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Cpt Slimers

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A member registered Apr 23, 2018 · View creator page →

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Posting this here for archival purposes.

Boss Unlocks:

THE PACK: Scars 

Waste Management: Roller

Cleft: Detachable Tail

BroodMother: Symbiosis

Bomb Burn Roc: Explosives

Blinky: Hollow Bones

The Statues: Well Laid Plans

Sewer Gator: Volatile DNA

The Rat King: Plague

The Olde Hunter: Civilized Growth

The Keeper: Faulty Optics

The Skeleton King: Soul Ripper, Soul Searching (Coming Soon)

Bugs:

Fire Hydrants cause game to freeze?

New things:

Things coming in the next build maybe!:

To Do:

Add Sounds

>Soul Sounds?

Polish Olde Hunter's bullet hell segment. cage should have a pop in/ pop out effect.

Scythe Sounds?

Keyper/ Keyper Cage needs some sounds

A lot of bosses are immune to bullets atm.

Something made thud and crashed game. At almost 30 points.

>Soul Searching (Don't forget to add to proper list/ boss)

>Soul Ripper (Don't forget to add to proper list/boss)

New Upgrades

>Needle Burst: Bunch of small bullets w/ low lifetime? or a flash AoE around player.

Stuff that probably won't be in the next build but need done eventually:

>Replace PlaceHolders

Stuff getting cut but might be useful to save:

Add special 'basic' enemies/ Improve existing special basic enemies?

>Car immune to damage, w/ weakspot spinning around it?

>Car immune to damage from x Side.

>Car w/ orbital

>Turtle Car

>Car that can only be killed by rollers. Spawns roller on spawn.

>Car immune to damage, paired w/ car that isn't.

>Just little tanks.

>Enemies that charge, and then get stunned whenever they hit walls.

Hey! Nice start! I have a few notes.

The first thing I noticed were the sounds, They're a little repetitive. A simple way to fix this is to add a bit of variation in pitch and speed/tempo. Unity makes it pretty simple to do this, iirc.

Try making the spikes a bit more striking, and the background a bit less striking. I immediately though of red for the spikes (since red=bad, and also contrasts with the background more.) and dulling down/ reducing the contrast of the background a bit.

Sometimes the character seems to get caught on 'invisible walls.' Backing up and trying to walk forward again fixes this (usually), but it's still worth looking into.

Wall jumping feels a bit weird. I honestly don't know what it is. It might be the block character not being expressive enough to show when it's actually clinging to the wall. Or I might be wrong on that.

Am I supposed to be able to wall jump up a single wall? Because I can. Hug one wall and spam jump. To skip over the obstacles, just make sure you jump high enough to reach the bottom of the wall above it.

The character could be a bit more satisfying to move. Try making it a bit more reactive, like having it squish a bit when it lands, or having it shift some of its weight towards the direction it's moving in (If that's at all possible with this art style.) Maybe a have a little trail behind it? Or have the camera shift slightly to follow the characters movements? Maybe even put a goofy face on him that changes when things happen. (Jumping, moving, standing still, dying, moving to the next level, etc.)

Overall, pretty fun. Good luck! :)