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Glubert

19
Posts
2
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A member registered Jan 29, 2022 · View creator page →

Creator of

Recent community posts

Game looks and sounds very good, however there seems to be some bugs with the bottle enemies where knockback never wears off, I'm assuming it's an issue to do with the rigid/characterbody velocity not being reduced but I'm not sure.

The presentation and concept are both incredible but it's a bit hard to aim, might have been nice to have some more variety with how enemies moved too although it's not that big of a deal. Fun game 👍

Game's pretty fun to play although (assuming you're going for something similar to vampire survivors) you could have used a few more upgrades that drop randomly

The use of the limitation was very interesting and the game controls quite well 👍

Game dosen't run :<

Arson is very cool 👍 although I'm not entirely sure how to dodge the flying enemies attacks :P

Looks neat, although the camera switching seems to break the movement a bit (maybe make them walk in the same direction if you keep holding down the movement key through a transition)

It's mainly just personal preference, but I feel like the downwards acceleration after letting go of the jump button is a bit strong. Ofc it's definetly something you could get used to.

Very cool 👍 I have no criticism for this

Game idea's interesting, although the limited camera makes it essentialy rng when using anything higher than a 2 and from what I can tell there's no limit to the number of times you can draw cards which feels broken.

(also side note, you have to rename "No Green Jam (Run This)" to just "No Green Jam" or the project won't run)

Jump's a bit finicky but aside from that the game's neat

Gameplay's pretty fun and the art is nice (maybe went a bit too strong on the bloom though). Would be nice if the camera was placed more in the direction of movement so I could see where I was going :)

Neat game, although it would have been nice to have a bit more feedback for hitting enemies

To be honest I think I probrably should have removed that level, simply because of the fact that my chacracter controller is not well suited to it as it seemed incredibly slippery and was easy to fall off. However, I didn't have time to rework the character controller and couldn't think of any ideas to put in place so I left it in.

If you are talking about the level I think you are, then it is probrably just an issue with the cell shader making it harded to tell apart walls and floors, I probrably should have changed the materials for the base of the platform to make it clearer what sides you were able to jump on but I geuss I forgot/didn't think it was necesary.

I understand the difficulty people have with figuring out where they are (probrably an oversight I made since I created the levels and know all the locations) however, I did add an idicator to show how long you have until getting reset


<- red ring indicates percentage you are till being caught

I am aware of that and I think I could have done a better job of it, it's the main reason why there are some potted plants scattered around the level to try and help give you an idea as to where the camera is.