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A member registered May 20, 2024

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I liked the art and the music, but the camera movement was weird because I really couldn’t shoot correctly at the direction I wanted to, cool concept.

I liked that it very much resembled Beyblade, which really felt nice, but I feel like the movement was a bit underwhelming, as later in the stages I really did not had to do anything as it was moving by itself rather than strategically moving it. Overall, I liked the concept and the art style.

A nice take on a movement shooter, although the movement felt awkward at first, once I figured it out it felt nice.

Felt okay to play, the music and sounds were just too loud for my liking, but I liked the concept.

Very clean gameplay and a very easy to understand mechanic too. The different behaviors of the bosses were very enjoyable as well to experience. The darkish art style also added a very nice touch to the atmosphere, which I liked a lot.

The art style of the first-person character is really good. My only critic in the gameplay is that it feels stiff, in the sense that I really only had to hold either left or right to dodge without really thinking at all since there is not much variant in the attack patterns of the bosses. Overall, I enjoyed it.

The game felt extremely good to control and the art was really nice. I especially liked the parry, it felt like it REALLY had impact and the sound effect was the exquisite dessert on top. When I finished the game I really wanted to experience more of it.

The impact of the slash VFX was really nice, it actually felt like it had impact and made me enthusiastic in regard to attacking. I really think it has the potential to become a more improved game with some more variety and tweaks. I especially liked the intro art and end art, but I think the loud music and voice acting really got in the way. I tried the game both easy and impossible and impossible was just clicking thrice the time of easy mode with no other gameplay changes, in which the spin charge attack felt more like a consequence than something I had to think about using, my first thought process was “why use this to risk it all and deal tiny damage, when I can just spam the same damage with the sword in a safer distance?”. But when I unintentionally span into the wall, it span me into the other direction, and I managed to guard break the witch’s shield, it really felt good.

A nice game, I felt lost the first few minutes, but I managed to understand it by throwing that slime to the core of the washing machine. Although the gameplay is repetitive, I feel like more variety in the way the washing machine attacks could go a long way in terms of the gameplay (I believe different washing machines clean in different ways so it could be different attack patterns, and maybe a broken washing machine could shake the whole stage?), but the art is without a doubt spectacular.

I really liked how the movement flows, but I think this game could benefit from separating its identity from Ultrakill's a bit more. I especially liked the Prisoned beholder’s flesh model, and the way it tries to hide the eye before throwing the laser felt unique, the tentacle monster could really use some improvement to make it more interesting than just being a simple mindless target. Overall, an okay game.

Good game (It literally took me 40 to figure out that the bosses’ health is on the left and not on the right, and another hour to beat the three bosses and finally reach the trophy) I really liked the simplicity of the art style and gameplay, but overall a simple tutorial to indicate what are those flashing lights on the bosses (I initially thought that was just a visual presentation of a new phase coming in), and that you can only attack with the charge attack can help a lot to prevent future frustration (with the confusion of the health bar and that I thought that you just had to get close to the enemy, I thought that the charge attack was just way to deal big damage, not the only way to attack, it took me waaaaaaaaaaay too long to figure it out, or just me idk).

The most important thing to take from game jams is to be proud (or ashamed) of one’s work so it can be you learn from it. The aspect of the gameplay, although okay, could use some more cohesion, in the sense that the character wheel felt more like a longer lifeline than a choice of what to do (Mary is the only one that felt like I had to think before acting so that I had to either A. Close in with Aaron and deal big damage and risk it all with its special or B. Easily outrange with Archie and play it safe). What I really liked the most was the paper style art, it really felt unique.

The game is very much unfinished, but the art really has a lot of potential to show the gameplay aspect of the game, whatever the final product be.

Intriguing gameplay, I was confused at first, but I really liked how it was not just mindless throwing harpoons at the monsters, you actually had to think about where to throw it and move accordingly. Overall, I especially liked the art, but the gameplay could benefit with some more variety to spice up the experience.

Amazing concept and gameplay, I really feel it could be its own iconic game (takes me back to Wii game era).