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Dahvini

10
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16
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A member registered Oct 26, 2023 · View creator page →

Creator of

Recent community posts

very fun game and very stylzied, great gameplay and for 72 hours so much work has been put in. one thing is i kept running into maybe a bug on the first level. The saw blade kept disapearing and i could finish the boss :(

i LOVE that your theme is not magnets or poles or something like that and the gameplay was really fun i played stage 23. after awhile it does become a bit stale but it think thats mainly because its a 72 hour jam But for the time you had this is really great and polished game. I do wish i was a bit faster but thats just a personal thing. Good Job !!

I really like the little guys cool concept design, maybe its just me but I often felt lost a lot during the levels and ended up falling off the map in places that wouldnt respawn. . But i love like platformers with these kinds of mechanics so it was really fun to play :)

Really cool idea and so much polish for a 72hour jam. One thing gameplay wise it felt really annoying sometimes to play against the dealer beacuse i would check a card and then they would somehow immediately find a match so i really couldnt play a lot of the time. But the idea of like a card match battler and having to match opposites is such a cool idea with the theme !! Great game!

The concept is really cool but gameplay felt a bit stiff but i really love the art. Aethetics and theme wise was great. I would love to see more levels <3

i liked the 2.5d graphics and the concept was very fun. controls were intutive and made sense. I also liked the setting. I feel like maybe the polarity meter woul be better if you jsut swapped or didnt lose health i didnt really get that part. Really cool idea though and can definantly see it being worked on more !

hmmm after messing around for a bit i think its just weird hit box thing, so the player has a bit of a grace period especially from the bottom when they get hit by the cone, and when you run to the bottom when the guard rotates to move up so does the vision cone and it hits the player at like 1ms and hard to react.

interesting thanks for the feedback, i cant seem to replicate the bugs how did you do it? or could you send a video?

Thanks for the feedback! Yeah i agree with the dying, if i had more time i would remove the insta-death and make it feel less punishing to lose. 

The opponent has three stages and idle, ready and action and so when it goes into the ready stage you know it will either block or punch. The movement between and idle and ready is somewhat random on purpose but still timeable. 

The idea of block removing combo is that it forces you to commit to either filling the combo or doing a safer block. But i can see why that is annoying. I think my idea was that you would be able to punish your opponent for a block so you can get maybe 2 punches off their block and then 2 more and combo before they perform another move. But yeah for harder opponents I can see why thats annoying bc you can just never combo.

very fun style and game overall, amazing project well done !!