  • Love the minimalist art-style, always been a big fan of simple blocks lit this way, not sure why, maybe it's that Brackeys tutorial style lol
  • I like the simple animation, everything is timed quite nicely to be pretty pleasing to the eye
  • Unique concept that I think has loads of options for expansion if you wanted to continue supporting it and would work easily on any platform
  • Controls work great, don't feel clunky at all
  • The fact that it's playable in browser is nice, I should figure out how that works myself

I think most critique I have seems to have already been said, but regardless:

  • Some music might be nice, very calm minimal sort of style. But I don't think it's necessary, especially since I can see this being a good mobile game.
  • Some indication of what level you're on, for the sake of tracking progress and competing with friends
  • The movement charge sound is a little harsh, could be a little more subtle
  • Some different obstacles like perhaps after you reach a point, the stage changes and you have to backtrack to the goal instead of always moving forward
  • Not sure if this would work and you may have already tried it, I was wondering if it might look nice if the grid overlay was just on the platform and not in the empty space around it, so that you could get a clearer look at the underside of the platform when it's flipped and see the flip animation more clearly. Though I realise that the current look is likely for clarity and may fit better stylistically, but just a thought.

Hope that makes sense and is helpful in any way.

Overall, good job, you've clearly done this before hah

Nice! Gotta love asteroids, never gets old hah. Nice to see someone using GameMaker, underrated engine imo.

Nice choice for the sprites, like to the way they look, took me a moment to realise that the asteroids were 3d, but honestly I actually quite like the look, a similar look for the ship might be nice, though I do like the look of the ship as well.

I think some nice additions would be: SFX/Music, and an effect for the asteroids getting hit to help confirm that you've hit them.

I do think that technically having mouse movement AND mouse click is technically two inputs, however this is something you could easily solve maybe by either having the ship spin constantly and press the space bar to shoot or have the ship shoot constantly and press the space bar to spin.

Either way, fun game!

Fun game! I like the art, very cute, the gradient on the background is nice for adding some depth too, I hadn't thought of that.

A few points for improvement: The colliders on the spikes could be a bit more precise, I often collided with a box collider that didn't adhere to the shape of the spike. Some SFX/Music would be nice. Some variety to the spike spawns to mix up the challenge. Some animation for the blob friend's movement. And perhaps varying jump height if it fits with what you'd want for the game.

Overall, nicely done!

Impressive stuff! Very well presented, good bit of humour in there. Nice work on the cutscenes, does very well for the presentation.

A score system or timer would be great for tracking progress and competing with others, but other than that, nothing to complain about. Reminds me of old flash games, brought back some nostalgia.

Very nicely done :)

Good fun! I like the simple design, it's easily readable and looks nice!

I found the Roomba spins a bit too fast for me so I was having trouble aiming it properly, I ended up just mashing and hoping it went in the right direction haha.

There's loads of ways this could be expanded, could see it being a really fun concept, stuff like competing in multiplayer, trying to bump eachother away from the dirt and collect it yourself, different stages, roomba designs to choose from, that sort of thing.

Nice, simple concept, good job!

Fun concept here! The bounce is definitely a bit much as others have mentioned, but I also quite liked it because it made the capsule look like it was running and meant you had to be aware of when you timed your jumps.

I actually find it quite interesting how the block in the way could halt your momentum, it got me thinking that maybe that could be an interesting mechanic, having to utilize stopping your momentum on things in order to slow yourself down to make different jumps possible/easier.

A score counter of some sort to show how many red blobs you've collected would be nice so you can see how well you're doing, and maybe some sort of distance graphic that shows how close you are to the finish line.

You did a great job, especially for a first game, it looks a lot better than my first game I can tell you that much. Nice one!

Definitely room for expansion here but it's still fun as is. 

Things to add would obviously be stuff like getting varying jump height working (I struggled to code that in another game too so I feel your pain, my solution was just spacing the platforms apart more in the end lol), a timer/score counter, some graphics and some sound.

Looking good though! No need to put yourself down, we're all here to learn :)

Nicely done! Learning the arrow's timing tough and it took some effort getting over that first wall, but I eventually managed to jump up onto the skyscraper and out of the map!

I like the simplicity of the environment, the sound effects make for a calming yet somehow still frustrating experience at the same time hah. Could see this being a fun time :)

The attack cooldown when hitting a block is actually doubled (unless the block is broken), but I definitely agree that the attack cooldowns are a bit off, unfortunately I didn't have a P2 to playtest this with so I couldn't get the balance exactly right.

The attack and block is registered in the update method yes, the game has a set time that you have to hold the key before it triggers a block, if it's released before then, it triggers a hit.

Thanks for the feedback, totally agree!

+1 for the Muse Dash pfp