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Glimser

15
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A member registered Sep 25, 2019 · View creator page →

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Very bare bones so can't really add much to what others have posted.

However I do like the concept of class mixing for adding variety.

Couldn't find any notable bugs in the time I messed with it.

It's a bit unclear how classes work though.

For example, why does the Warlock show no abilities for the primary class.

Are certain classes not meant to be primary?

Interesting concept regardless.

A Level Tracker would not be hard to add. Don't plan to add more levels as this was a learning project to get me familiar with working in a grid and developing a game from start to finish. Next project will be larger in scope  after finishing up the feedback given on this game.

Fun game!

Reminiscent of  Wii tanks with a fantasy splash of paint in it's current state.

No issues seen at this point. Am curious to see where you go with this.

Yes, it is possible.

Fun game. Is the sudden crab spawn meant as a kill screen?

Was a tad bummed that it happened so fast.

Really fun and cute game! Only issue I've noticed thus far is that it's a bit tricky understanding where your hitbox is. Will add more as I continue to mess with it as the combat is fun. Is it possible to beat the necromancer? The story seems to assume you don't but since the sequence isn't scripted I wonder if there is a way to win.

Strong foundation for a fun FPS. Definitely agree with others that having a ranged weapon at the start would help balance out the RNG. Another option would be to buff the melee weapon in some way. I could run strafe up to the rifle cats without getting hit but actually landing a strike was a problem. Or maybe I was hitting them but couldn't tell. Looking forward to seeing where you take this.

Really awesome adventure style game. Managed to get to the village and mess around. Is the Lizard skeleton in the temple supposed to be unbeatable at this point in time? Also, had a problem with trying to put away torches though I think that may be due to misreading the tutorial text. It's very small on my screen but perhaps that isn't the case on yours? Will definitely play a bit more to see what else I can uncover but for now that's all I could comment on.

Glad you enjoyed it.

Fun little physics game. Only recommendation would be to ensure that levels do not feel like you have to "get lucky" to win. That being said, these games are very trial and error based so some iteration is expected. Perhaps put levels into groups with limited amount of resets? That way player would need to limit how much random shooting they do to clear the group.

Glad you enjoyed it!

Pretty tough game. Reminds me of the first Megami Tensei.

Don't have much to add to what Tomo stated.

Perhaps add a way to skip to the start menu rather then simply speeding up the opening?

That would make it easier to get back into the game between sessions.

Reminds me of some of those old arena shooter flash games.

The bots are quite difficult but that seems intended.

Only suggestion thus far is that you get a rather large dump of info when entering the hub area that could be overwhelming for some players.

Staggering it out might help or expanding the tutorial to explain more of the features.

You do get the hang of things should you decide to take your time experimenting with all the triangles.

Good pointer with the go back text. Best fix I could think of would be making the buttons have a border.

I'll consider the move tracker system. Could be fun to implement.

The project IS meant to be complete as this was mainly to feel out how the engine works.

While a bit disorienting at first its a neat concept for a boss fight.

Does it get harder as you progress? Couldn't really tell.