Want to echo some of the other comments and say thanks for these. It literally pushed me to start and finally finish my first game -- albeit a simple one.
derstander
Creator of
Recent community posts
Nikki's design is pretty awesome. I'd echo the comment that seeing your currently selected core via Nikki's visor would be awesome -- even though I like the pixel lava-lamp effect on the core in the upper right corner. I definitely need to give this game another go and really try to destroy all of the boxes. When I got to the end and had 12/50, I realized that I had forgotten about destroying everything and just focused on getting through the levels without dying a lot.
The art style did remind me of Downwell. Like Downwell, I thought this game really nailed using negative space to add texture to the world while using a limited color palette. I also thought the animations were super fluid. I did notice some odd visual artifacts: like sort of flickering white edges -- maybe around the edges of objects?
The gameplay sort of reminded me a bit of the action stages from the GameBoy version of Gargoyle's Quest. And I am always down for that.
Congrats on the good work.
Note: the best I did was 185, so I'm not sure if I missed out on some things farther along.
I didn't have an NEC PC-9801, but it is reminiscent of some PC games I played as a child as well. I had some initial difficulty figuring out how to play (which I actually found thematically appropriate given my experiences with some computer games when I was younger), but I did enjoy it. I won without *too* much trouble, but it wasn't clear to me if there were differences between the schemes, the tiles that I was using them on, or how the different schemes and tiles interacted. If I'd lost a few times, I'd probably have gotten a better feel for any subtle differences. I think it'd be a good baseline to tweak difficulty and add depth via more pronounced differences in the schemes and tiles. Good job this weekend. :)
I really enjoyed the puzzles (and the copy-form mechanic that made them possible). You did a fantastic job on a complete game. I wouldn't have known that you cut puzzles if I hadn't seen your comment below: that's how cohesive it feels. You must be very good at managing the scope of your projects. I'd definitely play a longer version with more puzzles.
I like the art, sound, and music: even things like the sound clicking through the exposition in the beginning fit. However, I also had some difficulty with the controls. I think as a demo for the battle portion of an RPG it seems really promising; I'd look forward to seeing the game that gets built around this. Are you 3 planning on working more on it?
I think the art's awesome. I did run into the book-color-swap bug and found the workaround. The music was pretty soothing, as well. I noticed the portrait orientation -- are you planning on making a mobile version? One thing I definitely learned from this game is that my grasp of color theory is not up to par. A way to learn color theory through a game like this would be awesome.
This is awesome! Though the control scheme and ProcGen remind me of Nuclear Throne, the game feels more laid back -- I think the music has something to do with that vibe. Really impressive how much stuff you got done. I ended up hitting lvl 30 by playing super cautiously, powering up my sword attack, and making heavy use of cover.
I did notice (I think definitely in the later levels?) that I often had a lot of extra med kits lying around that I didn't need to use.
I wouldn't mind reading/hearing about your dev workflow if you have or are writing about it at some point in the future.
I enjoyed this game. I like how it adds an element of micro to the tower-d formula by having you manage what slimes your tower can fire on. *begin_spoiler* I also like how that mechanic is taken a step further with the introduction of the boss.*end_spoiler* Are you going to keep working on this? I'd play this on the go on my phone or tablet -- maybe with some randomly generated levels to keep the replay value up.