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GDeavid

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A member registered Feb 27, 2019 · View creator page →

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Fair play, fair play.

Well put together with strong aesthetics.

Could use a bit of tweening and easing here and there, and some variety in the background, but all in all, well put together, and as others mentioned, is a very good base to be expanded upon.

Nice work!

Great to hear!

Thanks for taking feedback gracefully, and looking forward to how you expand in the future!

Extra props for being fairly new to game dev! Keep at it!

Very nice presentation, on both audio and visuals.

The gameplay gets a bit stale, since you are basically repeating the same thing over and over again, without much thought or reward.

But everything worked as intended and I encountered no bugs or issues, so huge props for that.

Congratulations on your first GWJ!

Very nice entry, very nice atmosphere!

Got down to 300 then, unfortunately, crashed - as in me, not the game.

It's kind of harsh to take 10% hull for even the slightest collision, I would have preferred both damage and alarms going off if your velocity is over some limit, or if you definitely want contact damage, chip 1% off for every time a new contact is made with the wall.

You already have the lights and oxygen as a heavy incentive to not idle at one place for to long, so a not as harsh punishment wouldn't be too bad.

My two cents.

Other than that, great atmospheric entry!

Very well put together.

It competently tells the story it sets out to tell, with some very nice pixel art and music as to support it.

Some lines after the 3rd act felt a bit to much about hammering the point home, but not in any way breaking the experience.

It' short and bittersweet. Really liked that it fully gave closure in the end.

Thanks for playing the game, and for the kind words, and feedback!

I hate to be the bearer of bad news, but you don't have to sacrifice anything to be able to fight the 4 bosses.

"... and the alter become a place where the player brings some energy orb thingy that they get for beating the bosses to open up the next boss room... " - That's basically how it works. You either need to sacrifice 4 health, or 4 boss souls to open the path to the final boss.

I do give you that it's not "badly" explained, it's not explained at all. A bit of exploratory design if you will.

The controller support for menu's is on point, no excuses. I just didn't want to deal with it.

Tergesa looks wonderful, I'll be sure to give it a go in the upcoming days!

Hard mode complete :)

Thanks for giving the game a try!

Had a bit of trouble with the last boss of SLAM PUNK, but got there in the end :)

Nice game.

The controls are good, and precise.

auto-fire on the ranged attack is very welcome.

The modules are nice, and change gameplay significantly.

Some boss attacks could use a bit more telegraphing, or some tweaking on the hurt-boxes.

The 2nd boss, hiding behind his bubble with the explosion was weird to figure out how to avoid, since you have contact damage on mostly everything, but make an exception for that case.

The final boss was a nice challenge, but the ground fires hitbox lingers a bit much, and the crystal attacks after it have no telegraphing, so it's very hard to avoid without the dash (can only guess, didn't get the dash).

I am absolutely horrible at this game.

And it's way too fast for me, but I do see the fun in it.

The graphics are simple, but very consistent and readable, never had any trouble knowing what was going on.

The music and sounds effect we're great.

The VFX and overall feel of the game was very nice.

Good game, overall.

Thanks for trying the game out!

It certainly takes a bit of time to get used to the mechanics in the game. Maybe an option to have simple style bullets would help a bit with the confusion.

Very nice visuals, glad to see another character and arena based bullet hell around.

The writing was nice.

The controls felt a bit stiff, and the contracts were a bit confusing when it first popped up, but it's a very nice system that incorporates a lot of mechanical design. Player determined difficulty, build options, and the jam theme, to say the least.

It would have been nice to get some short descriptions on the contract on some of the less obvious items.

I know, I know!

Thanks again for playing it!

Valid criticism on all level, and I'll be addressing them in the future. Thank you for the feedback!

Thanks for playing the game!

Dash based on mouse cursor should definitely be a control option! Thanks for the feedback, that's going straight on top of the to do list!

Very nice game, but it feels more like a vertical slice of a metroidvania.

The windows version was giving me some trouble, since the download is just a .exe, not even compressed, but consider it tested and working on Ubuntu 20.04.

The key rebinding was a nice touch to add, appreciate it.

The VFX and the background art are great, but the character art and animations seems like they aren't on the same level. It's not to say they're bad, but if something looks very good, it make normal or even good quality art look worse in comparison.

The controls were fine the dash and double jump was spot on,, though  the melee attack stopping you dead in your tracks, took some getting used to.

I encountered the first boss, gave him a few honest tries, but after he fell down once, and I thought I won, he got back up and started repeating the same attack patterns, only faster and with more bullets. Died and gave that another try with the same result, and didn't try it a third time. To be honest, it has a lot of health and 2 attacks, and one of those attacks takes a while to finish and you can't attack at that time.

I don't know if the jam theme was implemented or not.

Overall it was a fun game, and I highly encourage you to enter the Metroidvania Month Jam if you like making these kind of games. You'd certainly have a more focused audience there.

An absolute blast to play!

One of these runs, though, I'm sure I'll be able to catch that polyduck peckin' on the gravestone, and have myself a nice dinner.

I rate it 10 YEE's out of 10 HAW's!

Very nice visual style, and fun dialog.

The low camera angle, and the ability to only attack on one axis made it a bit cumbersome to play.

Other than the mandatory switching, I didn't interact with the exchange mechanic at all. I thought that limbs will be rewarded after boss fights and when I think I figured it out, I already beat the game without using it.

Amazing game, very well put together.

The web version was buggy for me, in terms of not expanding the screen when I toggle full-screen, but the game is very readable, so I didn't have that affect gameplay.

Charming art style with fitting music and sound effects, and super juicy with a lot of audio and visual feedback.

Controls feel on point.

Some hits I took felt unfair, but maybe that was because I was cutting it too close with dodging or too quick on the approach after the attack was finished.

I didn't really feel that the exchange mechanic affected the gameplay. Other than the range, there seems to be no difference between the staff and the sword.

All in all, had a fun time with it.

A wonderful game.

I enjoyed the writing, it's very charming.

I LOVE the art style, and the art of the game. I don't know why you went with pixel art for the UI and the dialog boxes though.

Although I've seen this exact life <-> something exchange mechanic in a lot of entries, the connection to the secondary characters make it feel more impactful and meaningful. I also love how there are a few different "build" options you can go for.

I played it through twice, and I got the bosses we're in a different order the second time, and if that's intentional, then it is very welcome, from my part.

A few gripes though. Some hitboxes are off, and the bosses are generally easy to cheese. But other than that, a very well made game!

Well, I do eagerly await when you polish this up to be a Def Jam : Fight for NY meets Godhand, with the BadPiggy signature art style :)

Very nice game, with a very good and layered take on the exchange mechanic.

It was a bit hard to know what to do at first, but when it clicked I had fun!

It's a bit janky and wonky in some places, but the story more than makes of for those.

I got a worse highest rating, but better overall since the last time I tried.

I'll preload the good things.

It's a BadPiggy game. The style, both gameplay and art is consistent with your previous games, and as expected, is good. Instantly recognizable.

I like that you managed to put in some storytelling in the background, with the newspaper clippings. Makes the game feel more whole.

Game game is very juicy and satisfying to play. The visual and audio feedback is all there, and all good.

The camera work during the takedowns is absolutely superb.

Some tiny nitpicks now.

The tutorial UI could have used some love. Some effect/audio/flash/scale when you advance the tutorial would have been nice.

The music is nice and fitting, but some more consistent and general ambient sounds would have been welcome.

And the bigger ones, or my personal "gripes"

Perfect dodging doesn't feel well telegraphed. I know there's the shadow and the slowdown, but I still don't feel/notice it, most of the time. Timing the dodge is also weird, I can't consistently pull it off, and I can't remember if I should dodge a bit before the inner circle hits the outline, or exactly when it hits the outline. Also couldn't tell if I get I frames or not, but if I do, it's for a very short amount of time.

On the topic of bosses, It's good. The one pattern per phase gets unsatisfying pretty fast though. I know exactly what's coming, and what to react to it, which is OK, but I need to repeat that at least 3-5 times. Either more phases, or 2-3 attack patterns per phase would solve this, I think.

The exchange mechanic is good, but It only needs to be used for breaking block, or choosing your flavor of special move. You mostly use the blue guy, and get actively punished for using the purple guy.

All in all, it's a good game, and I had fun playing it!

Would be interesting to see what Wayside Brawl 2 brings, now that the dream team is reunited :)

Thanks for playing the game!

Yeah, the altar needs some flavor text and explanation. It's a bit of a cruel way of implementing exploratory design in this case.

Thanks for sticking with it, and playing it all the way though!

In a horror sense, an implied story works better then a concrete one, especially in the beginning. Leaves it up to the player to fill in the blanks, and keeps an air of mystery that can hook the player in.

It definitely hooked me in!

This is very well put together.

At first I thought the exchange mechanic was going to be cumbersome, but it was fun to use. I noped out after a few attempts of the second boss, cause.... I'm too old for this, but it definitely feels doable.

The attacks are well telegraphed. They come out a bit too fast for my taste, but seem very possible to avoid. Skill issue on my part.

The graphics are charming, but a bit inconsistent.

The audio fits the game well.

It was fun to play. Glad I could experience it!

Same. Looked very cool what was shown in the VC.

Thanks for playing the game, and an extra thanks for the exhaustive amount of feedback!

Regarding the low HP run, it has already been done. I think only doing the final boss, but who knows :D

Absolutely agree on the environments, even though it should be the same circular arena, even just a few boss specific props/colors/effects would have greatly helped in setting the scenes and mood.

The Assassins darkness attack can be lessened, by switching to light affinity, to actually see your character, although I do agree, that it should have been put on a cooldown, and take it out of the attack cycle for at least 10-15 attacks, maybe even more.

Same goes for it with the chaos boss as well. Hopefully the player is pretty familiar with the arena, and the general spatial movement by the time he reaches it, but, yeah. Should have had a timer on it, and a cooldown as well.

The juice and the sound effects suffered the most because of my procrastination. I have no way to weasel out of that point. Sorry about that.

Thanks again for the great feedback and the many kind words as well! I honestly appreciate it, and will refer back to it, if and when there is ever a post jam update!

Thanks for playing the game!

I had fun with STYX, but my 2D retro combat muscles are a bit rusty, but I'll dust them off and try and beat it fully before the voting ends!

Thanks for playing!

I think a steam release is pushing it a bit, but thank you for the kind words.

I hear you on the difficulty, and currently I can only say sorry ;-;

Thanks so much!

BRJ VC Gang 4 EVA!

Thanks for playing!

Hullo

Thanks for playing the game!

Hope it was as rewarding, as difficult :)

Thanks for playing the game, glad you enjoyed it!

The perspective might absolutely play a role in missing the orbs, but I may have a long term solution for that cooking.

But I am NOT touching the project for at least a month :D

Thanks for playing the game!

Yeah, Even after a lot of playtesting hours I still mess up with the affinity sometimes.

Thanks for playing the game, glad you enjoyed it!

Yeah, perspective camera and 3D might have not been the wisest choice in hindsight, but I was in too deep when I started to second guess it myself.

Will check out Mirage in the next ~24hrs, windows is giving me BS with the downloaded file, so I'll be dusting of my ol' linux laptop for it :)

Thanks for playing the game

Thanks for playing the game!

Nah, it's not necessarily a skill issue. The game asks you to dodge into danger, which is contradictory - unless you are a casual Soulslike enjoyer - and may not click with everyone

Thanks for playing!

You have to unlearn dodging away from danger, to be able to dodge into it. It's a big ask, but if you get it, you'll have a fun time... I hope :)

P.S:

Very nice bosses and patterns in DEVOURING SUN. It was difficult at times, but if was fun to play through.