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Erebus Factorial

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A member registered Jan 06, 2023 · View creator page →

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Thank you for your feedback. Yes, it’s a rage platfomer, so some parts may be rather challenging.

I'll do my best to not repeat what others have said.

First, the technical stuff:

Technical stuff:

  • The timer should start when we first place the door. I think it's rather unfair to not give us time to read the tutorial.
  • With physics, Rapier could help a bit, but, just installing and hoping for the best won't be enough. You could solve most of them by fine-tuning the numbers; for example, you could limit the speed of the ball, which will keep it from going to crazy, or clamp the angle of reflections to prevent the ball from getting stuck.
  • The sound seems to cut off whenever we finish a level; that can get annoying really quick.

Moving on to design:

The design:

I don't have many notes in this regard, but there's one thing that caught my attention -- that damn door.

Well, I know you said in your video to not tell you why you shouldn't keep it, so I won't. Instead, I'll say this, you should double down on this type of craziness; you call your game "Unruly", therefore things don't have to make sense. Personally, I'd make the ball break the door on contact because that would be a bit funny.

Where to publish it

You don't have to choose, there's no exclusivity deal and the more places you publish your game, the more eyes you'll get. With that said -- if you only want to choose one, Steam is the best option.

Good luck on your journey! \(-_- )

I really like your art style and even though this was a very simple game, you managed to add a lot of personality to it, which is something a lot of devs (including myself) seems to struggle with. The game itself was very intuitive and easy to progress.

Keep it up. You have a  lot of potential. ( ̄ー ̄)b

Very clever idea. I especially liked how the start menu itself is a puzzle. The only thing missing is some form of feedback so the player knows when they did something right.

The levels are mostly well paced and provide a good sense of progression. Jumping feels a little too floaty but that doesn't hurt the movement too much. The player seems to stick to walls and ceilings, that did get on my nerves a little bit.

Very creative. Personally, I would have made the messages appear faster and require fewer keys to be pressed because I was reaching the goal before sending a single message.

I like the concept, but the game itself wasn't very engaging. I think that could be fixed by giving the player stuff to do while they wait for the crops to grow. Also, the music felt too high pitched and ear piercing to me, but that could be my headphones.

Nice simple game. The upgrades could use a bit of balancing work since there's no real need to choose between them.

Fun game.

  • The level design is good and well paced.
  • The music is good and fits well with the overall aesthetics thought the volume is a bit low. 
  • The controls could be tighter. I think adding coyote time and jump buffering would make it a lot nicer to play.

Great job. ( ̄ー ̄)b

With exception of the minigames, those things you mentioned were intentional. I'm not a fan of tutorials, so I was expecting (hoping, really) that the player would be able to figure things out by poking around.  As for the soundscape, the feeling I was going for was: working alone in an empty workshop, so if it gave you the impression of an empty space, then I succeeded.

Without the time to have people play-test it, it was all a bit of a gamble.

Thank you for your feedback.

The movement is a little clunky but, other than that, it's a really fun game.

Cool concept but gets repetitive really quick. Some sound effects would make it a lot better.

Very clever. I think the game could benefit from implementing coyote time and jump buffering. That or you could remove the ability to jump and make the player rely purely on the shape-shifting and face moving mechanics.

The messages add a lot of personality to this game, though the font makes it a little hard to read. 

Also, I think I saw the water going upwards at some point, which really adds to the game in a weird way.

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You exported the Gamemaker project, so we can't use the files provided. You should instead create a executable by going into build -> create executable.

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Really cool game. I wish there were more levels.

The puzzles were well paced, but, on level 5, I accidentally broke the game by making the ball fall into the portal vertically. I guess that's the unruly part.

Well done. ( ̄ー ̄)b

Cool game, but here's some things I noticed:

  • The audio got a bit too loud when multiple orbs fired at the same time. This could be fixed by adding a bit of pitch variation and adding a audio limiter.
  • The shield doesn't point towards the cursor, which gets really confusing some times.
  • As Sundler said, it would be nice if we could see more of the screen.

With that said, I think that, with a bit of polish, this could be a very fun game.

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Here's a collection of loopable chiptune music I created and never used.

Mostly inspired by the original Castlevania series music, these tracks are well-suited for platformers or level-based games though you can use them in whatever way you want.


Erebus's Chiptune Collection by The Erebus (itch.io)

Animated Modular City NPC Pack by The Erebus (itch.io)

Everyone knows how time-consuming it is to create a bunch of NPCs by hand. For that reason, I've decided to share this pack. A set of pixel-art modular NPCs.