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Boinga

18
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4
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A member registered Jan 25, 2022 · View creator page →

Creator of

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Thanks for the feedback, it was my first attempt at a FNAF game, so I think I messed up the pacing way too much. There's a bit more going on with the last nights, but I agree that the first couple of nights feel like a severe drag to play. Heck, it's enough to bore me as well, hence why I haven't tried playing through the entire game after I tested it once.

I wasn't trying to make this too scary (since it is based on next-bots), though I probably could have done more with the project, and I agree with loads of the points you give in your video. I'll take them into consideration if I attempt to make a sequel to the game.

Thanks!

Thanks for the reply! I kind of wish I practiced my art skills more before the jam so that I could polish it more, but I suppose I did the best I could with the assets I had right then and there.

Thanks for the reply! Believe me, getting this done within 48 hours resulted in the project taking up the majority of my days during the jam.

Thanks for the reply! I kind of noticed this as well and tried to remedy the situation by increasing the number of natural spawning robots per run, although it didn't help as much as I hoped it would thanks to how fast the player grows in strength after the first few runs. I'll probably also try increase the quality of the robots spawned in as the runs increase once the game jam ends and I can update my game. But still, thanks!

Yeah, agreed. I'm not a good 3D modeler or artist, so I had to try come up with something using the in-built assets. I'm trying to get better over time, and I'll probably update this game with better assets once the game jam is over.

Thanks for the feedback, I can totally see what you mean. After the jam ended, I played my own game a few more times and found the same problem. I'm not the best at balancing mechanics at the moment, so there's something I need to improve on.

As for the VR problem, I'm pretty sure it's just because Unreal Engine has a habit of trying to load it automatically. I'll try and see what I can do about both it and the balance once the game jam ends and I can update the game.

Thanks for the reply! I may have worked for entire days during the game jam to get this together.

Makes sense, game jams are always quite a bit of a crunch.

A very fun game indeed! The idea feels novel, and the controls are fluid. A quick issue, it is easy to take no damage by hiding out in the left corner. Although, I found it far more fun to try and stay in the middle while dodging as much as possible. Overall, a pretty fun game! I can see this game expanded on in the future with more fighters with different movesets.

The dialogue got me. The actual gameplay is quite fun to. After a bit of practice, figuring out what attack the villain was going to do next felt doable. One suggestion is that the camera should be zoomed out a lot more. Several times I had to make leaps of fate with no idea where I was going. Although, this is a minor complaint. The game is very fun.

It's a good concept, although the execution could have been a bit better. I found that it's way too easy to just keep spawning bombs on the player's head until they die, and then take a different route when you play as them.

A suggestion might be to not allow the player to place anything as the zombie master once the game is underway. That'll make the game far more tactical, since now you can't just win by taking a different route the original player did.

A fun game overall. I like how it scales the difficulty by throwing more ships at you at the same time, forcing you to multi-task and prioritise threats. I feel like there is no other way to approach and destroy a ship other than using one of the floating rock abilities, which when you have none, basically makes it impossible to destroy ships without finding another one. Although this is a minor problem, and running away was actually kind of fun.

I do enjoy how the ships seem to speed up and fire more when far away. It makes each new ship more of a threat, and also makes running away far more intense.

A small suggestion (not really important) is maybe there could've been some way to use the other asteroids? Maybe they could have been used as cover, or pushed towards the players to destroy them even without a weapon. It would give the player another option to fight back. Then again, it already is quite fun.

A very nice a cute game. I think using ammo when moving is a bit unecessary, since just spamming the reload button while moving gets it back in an instant.

I like how each weapon is tied to a different button, although some weapons felt outright better than others. Despite this, I think all the weapons do have their own uses, so I quite like it. Switching weapons when reloading, and it being random, is another nice touch. Really amps up the stakes when you're already getting shot at by an enemy.

I scared myself loads of times while programming the game.

Glad you liked it

Thank you!