Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

danpaladin@gmail.com

6
Posts
1
Followers
A member registered Jul 02, 2024 · View creator page →

Recent community posts

I thought I had this one down perfectly but sometimes I'd lose and I'm really unsure why.  I played quite a bit of times along with someone to see what's going on, but they too didn't realize why we were losing.  Aside from that, it's pretty cool - perhaps as rounds go on longer the conveyer goes a bit faster.  Forgive me if it already does that and I just hadn't goten far enough to see it! 

Great work!  Because I was paying such close attention to the description of the design upfront, it makes me wonder if I would have known how to play had I not heard it explained.  Anything you'd have to explain to someone in-person needs to be in the game's tutorial/prompts/tips, so remember to put those in if you continue development on this.  The concept is interesting enough, but I think as a player I'd be looking for a reason to test myself to see just how far in the game I could get - losing wave 5 didn't feel any different than losing on wave 1, which makes me want to have a reason for feeling bad on wave 5, a motivation to make me try to be the best in the world.  Unlock currency might do this, or a leaderboard.  

Visually speaking, I think I was trying to look closer at my target,  and I think it should show you your target before you even begin (at least on wave 1).  It'd be nice to have some way to examine an enemy by either lighting them up and increasing their size, or giving some kind of "card" I could look at that shows the enemy.  With the way it is now it was difficult to know zoom-wise.  

I think my favorite surprising moment was when Prime went around the corner and I lost him.  I hadn't thought the darkness was going to be that condusive to this design, but alas! 

It was hard to see my character's details.  Perhaps if the characters cheered when they killed and/or rolled out into their mission, I'd feel more connected to who I was.  

Sausages don't really translate in the dark.  I think if Prime is going to hit you with a sausage, he should shoot a stream of 100 of them right into you for an extended period of time to really drive home your loss.  This would show his sheer prowess and humiliate you into wanting to get him back.  He should also maybe start by taunting the player.

Really good work, surprising to see how much could come together in such a short time.  My wife really enjoyed this game as well. 

It took me a moment to grasp how to play this, but I caught on soon enough after making one or two mistakes.  The artwork was thought-provoking and at first I was examining it very closely due to thinking there was a difference in the illustrations.  Pretty dang cool, even taking into consideration that this genre isn't my favorite.  Thematically I felt like this one was right on the nose.   Great work! 

I failed, and I'm not really sure what I was missing to make the proper decision, but, I had fun anyway.   The voice acting was hilarious.  Please keep that kind of vibe when you're making more.  The humor carries this far!   

Great work!  As for my constructive criticism goes, I would have liked to see a little more variety in the rooms aside from the lighting.  One trick I've learned over the years is to inject a bunch of some type of an item over top of the base building, like vines/screws/wheels/pipes/etc slapped on top of the walls or ceilings to help out while not getting in the way of regular collision.   I do wonder if I'd have a hard time figuring out which action to do if they weren't labeled text-boxes.  It would require some kind of prompt on the screen to try an action out when going through a corresponding door that is going to require it, potentially.  I was never able to exit but in a way, for a short itme, that was welcomed because I hadn't struggled much at all up until that point.  Also really liked the positive energy coming from this team.  Very promising, open-minded attitudes that will get you far. 

Great job!  I was surprised that this game is one that had me thinking the most about it, maybe because its presentation was so simple.  The look fit the vibe, and the silliness of playing with someone else shined through.  I didn't even know the person I was talking smack to, who happened to be teabagging my corpse.  I think it could use some tuning in some way as there was no incentive to go through the center once I understood it, and there was a time where I was chasing someone but fell over dead - it felt like I could not defeat them even when I had them how I wanted - not sure if this was a collision or network issue, maybe something else?  Either way, the dance was the cherry on top and had me and my wife laughing about it when we discussed it later.  In my opinion this was the easiest to remember in my mind's eye, a simple sassy goat with big blocky apples.  Love how you can join on multiple platforms - these engines are mind-boggling!