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A member registered Dec 09, 2023 · View creator page →

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yea the freezes are a web thing, can't seem to fix them unfortunately

saying wsad instead of wasd is cursed

nice game! it was fun and i liked the artstyle

did some speedrunning too,  got 21 seconds

definitely needs a tutorial, a lot of people don't read the itch description

i was able to kickjump off a wall which felt unintentional

for some reason shooting the enemies in their body dealt more damage than the head which is kinda weird

i've also had the game crash a few times aswell

it felt like the best speedrun strat was to just ignore the enemies, which is a little weird for a game where you're "just a tool to kill the enemy"

in general tho, i liked the game!

played the windows build because who likes web builds

it was neat, the movement felt very unintuitive tho:

- whenever you moved into a wall/solid surface even at a slight angle, your momentum just completely stopped, which was incredibly frustrating

- the walljump would probably feel better if you got a slight kick upwards

- the slide was delayed by about a second whenever i tried to start it, which made the boss's 3rd phase very frustrating because of the beam attack

- being able to run up walls instead of sliding down them felt pretty unintuituve

the enemies' hurtboxes could've been bigger

whenever i got close to the boss, the screen shook like crazy, which, if it was even intentional, should be toned down by a lot

the boss was very frustrating in general - it was hard to get enough fingers while also having to not die from the insane amount of enemies and dodge the attacks of the boss

falling off is intentionally evil :>

you can increase your field of view in the settings if that's what you're talking about

stationary turrets are an amazing idea, might add it if i continue

hey thanks! loved your entry aswell

amazing game!

i loved the artstyle and juice, it was very fun

i did have some gripes with the enemies' hurtboxes being pretty small, i've had a lot of times i just barely missed the enemies and then died right after because i flew into their field of view, they should probably be bigger than the enemies' actual model

i also had some moments where i just barely got noticed through the gap between, say a bush and a gap, and lost unfairly and sometimes seemingly got seen through walls

the inverted aiming just doesn't work with a mouse

the difficulty balancing was very off, getting thrown into a pretty difficult level right after the tutorial with just 1 enemy doesn't feel fun

in general tho, i really loved it and it was very fun despite the small frustrations

ayy thanks

yea web build has some freezes unfortunately

amazing game!

i really like the artstyle and gameplay

i wasn't a huge fan of the autoscroller camera, especially the seemingly random left turn in the last level - it made me lose track of my player a lot of times - maybe you could add a little icon that points to the player if you're offscreen

also having infinite bullets and time slowdown felt a little op - i have a couple of suggestions in terms of this:

1. make slowdown limited (or have it charge up so you still have to spend some time outside of it)

2. make slowdown faster

3. make bullets limited so the player can't just spam them

4. (imo the best way) add scoring based on how many bullets used and seconds of time taken total, with bullet time NOT slowing the timer down or the amount of slowdown used (or both), which adds a lot more replayability to the game and incentivizes you to not spam bullets and slowdown

i'm bad at the game ok lol

neat! i like the bread animation

the platformer controls could use some work, they felt very floaty, and the lack of acceleration felt weird

you could add stuff like variable jump height to jump over enemies in tight corridors easily and also please increase the move speed it's so slow

maybe you could also make enemies jump at you or something to make them more challenging?

i did find some bugs:

1. when i died, my bait amount didn't reset

2. i quit to menu after i died one of the times, it brought me to level 1 but the bait ui stayed there

3. after quitting to menu and playing through level 1 again, it told me that the demo is finished despite me playing level 2 already

ayyy thanks for the kind words!

the shop definitely was pretty rushed, couldn't come up with many good upgrade ideas

the enemies' predictive shots is just adding half a second of the player's current velocity to the position lol

yea good point tho, i should've nerfed them probably

ah i see

blocks giving you 0 ammo was definitely not intentional, dunno what's going on there

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no, i could shoot through some walls with a normal gun

like there were gaps

hey! played the game (windows build because who likes webgl), the artstyle is amazing

the warp mechanic seems a little underwhelming and underpowered, probably could've buffed it a little and some extra effects/particles because having it just teleport you seems a little weird

i imagine it'd feel better if the enemies had knockback, instead of just stopping in place and also could use some particles on hit

getting hit could also use more feedback, e.g a sound, some particles, a vignette and/or screenshake, and a slow-mo effect for a fraction of a second, getting hit should be a lot more noticeable, especially with so few ways to heal

the flamethrower's hitbox felt a little weird, maybe extend it

i was able to shoot through walls sometimes tho (and so were the enemies, especially that spider robot looking thing whatevecr)

in general, the game was pretty fun tho! when are games with flamethrowers not fun tho tbh

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this is fun!

most of the feedback i have has already been said by other people, but i'm not a huge fan of the font - it's not easy to read, the chaining upgrade is extremely op and maybe you could have an upgrade that warns you if you're about to move on a defended square

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there is supposed to be a trail, but it disappears after the first time you die because i'm bad at coding

amazing feedback tho! i'll make sure to take it into account, might continue the game after the jam we'll see

🔥

the red cube carry

no what do you mean i'm definitely not addicted

nice game! i loved the visual style, it was a little confusing seeing what enemy i was playing as tho, especially with the amount of enemies on screen

fun game!
it was a little annoying just having enemies come right at me from offscreen tho, maybe the camera should be a little more zoomed out?

i was gonna add a win screen but then i just didn't

ayyy thanks for the kind words <3

there used to be a 15-20 second timer until the next wave starts so you can't stall, but i decided to go against it

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used a couple of your songs (one from here and one from three red hearts album) for my pirate jam game, you can check it out here if you wanna

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hey, amazing music! i used it in my submission for pirate jam 16

you can check it out here if you wanna

rhythm game? :eyes:

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barely any buttons seemed to do anything?

i'm confused what am i even supposed to do in this game

custom ui textures are simple and quick to implement and would definitely add a lot to the feel and look of the game

also needs a proper tutorial and maybe more and clear buttons

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this sure is a game

i wasn't a huge fan of the default character controller template tbh, could do with more speed and higher as well as variable jump height

you should probably put it straight on the jam page, that way more people will see it

It's pretty cool, there being no walk animation is a little off-putting tho, also it'd be cool to see the difficulty increase as you play (maybe it does and i just haven't noticed it actually)