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A member registered May 22, 2016 · View creator page →

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It's very possible I just don't get it, but there doesn't seem to be a lot of game here. That said, I really like what I see, and I want more from it. It runs smooth and has great atmosphere. There's an NES game called Gradius, it has a very simple weapons upgrade system that I think would fit this game. The enemies look great! I hope we get updates to this. Thanks!

The core game here has potential. The branching options of challenges to unlock better parts and cosmetics is already satisfying and the racing itself has good feel in the inputs and the sound is right there with you. The game is menu heavy, and the menus are unusable at times. I think Unity scene loading is pretty rough on this game. It would bring a lot of relief to the player to have a visibile loading sign so that we can tell something is happening. Sometimes I wasn't sure if the game was frozen, my input wasn't read, or if it was loading. I would really like to see some FOV curves attached to the car's speed to get a better sense of my movement. Overall, I like this game and it's going to be in the handful of games I play whenever I get out the OUYA. Thanks!

Very nice! The Christmas theme is very enjoyable; the background items and snow and music all bring it together with the presents. The controls are good, but could be tighter. I wish our guy was a little faster at detecting I want to wall-slide to do a wall-kick. The platforms could use a little more polish. Very cute little Christmas OUYA game. Definitely will do a playthrough every winter that I have the OUYA hooked up. One or two more levels would make it feel more full. Hope to see updates! Thanks

That would be sweet! I'm going to start puzzling how that would be put together.

I tried both input settings and with an OUYA controller I was pretty much stuck shooting straight forward. I want to see or hear impacts when shots hit enemies to confirm impact.

This is subjective, but I don’t care for the characters and story too much. I’d like those things to be half as long to get to the gameplay faster.

Those things said, it left me wanting more with only two levels! Nice gameplay!

My wife did commentary on every game but was quiet for most of this one. I think its tone and duration match perfectly. I wanted to fix the mirror.

I really enjoyed the card play and its 3D corridor presentation, but only after some tedious trial and error to learn the basics. For me, the enemy turns were too fast to learn. 

Honestly, this feedback makes me happy. Thank you! I’m brand new to 3D Art with textures, and have never made an interior space before, so I am floored to hear that I was able to make scenes someone would say look great and have a style.

Also, thank you for appreciating the performance. Alongside texturing models, I had to learn Level-of-Detail and baked lighting to keep the frame rate up.

I plan on updating the game whenever I get time to work on it, I really want to play this game with all the spells, rooms, and enemies in it.

Thanks for playing!

Thank you!

It’s like you could read my end-of-jam cut list. Spellbooks do nothing in 0.1 except increment score. They were meant to draw a random spell out of an array of possible spells. Some would make big explosions to hit lots of ghosts at once so you can clear rooms and some would kinda suck (like the one that made it to release) so you’d sprint to get the next book. 

Thanks for playing!

Thanks for playing and for the feedback! I have plans for expansion I couldn’t get to during the jam, but would love some fresh ideas if you have them. What would you do with a magic FPS?