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Code Breaker SI

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A member registered Feb 19, 2023 · View creator page →

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The graphics are awesome!!! Also the combat is nice but the mini boss are hard for now since I lack the skill to use the dash. LOL. But anyway it's awesome! The web version's mechanics of grabbing weapon compared to the download version of only getting keys are better in the web version.

Made a prototype of Realm Of Steam. It's an anime steampunk souls-like game. There will be story in the future and already started on it, but for now I am focusing on the smoothness of the core mechanics. Here is the link: https://codebreakersi.itch.io/realmofsteamtest

C# in Unity

It would be an anime steam punk game with a storyline. You can contact me in discord: CodeBreakerSI#6546.

No not a paid one. You can contact me at discord: CodeBreakerSI#6546.

Need a programmer who would help in my journey in making an anime game.

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What do you think of the puzzles? Too difficult or too easy?

The puzzles for me was too hard usually how I would solve puzzles would be something logical yet I couldn't get the logic of the puzzles. I did see "+" or "-" symbols thinking it would be a mathematical problem but then I thought it would only give me 2 digits rather than 4 digits. I basically couldn't solve the problem.

How did you feel about the oxygen meter? (Balanced? Too slow? Dynamic with player movement and fire?) 

The oxygen meter is really good but consider what puzzles are solvable and easy to solve for the first terminal then it would have been a consistent decrease of oxygen and gameplay logic to lead the players to solve with an idea in mind because of the first terminal.

How did you feel about the fire/extinguisher? Were the fires a good enough distraction to keep you on your toes? 

The fire was a good distraction I figured out that putting out all the fires first and opening most of the doors would allow me more time to solve the puzzle.

What did you think of the pace/length of the game? 

The pace was pretty solid since figuring out a tactic before solving the puzzle would allow more time to solve it.

What did you think of the level design? Was it easy to keep track of the rooms given the constraint on the door charges? 

The level design was really good since it wasn't too open nor too close to access. I could move how ever I want to.

What did you like about the game? 

I like the immersion you guys put into the game! The sound about the fire makes it so immersive making me want to play it more.

What did you dislike about the game? Non at all. Liked it so much that I thought the gameplay was smooth.

What could be improved or added to enhance the overall gameplay? Make the puzzle at least logical and solvable like in a mathematicians perspective's logic like 1+1 =2 or some sort.

What did you think of the overall feel/ambience of the game? Did the sounds and art mesh well? 

The art and the mesh fit so well I thought that the lights was impressive when it turned red and knew right away where the fire was close enough to where I could find it.  Also the sound of instructions was so good to the player since it gave me a really good immersive experience.

Did you enjoy playing the game? Why or why not?

I enjoyed some of the view but not the gameplay since the colliders aren't optimized but I do like the idea of collecting fragments as a god who has to recollect his memories.

Did you find any parts of the game confusing or unclear? 

It wasn't that confusing but starting the game I didn't know I had to press Enter so I just pressed random buttons until it exited to the room with the bed.

Were you able to find the two fragments? Was it hard or easy? 

I don't think I was able to find the two fragments.

 How long did it take you to complete the game?  (How long did it take you to get the two fragments possible?) 

Couldn't finish it since the Fragments were hard to find.But I do like the aspect of finding it by punching things like cars or moss.

Did you interact with the baby multiple times? How did that go? 

I couldn't find the baby.

Did you explore the hub? Was it interesting to do so? 

I explored the bathroom... Lol It was pretty funny sound effect. 

  1. How was the gameplay? Exciting? Fun? Boring?

The game was fun and interesting. I think you guys are in the stage of adding a sound whenever the monster gets close to you, you would hear it and run away. 

2.What did you think of the map size?

The map was kinda confusing. It probably because I had a little time to play it. But after playing it over and over I would get into knowing checkpoint of where I am. 

3.How did you feel about visibility while playing?

The visibility was good.

4.Tell us about your favorite part of the game.

I like the idea that I had to collect the cube looking thing and put it at the center. To win Although haven't beaten the game yet. 

5.Tell us about your least favorite part of the game.

I don't like how he walks in two legs makes it seems as if he is an intelligent life form with a scary look. 

6.Thoughts on difficulty? How does it feel on the first run, vs after having more experience with additional runs? 

The diffculty was kinda hard but then once you know checkpoints it makes it easier to collect the items.

7.Feedback on any specific mechanics?

A minimap to collect on where you are should be interesting to implement. 

Does the hectic aspect seem balanced? And if not, what aspects aren't? For example, enemies being too quick/slow, etc. Is the balance between using stardust for towers and using it to feed the blackhole sufficient?

I think it is balanced. At first I didn't know the objective by jumping straight to it. But then read you guys post on it that's when I got the idea that I should win by gathering the little things to the black hole and win.

Do you have any particular ideas for towers?

 Jupiter should have a power to burn the slime-looking things.

What different terrain/level topography ideas do you think would be fun and interesting? 

Climbing walls would be great for a short period of time. 

Does the flow of the game feel moderately smooth, and in what ways if not? 

It was smooth for a game test. But it's up to you guys if you guys want to put a timer between gather and purchasing saturn. 

Is the UI intuitive and understandable? Any comments on adding/removing/clarifying anything to it? 

The UI was understandable when I read the instructions. 

There is currently no elemental effects/immunities implemented, so besides these, what kind of different behaviors might be interesting for enemies? 

I actually don't know. 

Did you find any interesting strategies during your gameplay? If so, please let us know what you found, and if not, tell us how we can give you more opportunity to strategize. 

For the first three levels it is balanced but as more levels approaches it should at least have a timer, or make it so that the enemies are challenging afterwards with more towers.

Q1. Did you feel engaged? Should there be another objective to make the game more interesting?

I felt engaged! Also there should be like a little narrative or voice acting to say that Vira is out of booze and is impatient. Basically use the idea of McGuffin. In this case chasing the booze and why those goblins have booze in the first place.

Q2. How do you feel about the music/sound effects? Any suggestions?

The sound effect of the punches could have been better by adjusting the pitch in audacity downwards. 

Q3. Does combat feel good? How can it feel better? Does the combo gauge feel engaging?

The combat feels casual but can be hardcore due to the horde of enemies. It could have been better by adding checkpoints after defeating the enemy wave. Unless it's rogue-like that you guys are aiming for it would have been better to lessen the enemies at the first wave or at least add one health for eahc wave done. 

Q4. How much more content needs to be added for the game to feel complete in your opinion?

Couldn't finish it since it was very hard to defeat waves as a casual gamer. 

Q5. How did you feel about the games difficulty?

Easy for the tutorial but then I was thrown into a horde of enemies all of a sudden. 

Q6. How do you like the visuals and feel of the two zones? Any suggestions or advice for improvement?

The visuals look amazing. The character as red makes Vira impatient. 

Q7. How does the game perform on your machine? Any issues with the visual effects?

It performed well since I was running a GTX 1660Ti Max QDesign with an i5 10th gen. 

Q8. For any other suggestions, please go crazy and let us know what could make the game the best it can be!

The game should have a narrative and some voice acting as well as subtitles if it can be added. As well as another ability for long range or mid range attacks.

Ok I'm able to access it now due to discord. The game mechanics is amazing. I like the core loop and the physics behind it. The game is very realistic for a casual computer gamer like me. But it is doable with some practice. The tutorial was challenging since there's a lot of friction to the ground surface also make the momentum like a simulation but not too realistic. So when I add more momentum to going back and forth while swinging it should push me more towards A or D. I did find this... LOL I found a place that the fog that doesn't get me at all. But I think you guys can fix it easily. Other than that great mechanics and visuals. 

I like the pufferfish ability! I can see a lot of possibilities for it. The thing that I don't like is where the return button for the main menu is. I don't play keyboard and mouse often but pressing the R accidentally make me go back to it without saving the progress. I would say make the landscape more casual for casual gamers. The sword fish was hard to use. But the pufferfish was a pretty good idea. I can get anywhere with it. To be able to get on the sword fish make the speed a little slower so I can get on top of it when thrown. Since I couldn't really get any where since I kept dying from the spikes and I have no idea what the other fish ability was since I kept dying.  Other than that it was good. Keep up the good work guys!

Yooo!!! I like it! It was challenging but I got to level 19. At first I was getting to level 4 and dying but then I figured out the space bar. Hint hint... I want people to figure it out. It became more easier and balanced. I was then using it as a tactic to flee(Hint hint...). It makes you want to play more of it. Stick with the idea that your blood drains over time but make it so that it's less for casual gamers. I feel like this is for slightly hardcore platformer game just to beat the highest score. But it could be good to. Just think about who you're targeting either casual or hardcore gamers. I would like the vampire to emit some kind of blood ability that shoots the knights and kill them. This is because at the start of the next level I was already dead because they huddled up on me. But I made it to level 19 yeah! 

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Yooo I like the scene when the season changes after I play again. It was very hard though because of how many cones and holes it has. Try making it more realistic like put holes in rare cases as well as for cones and add cars that move along but with a certain slow speed. The controls was ok for me since I don't play on keyboard and mouse and just play on controller most of the time. But other than that it was nice to play. Good job guys! Also I couldn't find a cheese or loop hole to gain my score higher. My highest score was $2.55.

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