This is awesome! Lots of banger soundtracks! Thanks for the upload. If I use it, I'll be sure to credit you.
Taneim
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The aesthetic and pixel art was really cool. To be honest, the controls were a little tough to remember and some of the platforming mechanics could have been refined a bit more, but the level design was still cool. The music was nice for the first 5 seconds, but then I felt like I was about to go crazy with the constant looping. I really respect that you made the music yourself, but next time I would like to ask your team to make at least a longer loop so the music doesn't start to get annoying. Other than that though, this was a great game.
This was a really cool game to see in the presentation. I was really impressed that your team was able to make a complete platform fighter. The local multiplayer was greatly done, and although it could be improved, it is still really impressive. Many of the mechanics could also be improved and refined. One particular example of this was the knockback mechanic felt a little awkward, especially when it came to a sudden stop at points.
This game was amazing! It was a short experience, but I could see it being released as an indie hit. There were a couple of small bugs, but the rest of the game was basically perfectly constructed. The pixel art is nicely done, the mechanics are easy to understand, and the pathing and level design was constructed well.
I really like the idea and assets that were used for this game. I only have a small number of criticisms. First, the AI was a little buggy at points in this game, sometimes even walking through walls. Second, it is a little too easy to die in this game (although if the difficulty is a major design choice, that's fine). Third, the progression of the game could be improved. Overall though, I really enjoyed this game.
The RPG dungeon aesthetic is super cool. I really enjoyed the turn-based attack mechanic. I would've liked it even more if there was even more variety of options, but given the project's time constraints, it makes sense why the attacks are as limited as they are. The camera movement was very well done as well.