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dannyden

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A member registered May 02, 2024 · View creator page →

Creator of

Recent community posts

Hey nice fixes and features. I tried it for 15 min and I only got one extra idea to give you feedback on.
The wave difficulty is not scaling, so let's say on "wave 15" and higher you can start killing 5 or more zombies before timing the  3 wave zombies kills, so it loses the difficulty jump and hurry of getting rid of them.

I think you nailed the asteroid movement that I remembered now it's so hard.

Looked really confusing at first until I got used to the art style.

Nice, I would add a level counter, I think the score it's not possible because if you do it right you got on time, not much to play with. I saw someone commenting about beating it without grabbing the energies, maybe some level design on that allows you to put some score.

I really like that you didn't use an off the shell game engine at all, props to you.

You got a really good start for more games, the comment about the AI is right, but I assume getting the collision on all those dots gets hard from scratch. By the game genre you are gonna like this other submitted game: https://itch.io/jam/scorejam33/rate/3277631

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Thanks for playing and the feedback. The visual timer makes sense so I would make it an option or default after playtesting for sure.

The logic bugs.. I can't make this up, the retry fails to reinitialize the level and I changed the levels array and challenge level on the last 15 min of the submission. 

I put a post-mortem message on the game description, on the submitted build you literally can't complete the game hahaha, level 25 is 1 index off, same with challenge starting on -1.

And with the sound I took a really simple loop 8 sec, couldn't decide on the music because the 8 bits style is way too frenzy for the speed of the game.

I'm gonna update it after the jam, I learned the hard way not to change something that important at the last minute.

I liked the discharging to pass the level, didn't quite get the second bar at first and the charging platform. 

Only problem was being too short, and kept me wanting more levels so I would say that's a good start.

Hey guys, saw what you did, I gave it a few runs. I like the mechanic and the general idea, also have some feedback.

The map feels small maybe it's a combination of the lights and the zoom in (way too much) when charging to dash.

The amount of mobs it's also too much for that map, got to some parts where if I don't dash full speed around all the map killing them, I get a super cluster of mobs stuck between the corridors.

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It was really fun. You are right with the enemy attack speed, at one point I can't take any ingots or leaves, not even in between spawns.

The healing I don't know for sure but try it out, when I had 20/3 or something crazy like that, I expected to get full health and I didn't, possible bug because is adding more than the max_health? should get a reimbursement of the leaves that hadn't been used?

Those are fine grained details tho, congrats on the game.

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First of all, amazing, in 10 min or less you get the hang of it with 2 runs. I had a blast and made the top on the third try 😃,

Tips for players:
Get the speed boost every single time you can, the blue ones will catch you. Multiple attacks and the rate of attacks worked better for me than the damage. I didn't get any energy related upgrade because with speed you can reach them in time.

Feedback:

I'm gonna give you the detailed feedback I would like for myself on my game, I hope you don't take anything the wrong way, I only get to this because the rest is amazing. Purely my takes with the best intentions.

Sound effects gets crazy after 6 and a half minutes mark (thanks for the mute button)

The spinning ball feels slower than the other weapons even with the rate upgrade.

The lighting beam shoots off camera so I couldn't go for the xp in the frenzy.

I really miss an upgrade of this type of games, when it gets really clustered you need to run a lot in circles to go where the xp is, you need an upgrade for range of pick up.

Also a really minor bug with the leaderboard, completely my fault, my second best score didn't got saved because I entered the same name, or maybe that's intended 🤔

That's it, congrats man, what a nice game.

First try: 103

Second try: 6300

Really enjoyed timing the close call. I only upgraded weapon when I didn't one shot the enemies. The health purchase was kinda slow maybe, had a few times not knowing if I finished healing up or not because there was a delay on the hearts.

The random multiple spawn at high level finished me.

Really really fun game loop.

Oh great feedback man, thanks. I didn't realize the moves on the top could look like movement cap. It's the perfect solution defined by the pattern/permutation/arrangement so you can know and try to multiple your score, but solving it in time is enough, it was just and extra.

Got 730 but I got a really good random start on that one. Really nice.

With main mechanic do you mean keyboard, mouse control? I put a lot of time on the dragging because I wanted the touch slide on mobile but couldn't make it work. It's really hard, my gf reached level 13 I think lol.

The level transition is really cool, I like the general style. The only thing that looked weird was the insta main screen when dying. The first time I didn't see the spikes and thought I hit a page reload.

Thanks. That's the work of my girlfriend and sister-in-law, I'll tell them. Also watch the credits on the menu for all the drawings.

Yep, my bad, I focused on the tutorial and retry the levels. Didn't make any playtests .I thought the number of moves increasing by 1 would be a nice pace. Maybe for the non challenge I can edit it later and reach 15 moves top.

I really like the light and campfire mechanic. Could  use some UI score for progress tracking.