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Evilous

601
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A member registered Jul 15, 2019 · View creator page →

Creator of

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Something must be happening with the lighting when I export the game, it's not like this at all in editor, I'll have to figure it out. Thank you.

I hope it goes well for you, since it is extremely polished already.

I'll look forward to whatever you make for new stuff for this.

A normal pistol, so something like the shotgun is an upgrade since it has more range. Most games start with a pistol since it allows everything else to be showcased to be different from it easier and more instantly. 

The graphics are really amazing with that sketched art. I wish that was used in game. The polarization is ok looking, but I like the sketches a lot more due to how detailed and 90s looking they are. They are much better than the sprites. Also the aiming feels like it's aiming in the opposite direction with how the mouse movements impacts the aim. I hope you do more with this in the future.

>essentially click where you're trying to aim

Personally I would like that more than the dragging from behind.

I never had this happen during testing. Maybe it's an export error. I'll have to playtest to make sure, and to check some stuff. Thanks for bringing this to my attention 

The graphics are really amazing with that sketched art. I wish that was used in game. The polarization is ok looking, but I like the sketches a lot more due to how detailed and 90s looking they are. They are much better than the sprites. Also the aiming feels like it's aiming in the opposite direction with how the mouse movements impacts the aim. I hope you do more with this in the future.

Extremely impressive. Only thing to say is to make sure some quality of life stuff is added for what you feel is required for playing and what other people say should be good, since that makes or breaks a lot of these kinds of games. And to slowly edit the graphics over time to be more detailed. But I had fun and will look forward to more info about it.

The biggest flaw, which seems unchanged, is the art style clashing a lot. It really doesn't look good and takes me out of playing. You should be sticking to an art style for the units instead of being very random with it. 

The cover art is trash, but the in game it looks amazing and plays amazing too. I was trying to think of something to say, you really should get something better for cover art, it doesn't represent the game at all. Outside of that it's really fucking good right now.

Reminds me of that Sseth video that came out recently a month ago. I like the portraits. Focus on readability for everything and it will be interesting how this goes. I'd recommend watching that video since it showcases why focusing on choices with branching paths is very important. 

I'm not sure what advice I could give, so far you seem extremely on track with what you posted on /agdg/. Maybe look into a publisher or two if you haven't already. Very fun game.

Fun game. Only thing I can say is that enemies shouldn't be able to spawn randomly, have select locations where they spawn or make them spawn out of the player's view. Kinda wish I didn't start off with the shotgun and the arena was bigger. Canon blast guys were a lot better, since there were more interactable than the samurai. I'd recommend something more like that based off bullet hell games that forces the player to think and move quickly than generic enemy running to you for your enemy designs mechanically. Good so far.

Music is good. The light mechanic is good. Some of the graphical effects makes it hard to read what is going on, and he triangle needs to stand out a little more, maybe by being grey, since it blends in with everything else very quickly. Also wish there was a tutorial. A good base to work off from.

Too many cutscenes, barely any time in-between them really takes me out, would rather play an actual movie game instead of a platformer pulling the same stuff. It is pretty obvious when something you made is being heard/shown and something you downloaded online, so it is jarring at times. It's ok. The deer is so fast that not using it felt dumb. You made something that looks good, but doesn't really have much more than that for me. 

Has a lot of depth even with how short it is and is very engaging and fun. I recommend making a mobile version and making the graphics have a little more detail in the animation framaes, and people would like it there. Also needs music.

It's a cute game. It's breakout but with enemies being spammed. I think a good amount of skill is removed when they can bounce off the ground area instead of needing the paddle to save it every time it gets near the end. If you want more skill, it requires a lot more choices involved with the gameplay, even if slight. There is no control over the direction due to how it moves like breakout as much. There are a lot of arcade games like this that can grab the ball like in breakout but with the ability to aim and charge shots with a short timer to do so. It needs that extra level due to what was taken away from the gameplay from normal breakout.

That's good to know.

It uses a good drive link to host it, since I need to compress the game more for itch's data limits. It's around 2GBs in size right now. 

It's also an older build, so a bunch of mechanics and graphical improvements aren't in this demo. 

This was pretty fun. Kinda wished there was a score number or something from actions, but moving to repair everything with the enemy robots entering in was engaging. Shame the multiplayer wasn't done, but really nice game.

Thank you for playing.

>one of the templates

I took the arrow fight template and edited/added onto that.  The bots the arrow template has by default isn't that smart, it's very random and cannot shoot any arrows. When playing actual multiplayer there is a lot more destroying of blocks where placement of new ones matters more. But thank you for the input. It is very informative. 

Thank you for playing. The Multi language is a little buggy, but I wanted to add it since it's not a lot of text. Along with the sound effects.

Thank you for playing. Maybe I should have explained it a little better, and done more with the dash. There is a small bug depending on the angle the spear is hit at, that it might not register as a hit, mainly due to latency and the spear's hit boxes. And yeah full screen would have been a good idea.

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Thank you so much, having visual stuff is very good for seeing much more on what needs to be changed or not. It is very informative and interesting to watch.

Sound does exist, but the bug is that the variable to set the sound effect and music level is reset by the host. So if the host has it disabled then it becomes disabled for everybody, same thing with language at times. 

Thank you for playing. Glad you had fun.

I think it's a lot lower engagement than past jams right now. Maybe it will be better on the weekend, but we shall see.

Yes, but in most cases there are 0 players and there are in game locks preventing games from starting without others. It does allow seeing a little bit of how it's played, but having actual people is preferred to see the whole experience. 

You can run a game in another tab, and use it to simulate multiplayer if nobody is in the lobby. It's not ideal, but it is something. Maybe next time a multiplayer game jam is done, playtesting should be concentrated on the weekends only instead of Wednesday and Saturday, since that is when most people are going to be able to do stuff.

Not that long, 5 areas in total with some having much more variation compared to the first level. I don't need any playtesting for it right now, but thank you for asking.

>The enemies also don't stop when the game is paused, which I assume is a bug.

It's not. Mostly for when items are introduced in the next area, trying to manage them becomes more hectic. I did hear a lot about making the first area better and more clear, since many people might not play the tutorial. I finished most of the game at this point and it's mostly figuring out the intro parts shown in the tutorial with making it better. I probably will remove the door in front of the portal, since right now people can hear it but pass by it easily. Thank you for playing.

There is always learning pains when trying something new. Jams are great for learning.

Well worth it if you do

Extremely impressive and fun. Not much else to say.

Great graphics and puzzles. Might be too hard for a lot of people, but fun.

Little glitchy, but amazing idea and it's fun.

I like the monkey designs. Wish the intro could be skipped with a button. The puzzle is nice, also needs a celing.

The game is great overall. But why have only the on screen stuff for movement?

Good ideas, but you should be able to replace stuff, and the controls are very weird with the mouse.

Seems really rushed.