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Domanek

35
Posts
16
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17
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A member registered Jun 10, 2021 · View creator page →

Creator of

Recent community posts

Really cool idea

Enjoyable turn-based dice game!   Nice amount of content and good effects.

I like the sling mechanic that makes the movement more dynamic and complex and feels good compared to the combat. The sound design is nice and I like the color choice (blue, red, green).
I had a hardlock while playing forcing me to restart the game. I tried to escape the dog by using the sling before it catched me leading to a repeating sound bug of the sling after respawning. The dog still chased me so it ran up to my checkpoint position and killed me again leading to the hardlock where I could not restart or open the menu and the camera was just fixed to the dogs eyes. Looking forward to the next versions!

Really cool looking art style.  The first boss was way more difficult then the second one.   I would have liked to have more feedback on the puffer fishs spike phase because I first thought we would be invincible during  it and he would stop at some point.  

Nice looking forward to the demo!

Nice!   Thank you <3

Nice recreation! It is a bit hard to know when to hit  the notes.  Good UI and usage of LeanTween

The visuals and the soundtrack  are great. I had problems with walljumping  where it felt like that pressing to early in the other direction leads to the character falling down.    The soundtrack and the fast loading after deaths kept me going.

thanks for playing! I updated some things should be smoother now.

hey I updated the game. should be much better now thanks for trying it out though!

quite juicy! After wave 2 it did not continued though.

It is lacking some guidance. You can interact with the button with E and the door should open to start the course :* thanks nonetheless!

Thanks! Momentum is a bit tricky to implement. But I am planning to build on that prototype in my next games. 

Thanks for trying it out. You basically need to jump off the wall as often as you can to gain more height. Press W and A when you are on the left wall, jump off, then hold W and D and repeat. My wall detection only works when looking parallel to the walls. Hope that helps! Happy holidays. 

Good visuals and challenging game! My playthrough stopped at that part where you couldn't grab any cube to let the door stay open because it dematerializes before you could pick it up.  For people not really into plattformer the jumping puzzles could be a bit hard but it is even more rewarding if you complete them after some tries. Subtitles and an option to change the Sensitivity would be appreciated! Overall well done!

Stopped at the  "No grab"  stage where you could still  grab a piece in the ground but  I could not jump high enough with it to reach the goal,  even tried to angle it so that I can still jump glitch up but still could not do it in the end.
Well made game!

Woah great game! The wall-glitching mechanic works   well and combined with the seamless level design  it creates nice depth to    battles and even more chaos with all those powerups.   What really stands out for me is the sound design.   I played a bit longer just to listen to the  game soundtrack loop.  The powerup also sound satisfying. I was amazed when I was sniped by a tower shooting a rocket across the level to end me with a bang! Good job!

Nice graphics and solid level progression! After some time (especially at the last level, that one was precise) I  got  a bit bored from the repeating jumping/dashing sounds.  What could have help is using different pitches even so slightly or giving the sound a high tone finish   just like in different arcade games (eg. super mario coin, donkey kong  (1981 ) powerup sounds). Great game!

Had fun using the dash ability and the punches very quite satisfying. 

nice artstyle, fits together really well.   Would have liked that the minigames, apart from the memory game, get more difficult over time for example  the bugs move faster and lose more energy or in the cocktail game it starts slow and gets more flooded and chaotic with more rushing guests.

Nice weapon gameplay and graphics.   Frames dropped to  around 17 when looking at the level. When I looked in direction of walls it climbed back up to 60+.   What could have helped is making an additional hallway or corner where you seperate the areas. Would be interesting to know where the  performance drop comes from (poly count, lighting?!)

Not much to do apart from clicking the base. Wished some more feedback eg bug health and some bullet impact effects. I liked the artstyle especially the base.

my score was 82!  Short trippy game.

relaxing game!  I really liked the sound  when catching the fireflies.    I enjoyed bringing more light to my sourroundings and keeping as much fireflies I can get . 

fun and charming experience with clumsy controls! I am no arachnophobic but  I was screaming at the 3D maze section when they got too close.  the spider AI had some problems  in the maze   running into each other and getting stuck  so I needed to get extra close to aggro and   unstuck them.   Was happy to shoot them after that,  reminded me of the game  "Earth Defense Force Insect Armageddon"

thanks for doing a vid! If you got any more suggestions let me know

thanks for playing! =) I changed some things let me know if you have any more suggestions

Usually I am a fan to make the player experience  more enjoyable that is why I tried to put a lot of stones    around   and increased  the visibility in the dark.  Your suggestion for the first level sound good!    Initially the   lights   did not even had  an healing/fire effect played when entering, was added quite to the end because I thought they lack feedback.

I would have downscoped a bit more and used that time in a proper level introduction  and even better balancing instead of more levels.

Thanks for the feedback! The idea with the invisible lights was that things could be concealed by the light and you need to risk the possible danger and step into it. Could have made more clear what does what to enhance player control. Reminds me of Dark Souls where you can find out if the chest is a mimic or not just by looks. 

The button positions and highlighting can be improved, yes. Important for flow. 

Needed a few tries to find a good flight path. Controls are a bit clunky but I was never good at flying games. I like that you can move the camera independetly, really increases the overview and makes the plane steady.

This one was fun but I could not find any iron ore. I really like the music and presentation. Could have spread more resources around to make it easier for the player to let him more time finding more resources before the current ones run out. 

Made it to the third puzzle and could not find any crate. Was not sure with which objects I could interact with. 

Lovely puzzle game! Nice art and  good concept.