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chanoc

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A member registered Mar 31, 2022

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full disclosure, i was only able to ever get her down to half health but i have beaten a bulk of the souls games and bayonetta/mgr
movement and jumping should definitely be snappier, as should the camera
the camera could also use a bit of distance and maybe some "smart" framing to keep your opponent in frame in a readable way
more tells of combat state would be nice (meatier sounds, visual effects for staggers/hyperarmor/poise/etc.)
but, i like the idea overall and its a strong demo to show off the idea

im bad at puzzle games
the slow speed of everything and annoying NUH-UH sound only rubs the salt in the wound
anyways it reminds me of that one block flash game, Bloxorz, except way more frustrating
i feel like starting out with blocks you can pick up any orientation would help ease IDIOTS like me in, then you could introduce face/head grab only blocks later?

the menus are a bit confusing to navigate, might just need to adjust the visuals
the ball felt very sluggish to control, and the sloooow camera snapping to angles was very annoying
trying to knock the 1st enemy off was very frustrating due to his sheer push back force, and gathering speed/finessing the aim was very hard due to how sluggish the ball was
i like the presentation, but its not nearly as tight as a roll-a-ball should be in my opinion

the presentation is cute, although im not sure if thats because of the capsule dudes
the stealth mechanics need to be way more obvious and communicated to not be frustrating, right now theres a lot of guess work
simple stealth gameplay can be fun, however, just keep at it

the atmosphere is there, but the platforming feels very barebones and frustrating at times due to the lack of air control and high-commitment
coupled with a checkpoint system and long drops it can be frustrating when you flub a jump once and gotta re-do everything leading up to it

presentation is already pretty slick, but there isnt much to say since its in such an early state
however, the camera auto switching can be nauseating and annoying, i would rather have a high centered camera or keep it on manual shoulder switching

nice little experiment -- but more importantly, thank you for the very educational write-up on your experience

its definitely coming along, and the foundation for distinct visuals are there
just needs a lot polish and a way less broken test level (i fell through the floor and missed a respawn trigger, there needs to be some kind of large plane at the bottom that will respawn you)
also, i went into the options and could not go back, so i had to restart

probably one of the most visually impressive demos ive played
its also very snappy and crunchy and feels good to move around and shoot
i only died once, in the dark water area -- it wasnt clear to me the liquid did damage until it was too late

im not too found of the color banding stylization, it makes things look garish and harder to discern

development/direction seems kind of aimless, and a lot of things are begging for polish
theres a lot of stuff that feels "thrown in" -- i think just focusing on 2 or 3 test levels to really nail down the core of the game would help a lot

pretty fun and very high quality, i can tell a lot of love is going into this

how

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i liked it, very skillful precision platformer and the visuals are nice, although the tutorial messages were a little vague -- but nothing that couldnt be learned by a little trial and error

i would have preferred it if the mouse controls werent inverted, however. it feels much more natural to me to move the mouse in the direction i want to go

i think you should try pausing the timer until the player moves, after a restart -- it doesnt really matter in the grand scheme of things but it is annoying to have the timer constantly running even if youre just trying to get your bearings

yeah i didnt bother putting in a pause/options menu so esc just quits
im not sure if iwant to add to many unique mechanics to the character itself but i do definitely want to get creative with obstacles

thanks for playing i just saw the stream
i do want to have more of a unique level (e.g. bespoke assets and better communicated obstacle mechanics) in the future to help differentiate it from asset store soups like only up
the sounds were actually made with rfxgen, ive only just now heard about SFXR
i also will add options and a pause, esc to quit immediately is very jarring

holy shit 1:33... i kneel

lotta people getting filtered by the pendulum
think ill make it easier/move it to later

get on the floor and slam

From the game's description page:

Theres guys in this world... funny ones... little ones...
You are John Guyfinder. You've been deployed to this world via extradimensional slipgate to find all the guys, and maybe, with a little luck... save the world.

Are you a bad enough dude to find all the guys?

Thank you for your continued interest in the Find Guys initiative.

Hi! I’ve you have any issues with the game please do not hesitate to contact me at my web portal.

Thanks, chanoc

please dont spoil the game

did you look under the platform

as with all art, the experience is entirely subjective and what you take away from is is entirely up to you did God manufacture this plane of reality with an end goal? or was he just doing random brush strokes on a canvas… internalize that and you will understand what it means to find guys