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Battledrake

16
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6
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A member registered Dec 22, 2017 · View creator page →

Creator of

Recent community posts

Really liked the idea of putting on that hazmat suit. I thought that was really clever. The infection only showing up until you put on the suit was cool too. Nice work!

Great weapon ideas, and the controls felt fluid. The crossbow mop was my favorite. I love crossbows.

I really really liked the concept behind this game. I was looking forward to playing it from the moment I saw the video, and was not disappointed. I did cheat, by just remaining airborne and sync/launching my way through the level, but had a lot of fun doing it. The idea of using momentum to get over obstacles is very unique to me. I don't think i've ever heard or played a game that did that. I'd really like to see that idea flushed out more. Hope you continue to build upon the concept!

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Great to hear back! Looking forward to the upcoming changes. I really like the idea of speed increasing as you advance, that's a nice progression idea. I take back what I said about attacks then :D. Your game has been on my watchlist since the gamejam that spawned it. Can't wait for the final result!

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Hey Dani, 

The game is getting real good, wow, very impressed. Love the new animations, that previous mixamo running was a real eyesore, new ones look great. Combat feels pretty good, glad you now turn to face the enemy, that was a bit of a nuisance before. Oh! and the art is fantastic. Recently got the synty packs during the holiday sale, your game is what really sold me on that art style.

Couple of gripes: Controls. Using X and Z to attack felt extremely uncomfortable and completely unnatural. I was not enjoying those key uses at all. I'd much prefer left/right mouse clicks.

Combat animations felt a little too long. You know how in some action RPGs there's a flurry of attacks in a combo thats usually a couple of quick ones followed by a slower ending attack. Yours all felt like the ending attack. Wasn't bad, per se, just felt a bit slow. Like i was watching animations more than i was attacking.

Your generated falling blocks! Could be I didn't play long enough, but i didn't see any falling tiles like before. I was a bit bummed by that. Has the game switched design?

UI could use some tweaks. Main menu specifically. No response to mouse overs left it feeling bland and unfinished. It's alpha though, I'm sure it'll be polished up!

Other than that, it was great. I need to play some more, but those keys are a must change! Keep it up, can't wait for the final product.

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Added auto camera zoom out. Hopefully that improves the experience. Thanks for playing!

This game really made me FEEL like a valet driver.

This game was amazing. It had the whole package and was a heck of a lot of fun! Played it until I paid off Viper's debt. Amazing work, truly.

I had actually implemented a delay system, where the tiles would light up before the spell would go off. You can see it in some spells, but left it out in others. I was kinda being sinister here to be honest :)

haha, keep that up and I'll change the ai to be all fireball, teleporting warlocks that can sense you on spawn and shoot from any range! ;)

Appreciate the feedback! One idea for a name I had, was "The Space Between Us". But didn't end up keeping it. Feedback is important. Being too difficult is a problem I often face when making a game, for I play it so much I become a pro, while others are new. Always eager to hear people's take on the difficulty so I can make adjustments. Everything can be adjusted very easily. If the enemies are too hard, they can be dumbed down. Too many, they can be removed. Unfortunately, I didn't get the game out early enough for a trial to get some much needed feedback, but alas, such is the burden I bare  for going all out on mechanics.

There is one thing i'll disagree with you on, however. Menu screen. I've made a collection of games, some focusing entirely on menu/ui, some having absolutely none. I've found no difference in the way I felt about either. If my game is to be judged on a menu screen over gameplay, it's a review i'd gladly disregard :). Don't get me wrong, I love the effort people put into their art and UI and that stuff, and I can definitely appreciate a good menu, but i'm a programmer. None of that is important to me :)

Just updated the game tonight for the fun of it. Wanted to play with the new model before creating the new game out of it. Should check it out!

It was made for a gamejam with some strict requirements that prevented me from truly making the game I wanted, though I am in the process of reworking the game using paid assets this time around. Expect to see its sequel in the coming weeks :D

of course, thanks for the praise :). Game was called rifting for the interdimensional rift you enter after interacting with the terminal and going through the event :)