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Dominik Haas

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A member registered Dec 07, 2016 · View creator page →

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Recent community posts

(1 edit)
  • Well rounded game, menu, start screen, result screens, fail screen, transitions
  • Funny story setting
  • Nice music tracks with good variation
  • Levels
    • In the first few levels, the level with a general timer, should come before the one with a tile to drop in a number. As it would generally introduce timers and then more specific ones
    • In general there are a lot of nice mechanics introduced, but sometimes only for a single level. Some are combined others aren't. There is a lot of potential with these, but then don't get lost in making a lot of level mechnics which is hard to be something conherient.
    • The harder levels are getting some times a bit annoying. Personally I didn't like any with the spikes in it. The wait-walk-wait-walk I don't really enjoy. Thinking about it, the laisers are worse because it's memorization of a pattern. With the spikes you at least see moving to it's easier to handle.
    • The level with the many laisers as grid was getting annoying after a while because of the sfx
    • A lot of levels, pretty impressing! Some of the laters, where it was very much about timing were hard, but some didn't didn't have much more dept. And sometimes not really connected with the theme, is it really about math when in every level the the math is 1 - 2? ;)
    • I'd advise think about the core mechnics of the game. Is it a dexterity puzzler or a logic puzzler? Does it need time limitation just to make it harder?
    • Is it about the math? In a later level where it only about the calculation, I've already forgot again how the maths "works" because the multiplication is not done before plus or minus. It hasn't been revelant for like 20 levels and then suddenly it's only about that again. The point is the progression of the difficulty and the transition for one mechanic into another, I'd love to see these smoother. IMO this is the hardest part of a game design (at least for a puzzle game): difficulty curve and introduction of new mechanics over the levels.
    • One more thought, maybe some levels could be grouped together thematically, with a little story beat between vs a long list of levels.
    • Loads of feedback, for great work! Contraz!

I like the different pub styles, it be great to tweak it to have various of the same style.

Imagine a game which as funny clunky animations of characters like from a stop motion. So a characters could be in front of the pub and the player could walk to them or to the door to enter. The pubs could be combined with various map generators by you city or village, which can be used to move a player around the scene in a abstracted way. For something like this it would be great to produce a certain type of pubs based on the different city :)

Great work!
Any plans to add controls, has to generate something specific for the user? Similar to the Sails generator?

Nice bullet hell :)

Nice take on the menu

The first around took pretty long vs the next few. Is that intentional?

thank you very much.

thanks!

thanks. 

Deflect makes sense for such a "closed space", meaning if a room is just what's visible on the screen.

I'm looking into having a deflect for another character I think, because the one which is currently in for the player doesn't an animation which could fit.


Got to checkout the game mechanics of Sekiro!

Thanks

Thanks  for the feedback. Yes, I agree it can be more dynamic from the beginning.

Thanks for taking the extra step to install the playdate sdk!

There is a cross-plattform project, but it's in the early stages and would have been to much for me to take on for a game jam. I'll probably have a look into it, because it would be great to also get playdate games on desktop platforms.

( https://github.com/GamesRightMeow/playbit )

Thanks for your kind words, I'd love to integrate various characters and bosses from penusbmic in this game :)

Your praise gives me fuel to continue :)

Thank you for your feedback! 

Controls switch is definetly something to add, in general I couldn't add any settings in time.

By locked up, do you specifically mean when charing, with the spinning blades? Or was it that both player and boss got stuck?

With the dash in the wrong direction, I have to look into that, I guess it can happen when quickly changing directions?

Nice!

Great! 

Congratz!

Looks great! Great that you keep adding!

I've seen you also have a new background. It would be cool if the waves move :) also it could be a bit lower I think.

Is there more depth to the poop minigame? Or is a one time hit job? :) Maybe the way you (s)hit a target is directly from above, so the player has to time it and the bird could have different speed so it's not always the same?


About the fish enemy, have you checked the mechanics of a classic fire ball from lava from super mario? I don't know how they work together, but I think that's the important thing how are the fishs timed together. So it can be a challenge and not to quickly be frustration, has you wrote.

A new thought, tetris as a refernce would actaully make more sense. Different boats with various shapes, where only at certain places the boxes can be fit in. And then different shapes of boxes as well, I guess it would need also more boats which are slower. Might be a bit thought to balance so every box could fit at any time, but maybe you don't lose a live for a box, just loae some points.

Yeah, sure you already built into that direction :)

Then maybe something like a pickup would also be nice to have something floating in the air :)

It's tottaly normal to get to used ro your own game :)

And not a problem for a game jam.

Usually playtesting with fresh players helps to see the different perspective. I find level progression one of the hardest things in game design.

I try to figure out the "core" of the game or the main game mechnics. And try to build everything to support it and make the main experience better.

So in your example, the game about cooking or but exploring and gathering things?

Feedback
  • Great graphics, 3D is superb!
  • Nice controls, in terms of game feel, the ship movement feels more like a car, not really like something in water
  • Nice camera movement, maybe a bit abrupt when turning, could use a minimal lerping

Feedback

  • Pretty hard to do follow, maybe some sort of assitance?

Feedback

  • Nice controls
  • Nice music, pretty funny :)
  • Funny story and nice visual ending

Feedback

  • D-pad controls feel a clunky
  • Crank controls are better, it feels strange that is not possible to go move backwards

Feedback

  • Nice cover and fancy intro transition to the startscreen!
  • Great manga art and funny story
  • Good stroytelling and I liked the humour
  • Nice floating mechanic, it takes a while to understand how the gage works. Meaning how much you have to crank until it takes effect and how long it has to turn down again. Also the direction felt a bit different in that aspect.
  • A lot of levels, sometimes the feel very tight and controls didn't feel like that straigth forward. So some level were frustrating
(1 edit)

Feedback

  • Nice and cute art
  • The cooking looked a bit unfinished, I'd love to have more game mechanics for the cooking
  • Fishing was more fun then the other gathering task, because it required timing. Well, catching leaves too, but fishing is less predicatable

Feedback

  • Nice art, which of it was created for this game jam?
  • Sometimes the dialog picture of the mirror wouldn't disappear until a next dialog. I think whe it would tell I don't have enough shards.

Feedback

  • Great and cute art, card and cover art and nice smooth animations!
  • Good intro
  • Congratz on the technical achievemnts
    • 3D rotation
    • Skewing and distortion of characters
    • Opacity of objects
  • Great mechanics
    • The rotation could probably be improved a bit with a snapping to minimum angle 5° or 10°. Like this it sometimes needed to be pixelperfect
  • Great level design, smooth difficulty curve adding new things step by step

Feedback

  • Nice card art
  • Nice controls instructions
  • I couldn't get over the second level, it's pretty hard to
  • Funny characters, how come cowboys are passing ballons around? Mabye they are important messages attached to the ballon? What would they talk about? Could be a nice way to add a funny story with different levels where they have to overcome obstacles.

Feedback

  • Pretty funny mirroir
  • Nice art and technical implementation
  • I was unclear how to get more viewers
  • And I missed something specific to do. I had a lot of fun though and took funny screenshots

Feedback

  • Nice art and start screen
  • Nice instrutions
  • Nice ballon pop sound :)
  • Good controls and floating feel for the ballon with the crank

Feedback

  • Nice cover art and nice story
  • Lightings are kinda unpredicatable, sometimes it would work to pass quickly by and sometimes I would still take damage
  • The hearts (healtbar) needs to be inverted, the way it looks at the beginning, it looks empty
  • The hat was unclear at first and it needs a visual feedback when cranking
  • Nice levels and nice amount of content

Feedback

  • Nice premise or backstory
  • Nice artworks, cover and card art. Was it intentional that the skulls aren't visivle anymore when opening the menu?
  • Nice use of the reflective mechanic
  • The accelormeter controls were hard, crank feels way better for this
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Feedback

  • Instant start, needs startscreen
  • Great game mechanic
    • I loved to jump out the water and dive in again to gain speed, I would try to make the game more around that.
    • Just being able to endlessly dive defeats the purpose of jumping out and diving back in again
  • Nice map with auto side switchinf
  • Level design
    • feels pretty random :) 
    • It's hard, not all objects would need to reset the collect points
    • Maybe some objects are just to guide the direction?

Feedback:

  • Nice startscreen
  • Needs more game mechanics, for more game depth
    • Different speed of torpedos and things to drop collide with them
    • Maybe it would help to have a more zoomed out perspective, that would give more time to see the torpedoes
    • Some level design would also be great for variation, obstacles mabye?
    • Or different waves coming in which would change the speed of the boat?

Feedback

  • Nice story intro
  • Nice voice
  • Nice water graphics :)
  • In terms of game mechanics, there needs to be more variations. It's always the same thing. Maybe switcht to the cannon after the mirror has over heated, the cannon shots in an arc so it's harder with the cannon
  • Also balance, maybe make the mirror much stronger and last only a short time. Know it's the ultimative weapon, not the starting point. You have to build it first and survive long enough, as the story indicates.
  • Also different enemy variations
  • I want to see those ships buuurn :)
  • Nice progression items

Feedback

  • Nice art and minimal back story
  • Nice game feel, smooth controls and movement. Maybe a little screenshake when dying?
  • I love the direct move mechanic
  • A lot of content haf around 17mins to get through.
    • Some parts were way harder then others and sometimes the savepoints were placed a bit strange
    • Also some screens looked kind generated with weird stuff there :)
  • I think collectables could spiece it up a bit, for an incentive to solve some puzzles differently instead of just getting through
  • Movement sfx ahould not be reused for the muscles, it can be confusing

Feedback

  • Nice art overall, cover art, assets and background art
  • Great paralax effect, funny death animation
  • Level design feels a bit to compact... Sometimes it's hard to react quickly
  • I think the game is a bit "gamey". I see the potential more on side of an exporative game, no points to gather but cool things to see and experience. Maybe also with a cute story. It gave me a kinda studio ghibil vibe with music and feel for the environment

Feedback

  • Nice base game mechanic, how could it be scaled?
    • Maybe boats which only have limited space to put things on it?
    • Boats can only load a certain amount of boxes, to many and they sink. The max. amount gives bouns points
    • Then different sizes of boats and different forms.
    • Maybe also different types of cargo, which only fits on certain boats?
    • I wonder how to have different levels, different ports?
  • Music would be nice and more sfx for the crane movements
  • it reminds me a bit to: https://www.nintendolife.com/games/nes/mario_bros :)

Feedback

  • Great Art overall, title screen, cover art
  • Great atmosphere with the music and sfx
  • Good feedback visually and with sfx
  • For the game mechanics I'd like to have more depth. Of course for a game jam it's great. The timing at the serving is nice, maybe more timing mechnics for the pouring?
  • I'd like to be able to learn to make more drinks :)
  • The input is already possible while the screen transition is still happening, in the beginning I've did some interaction during a transition and then something happened but I did get what, because it wasn't visible.
(1 edit)

Feedback

  • Nice art with multiple sides of the character
  • Nice chill music
  • Game Feel: Movement feels a bit like on ice, in water there would be a bit of a drag
  • Level design
    • Difficulty ramping a bit quickly, level design needs to introduce mechanics and objects graduately.
    • But of course it's great for a game jam prototype, I'm just mentioning it in case the development of the game is contuniued. Which I hope it is! :)
  • Without the precise cranking setting it was pretty hard to be acurate

Feedback

  • Nice reflection mechanic, nice enemies
  • How many enemies are there?
    • I want more enemies with more variations of firing :)
  • Is the art self made?
  • Stats is also nice
  • The cat is nice too :D