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derangedcabbit

1
Posts
A member registered Jun 10, 2024

Recent community posts

Took 3 tries, pretty cool first game brother!

I especially like the challenge from dying and enemies respawning, good choice instead of a life mechanic :D

Some criticisms:

The ground on the lower areas doesn't quite feel right. I think Spoony is floating a bit above the ground. 

The spoon's hurtbox seems to be quite a bit further & up and down from the spoons animation & sprites. Once you realize this, you can easily 'float' above enemies' heads and 'snipe' them from above.

I've never played a game with a pause mechanic in air, only the usual suspects--double jump, dash, etc. I'm not a fan of the pause option but i can see the potential in level design down the road, and if I took the time to get used to it, I might come to love it in a really fast and chaotic side scrolling game where pausing is a breath of fresh air. I think having Spoony kick his legs while he's in midair or some other animation (a rocket pack from his back starts firing?) would help the player know that the pause is intended and not a glitch. Also incorporating an area that you can only access if you use the pause mechanic to teach the player how useful it is and what it's intended for. Just spitballing here but maybe 'level select' being a kind of narrow tunnel that you fall down and pause in order to dash through narrow openings or some other design that rewards timing like an optional end-of-level-lottery where you fall down the tunnel and get 1 of the rewards in 1 of the 'caves' that you dash into. 

On death there is still collision sometimes. I think it would be cool on death if something happens to the spoon itself--maybe it flies off and sticks into the ground, an enemy picks it up, or it grows eyes and legs and walks off angrily. IDK lol.

Recoloring enemies and having them be mini bosses would be cool, maybe just giving them a dash or something.

Random NG drops from enemies would be a pretty cool feature as well.