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azzysteel

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A member registered 17 days ago · View creator page →

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Recent community posts

Congratulations on publishing your game. I think you've got an interesting concept here with some promising gameplay. I like the grainy visuals which give this a retro futuristic vibe, really neat. 

I enjoyed the blade jump ability. I think this could be made more juicy with some sound effects, and maybe some death noises from the bots so there's some feedback I hit them. After a while I figured out I could stay in the air and launch the blade indefinitely to murder everything. Whilst satisfying, it is a bit of a cheese. I aways seemed to land a bit higher than where the blade was. 

I noticed that there were some objects I could interact with but they did not seem to do anything. I like the verticality of the levels, but where the enemies are ground based and stop running towards you when you are in the air I found that it was a bit easy to avoid being hit unless a large number of them were bunched up as the blade did not seem to hit more than 1 or 2 enemies in this situation. 

I think you've got a good idea here with lots of potential. Great job!

Hey there, congrats on getting your game out! I really like where this is going. Your pixel art is impressive, and the feel of the game is spot on. I am a sucker for RE and this gave me some throwback vibes to the very first ones. Great job. I initially wanted to do a zombie game but I have not done pixel art before so they ended up becoming little alien creatures. 

I had issues playing however, the zombies were patrolling very fast, so fast that I could not get past either of the two first ones and was unable to progress. It seemed I only needed to step in their pathway to die. I am wondering, did you optimise the movement by time? i.e. so the zombies move at the same rate for everyone regardless of framerate. 

It's a shame as this game looks super promising. If you think you can fix it let me know as I'd love to try again. If there's anything you need from me to help with this let me know. 

Hey Angelis, well done on getting your 2nd game out. I really like the aesthetic and style and I'm a lover of card games. I actually had to check this wasn't already a game because I thought I had seen it before, but it turns out there are similarly named games but not quite this one. 
I know you have already disclosed this, but to me at least, the use of AI is very obvious and became a bit of a turn off the more I played. I'm not saying AI is a bad thing, they are very useful tools, but personally it was too obvious when I noticed problems, such as the game title image being spelt incorrectly and inconsistent art styles. 

When it came to the gameplay I found that I had no idea how to play, what actions were available to me each turn or how to meaningfully impact the gameplay. Cards appeared to have abilities to do damage but then did nothing and the game moved on so I was not able to figure out why and I ended up giving up. 

I think you've got a good base for a game here with lots of potential but I think some more work is required to polish it. 

Well done on publishing your game. I really like the aesthetic. 

It took me a while to realise I was able to jump consecutively, but once I did I found the game pretty easy after that, except in the wind tunnels. They're a cool feature, but I felt I had very little control once inside, though it didn't cause stop me from progressing.

I felt the jump sound could get a little tiresome after some time. I thought perhaps you could give the character cute little fairy wings that make a flutter noise, and give a bit more context as to how she can jump consecutively. I think I'd also like to see a sort of momentum mechanic in there to make controlling the jumps a bit more interesting and challenging. 

Like others, I had optimisation issues. I am on a fairly decent gaming laptop with upgraded ram and I feel like I've played much more demanding games on it in terms of size, functionality and graphics. I suspect part of the optimisation is the use of all the reflective surfaces, and the particle affects really hit framerate too. I think the auto save is unnecessary, and made death irrelevant. 

All in all I think it's a neat little idea that has lots of potential.

Hey, well done on publishing your game. I played an earlier build and the visual improvements are really good. I think you found a really intriguing style, but like others I just didn't get it. It's not the controls, that's pretty simple to get, but more so the consequences of my choices and the seemingly randomness of the prompts. I found that after a while I did not care what choice to pick because I didn't feel I could meaningfully affect the characters or narrative, resulting in the eventual death of all my characters. 
I think there is potential here. Your writing is intriguing and it is an interesting idea. I appreciate you are not intending to return to this project, but in case you do, or you do something similar in the future I think this kind of game could benefit from a branching narrative, and making it a bit more apparent how stats affect gameplay.

Thank you so much! 

Thank you so much. I'm glad you enjoyed the death animations. I wasn't sure if they were a bit over the top, given the (hopefully) cuteness of the characters.

Well done on making good progress with this game. I really like the fantasy vibe you're going for a the simple graphics are well done. You've got some well written dialogue in there too!

I was unable to play the game in the game jam page as the Fullscreen button was not working, but I could overcome this by going to the actual game page and playing in Fullscreen mode. It wasn't obvious that the game needed to be in Fullscreen to function correctly however. 

I think you have captured the mechanics of Humans, Please perfectly, and added your own twist to make it unique by being able to pocket some gold. I was able to exploit the toll please button to get a seemingly infinite amount of gold, and I didn't really make use of the advanced interactions buttons. At the end of the day I was not able to continue onto another a day. 

I think you've got a good base for a game here, and with some further development you can iron out some issues. I really like the world building and I think you could build upon this further. It would also be good to have something to spend that pocketed gold on in between shifts too. 

First of all, congratulations on finishing a game, and you did a great job on what you have accomplished! I really like the dark/gothic fantasy atmosphere and style of your game. Also, claw wizard - brilliant!

I had a few runs and here's what I thought of gameplay and balance. 

The first run I tried to explore everywhere and bought the first upgrades that were presented to me. I found I ran out of gold very quickly and so many rooms presented upgrades I was unable to obtain. This was a little bit frustrating as not many rooms contained gold. I died about half way up when the difficulty of the monsters increased and I didn't know the best way to beat them. 

The second run I also explored everywhere but this time was more selective in the upgrades I chose, which helped, but I still struggled when the claw wizard absolutely destroyed me. It seemed to do quite a lot of damage, however, maybe I wasn't paying attention to my hp as I was focusing on trying to sap it's mana. 

The last run I mainly headed up the tower as quickly as possible only stopping the at rooms on the way or visible from the stairs. This time I got all the way to the top to face the tyrant but struggled to defeat him before dying as I had no way to heal myself. 

Hopefully that will give you some insight into how a player might approach the game. I wouldn't want to comment that the game was too hard as I feel like this is probably intentional, and to make the player make conscious choices about which skills to increase and which resources to use including mana. 

One suggestion I would make is to make items available in combat, as this would allow a player to have at least 1 way of healing during battle. I think on one of my earlier runs I had a hp sap type spell but this was offset easily by the damage the enemy would inflict on that turn, making it less effective as a healing tool. 

Some of the skills had more obvious uses that others, for example, strength, toughness and arcana have obvious benefits to combats and traps. I felt dexterity only had a use for traps, which I could use something else to overcome. I didn't see any use for faith so it was unclear what this would affect. Other than more damage, I think having some more feedback that the elemental spells were more effective would be helpful. 

All in all I think you have a very good base, and I'm really impressed with the progress you've made in the bootcamp with this. I think there's a lot of room to build upon what you have already to make this even more great!