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Critical Session

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A member registered Nov 10, 2022

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Fun, short game. Some hiccups here and there, which I’m sure are just a limitation of the engine. Quite enjoyable and others have covered most of my grievances so I’ll just leave it at that :) Great job.

Start simple. Make copies of existing games. Pong, snake, tetris, pacman. You’ll quickly start encountering problems you don’t know how to solve. Even games that seem simple at first have a lot of complexity you won’t know how to replicate. So you look it up and learn how to do it. Then keep going from there. Soon you’ll learn enough and replicate enough games that you’ll start getting ideas for small games. Try making one. You’ll fail, but keep trying.

Seriously incredible work. Top notch.

I feel you on biting off more than you can chew, programming-wise. It’s the same for me, but with art. Try something smaller, finish it. Then something bigger. Then something bigger. And before you know it you’ll be making the next hit sandbox game.

Your art polish will elevate even the simplest of games.

I wasn’t expecting the story to go where it did. This was a really fun experience. Simple mechanics, fun art style. The changing post processing was refreshing and came every time I started getting a little tired of the repeating motifs.

I wish it was a little simpler to try and save the lab techs or at least to control the laser (but I suppose that’s the point). About half way through the game I just stopped trying because it felt impossible and there was no incentive not to splatter the whole lot.

I wondered whether the rating at the end of the level has anything to do with how many techs you saved. Felt a little random. Maybe a few levels at the beginning where it’s easier to save the techs/do less damage, would make it clearer that it’s directly tied to the damage.

Overall though, super fun to play. Unexpected twists. Well done.