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A member registered Feb 29, 2020 · View creator page →

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That compliment means alot! That aspect was something we were definitely not confident about. We definitely left it vague on purpose. We had a couple ideas for plot if we were to continue but obviously that stuff is unknown. 

Glad to hear that you beat it! The dark room one is definitely something I wanted to revise a bit by the end but didn't get around to doing so. I didn't really want to add in a background because I kinda liked the dark corridor vibe to reflect you kinda being in a textbox or something like that but I probably should have added something more to give more of a visual guide to where the player was. I was thinking maybe some wires hanging from the ceiling or something. The music was done by our teammate Joey he was fantastic definitely check out his other stuff if you get the chance :)  https://soundcloud.com/joey-soumokil Thank you so much for playing!!

Really cool, I liked how open it felt. I died to the boss and I like how you had a short cut to get back to it with the power up that was next to it. The points system to upgrade yourself was nice too definitely feels like something that could be a bit longer given more work with bosses/goals in all sorts of directions. I feel like if the game was made any bigger some more campfires or something to use for warp points/checkpoints might be needed to not discourage the player.

I found it fairly enjoyable but there were a few things that I found was implemented a bit strange. If i jump in front of the bullets they seem to push me. I feel like collision with the player is kinda unneeded if the speed of the bullets was faster than the player that would likely never even occur though. Had a few other strange collisions with the enemies too where they pushed me into walls with their knock-back and got stuck. Visually it looks really cool and I always like seeing glowy lighting. Just needs a bit more responsive feedback towards the player in terms of direction, etc.

- Seen your other comment about you losing your programmers when the testing was occurring and I'm sad to hear that.

Thanks for all the feedback. I think if we separated the rocket and the roll a bit there might be a better distinction too. I think getting two at once might be a bit too overload. As for the disc boss I had definitely implemented him with no health ups while testing in terms of balancing so that may have been a factor. A map system was something we talked about but never really got around to implementing. You're very close to the end now, I'd love to hear your thoughts on the final boss enjoy!

I really enjoyed the 2.5d aesthetic, as someone else mentioned some more sound effects in certain spots would have been nice. I also encountered some sections where it seemed like the walk animation broke. I liked the hand drawn map I thought it was pretty funny and I thought it added some character to the dragon as it felt like he copied it down or something. Since the map wasn't that big I didn't have a hard time using it. A glitch I encounter was with the turning sections, at one point I was able to move the character while it was turning and I managed to snatch a key that way rather than go around for it. Overall though a mechanic like that is pretty ambitious and was pretty well done! I would definitely like to see it be used again in the future.