Thanks for playing. The first day was mostly planning, and the graphics were made in blockbench. Around 5-6 days. Glad you enjoyed it.
Evilous
Creator of
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I really like the idea of building a fortress to protect it from enemies. The music is really good too. I feel like it's very hard to continue after the first stage due to most things being destroyed, and barely being given money to replace it. I also hopped there was going going to be a scoring system. The idea is extremely fun and I hope you do more.
Pretty solid game. I like the cat animations. I never found a reason to collect all of the gems, especially since there are a lot in each level. I think it's cool, but maybe the gems should be a little more limited than in the last levels where every jump had a gem for it. Music and graphics are very good too.
Thank you for playing. Random makes it more unstable, but you are right that it being more controlled would allow more to be done for the player. I really wasn't sure what to make for a tutorial, so I went with something simple and put the blocks there for people to play with before playing. But you are right about a more in depth tutorial being needed.
I wasn't expecting the engine to handle something like this. Really excellent graphics and the game mechanics for the temple collapsing is really good. Music is excellent too. I will mention three things you should figure out a little bit more if you want to expand a little.
1. The shadows can be very distracting, especially the MC one where it looks funky and giant. I wish there was a setting to change it a bit.
2. The right click to get a sword in or out, but there is no reason to put the sword back and it's hard to see which fighting enemies, and even with what feels like 10+ hits I couldn't kill whatever was attacking me. It was hard to read, seems like the only feedback on a hit is a sound effect and the blood. This was the biggest thing I encountered. Maybe a way to push an enemy away instead of pulling the sword out and back with right mouse?
3.Sprint button that disables using the sword to use to add a little more mechanics to the game.
Other than that you have something very good in your hands and I hope you do more with it.
Very great graphics and music. The cars are a little wonky where you can teleport out of the map or teleport randomly when being close to them where I had to refresh the page, and enemies can be o ntop of each other instead of side by side. Like the other person said it needs checkpoints too. Outside of that it's a really good game and I hope you make more.
First off, the music hurts my ears with that pitch. The duck can't jump anywhere with the platforms, and the game mechanics are weird. The duck shoots fire, but that only impacts barrels to destroy concreate blocks, but it doesn't impact wooden ones. The wood ones collapse when standing on them which is a good effect. Also the physics of the barrels are really wonky with the fire breath quacks. I think you made something perfect for the theme with how unstable everything feels from the music to the gameplay.
This is the biggest drug trip possible, pure LSD. I wish the teleporting guy did anything other than only teleport, there isn't a real rush to find the exit, so instead of being horror it turns into something very comfy-like where you get to admire the mushrooms and the eyes. I wouldn't call it scary, if there was something clearly following/chasing then it would be more horror like. But it's fun zooming around corners trying to find an exit.