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EGA-SUPREMO

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A member registered Aug 08, 2024 · View creator page →

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(1 edit)

Hey, thanks for playing! I appreciate that

The main thing for me at the moment  is that you sometimes can't move when you're in a crater or hole. Maybe add a jump move that also works via charging a button? (I understand that there's one shot that should solve that but it is limited )

Noted, for now I would like to avoid that(I feel that there are too many buttons) but if more people say the same, it'll be changed

The direction you shoot in could be  more emphasized, maybe with a transparant arc that also changes  and gives you more of an indication on where your shot is  roughly going (experiment with the length to see what is the sweet spot)

Good idea, I'll add that once I figure how shaders work in Godot 

 And I don't know if this is a bug or you want to have it in there but you can erase the terrain with your mouse and sometimes add terrain

Oh, yes, I forgot about that, I use that as a debug tool, and to see how I can make an interesting terrain.

and lastly how did you feel changing the power level? 

You're welcome!
- Keys: I see, that's a hard problem to solve, maybe putting a suggestion or reminder in the tutorial(like 95% of users use qwerty anyways), also I would personally used shift for hovering and space and W for jumping, because of minecraft

Hi, your demo is good so I just have a few nitpicks and suggestions to share:

* i know you will change this in the next version but why default is sdf and not wasd like in every game? not a complain but im genuinely curious, also the player can only jump once when pressing E but multiple times with J, is that a bug? if not, why?

* only works on the QWERTY layout, godot and unity automatically translates between keyboard layouts, though I don't know if game maker does... passing the tutorial on the DVORAK layout isn't fun.

* game runs slow on my old pc (i5 2nd gen), so ignore this if its hard to fix, but a graphics option would be nice, idk what causes lag, but at level 13 I had higher fps than the average level, at the lowest resolution it becomes acceptable but text is unreadable, keep it in mind if you plan to add more features that will slow the game

* not a fan of having that countdown each time the player dies, it creates dead time that I would rather spend playing

* the movement kinda feels slippery, but it may be just me

* what is the hook, or unique selling point? if it is hovering, then it should be a core part of the gameplay

* there's a typo on ghost and speedrun mode on "if activated, you can run against the ghost of your own best time if it less *then* 45 seconds" it should be 'than'

Lastly on a positive note, the art is great and has good readability!

By the way, if you have a moment, I’d love for you to check out the game I made and share your thoughts. Your feedback would be appreciated!

(1 edit)

Hi, I played the game for a bit, here are few things that could be improved

* when pressing god mode, the game closes, losing all progress >:(

* when selecting item, if you don't have any, you still lose your turn

* for a choice to be interesting needs to be non obvious, ex when going to the next level

* the game is just pressing fight and when low on health, pressing guard? usually in this genre, there are synergies, where a combination of items/attacks will lead to a higher damage than usual

* the art is fine, but feels empty

* even on small games, its necessary to have an unique selling point, define the game's identity and make it stand out for example in Undertale, It flips the traditional RPG trope, making non-violence just as viable and rewarding as fighting

and btw, I made a game prototype (https://ega-supremo.itch.io/holo-piknik). It would be great if you could spare a few minutes to check it out and give me your feedback, and tell me of the three, which one you prefer

The game is beautiful and has a nice atmosphere. I really enjoyed it! :D

Hi, I came from the message you posted on the acerola discord.

* I would like the camera to be more to the right, it happens to me that I grab turbo and then I grab what slows me down because I didnt have time to react, because the character is in the center, makes half the screen dead space, you could take inspiration from the camera of the 2D sonic games.

* one way to increase the replayability is with scoring, either by time, or by amount of things that increases the speed, to have like a secondary objective, once you have passed it, nothing fancy, just a timer and at the end, show your best time.

nitpicks, you can ignore this, but I might explode if I dont say it:

* it feels kind of weird that when the character jumps, the camera moves up, I don't see the need to see more sky.

* the whole game is pixel art, and the font is HD!!, even the page in itchio has pixel art font.

* I liked the music, and it's good like that, but another way to add background that I find interesting is like in pineapple on pizza void titan(not released yet, a short video explaining dinamic music:

): where the music gets more intense the closer the enemy is to the character and gets simpler the farther away.

* the pixels of the house should be the same size as the rest of the game, otherwise it seems out of place, in pixel art this is a sin!

* I liked the art :D, except the MC, I don't know why though :v

* it has no hook or unique selling point, but I guess the purpose was to learn and not to make a commercial game

* There is a principle that when something happens to the player, it should receive feedback, either by sound or visual, ex, there isnt SFX when you pick up the slower thing, but there is for when you pick up the one that increases the speed, and SFX when you die,

* an animation when he jumps, at least freezing a frame when he is in the air makes it look a little bit better.

and btw, I also made a game prototype https://ega-supremo.itch.io/holo-piknik. It would be great if you could spare a few minutes to check it out and give me your feedback

thanks!

a couple of suggestions uwu:

* changing controls, wowowowo korone box has it automatically, e.g. using using a different keyboard distribution like dvorak puts aoe, where asdw goes, right now, I have to change to qwerty through a windows shortcut every time I open the game

* bug: the options are not saved, the rideshare minigame, the default is slow for my computer and frustrating to remove fullscreen and lower quality with 10 fps every time I change minigame

* this is more of a suggestion, but there is dead time in the soup minigame, e.g. when I want to continue playing I have to press enter several times, to skip the defeat screen, as Im constantly dying(im really bad and my highest score is 5 :,c)

* The menu can't be modified with keys, I have to move my right hand out of the keyboard and to the mouse, is there a bigger torture than that?

* in free roam mode for rideshare, i can't know places, ex where is the cemetery or coco's memorial(i miss coco :c) but the game is fine as it is.

and finally, even though I mostly complain in this message, I really like this game, the dialogues, references, graphics, music, all of that are great and far outweigh the issues I had, will definitely play all your future hololive games! :D