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blinyadebil

17
Posts
16
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A member registered May 21, 2018 · View creator page →

Creator of

Recent community posts

Thanks for your feedback! We hid the stamina bar for immersion purposes, but it seems like it doesn't work out. Anyway, I'm glad you enjoyed it.

Much thanks! It's strange that the leaderboard doesn't appear for you, though...

Thank you! You're right on the PB thing, the leaderboard could be formatted better in general.

Thank you! Puzzle design is what I usually struggle with, so I'm glad you liked it.

I'm glad to hear that you enjoyed it! Yeah, I think the game can be challenging at first, and a more thoughtful difficulty curve would make it a much better experience. Maybe dividing rooms into pools based on their difficulty and spawning them according to the player's score would solve the issue. Letting players memorize room layouts in small chunks instead of throwing everything out at once.

Thanks for the feedback! Dying because of the unseen treat is indeed frustrating. My solution to the problem you describe is that the tile next to the wall is always safe, unless the hole that you dropped from was in the center of the room. That's a strict rule, so when you're unsure where to land, you can hug a wall and be okay. I understand that this isn't the best solution, and the game doesn't tell you about it, but that's what I came up with during the jam. Levels are generated at runtime. They're a sequence of randomly chosen, predetermined layouts chained together. That helps with the "leap of faith" problem further, since skilled players will start to recognize generation patterns.

Thank you for your post! Yeah, controls seem to be people's main concern about the game, although it took me by surprise. But it's going to be a lesson for me, I'll be paying more attention to the topic next time I develop something.

Thank you for your input! I think I just got used to controls while developing, so I wasn't paying enough attention to that. Definitely should've added an alternative control scheme, especially since it doesn't take much time.

Thanks! Yeah, I already regret that I didn't put them on the start screen since there was enough space... Anyway, you could find them on the game's page!

I understand what you're saying, though the gun kick is a main mechanic of the game. Maybe a tutorial or a better level design would solve the issue. Thank you for your feedback!

Thank you! I'm really glad that you liked it!

Thank you for your feedback! Actually, I was planning to add an alternative control scheme but completely forgot about it over the course of development 😅

Thank you! Highscore or leader table would be a great addition indeed.

Much appreciated! That's just what I tried to achieve with this recoil mechanic. It can be either punishing or rewarding, depending on the use.

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Thanks! For me, game feeling is one of the most important aspects any game. So it's great to hear that.

Happy to hear that. Especially since i like your work, great stuff!

Thank you! Yeah, I really should have put controls in the game itself, though you can actually find them on the game's page!