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GrafiKaos

8
Posts
1
Following
A member registered Aug 22, 2022

Recent community posts

+ I really liked the fact that we were so "fragile". It is not difficult but you need to be cautious, maybe I would have added some more equipment slots, so I can add up their effects, but basically I appreciated;

+ Very believable and well done setting (too bad for System, bars and menu windows that have too many nuances to blend properly with the 8 bit style), I would have appreciated some more graphically varied tiles on maps, the battlers are sooo sweet!

+ Beautiful characterization of the secondary characters and dialogues, not monotonous and they do their work!

+ Nice that enemies also have actions such as fleeing and being intrigued or other emotional states, instead of making enemies who only attack, nice job!

+ The npcs with preset movements are functional, if you observe the pattern you can avoid them or predict the movements, with a little dexterity you can do that minimum of "stealth" useful that helps to make the sections less boring;

+ Maybe I'm exaggerating but the idea of flowers is brilliant in its simplicity IMHO: it's so silly that I'm amazed no one (including me!) has ever used such a gimmick – I think, I'm not omniscient, but I'd never seen it done. It makes you think the right, without weighing down the game, how to consume as few resources as possible just to reach certain places. It is expensive and makes even moving a pinch an action to pay a pinch of attention to;

+ Beautiful and rightly limited the possibility of throwing objects in battle, although I think it should be said because for a long time I believed they were collectible and not battle tools. Same as the "skulk" command that is not explained and being precisely fragile trying to use it is a risk that not everyone is willing to take: I believed it was the equivalent of the defense command and that therefore, in such a game it was useless!

- The descriptions of the teams are too vague, there are no terms of measure, numbers, percentages, which help to understand which are worth it and which are not, and since having very low stats it is not possible to try, except by doing dozens of game overs that in any case do not give a certain result due to randomness. I did not understand the sense of initial equip, it is useless, perhaps it is not worth it just to read the description;

- There is a specific tile that seems walkable while instead it is an obstacle: the one in the shape of a mound of earth, I would have played with lights and shadows so that it was understood that it is in relief, while instead it seems low enough to be able to walk on it;

- What are TP used for?

- I did not understand if the command "struggle" can always fail (randomly) even if i used a status move before;

- I did not understand how to distinguish the demons but I seemed to see that against each one (or almost) works the same:

SPOILER

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(... That is a random status move before hitting, I could not understand if they depend on the graphics / appearance or other factors because sometimes they seemed to work, sometimes not).

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END SPOILER

I really enjoyed this title, hope You're making other projects to play them :)

Whoa! You're great! Feel free to let me know, even here as a reply on this comments. Do You have some social page/profile?

Are You going to make a sequel/long game about Resurraptor?

It was, at the point i also played Pinky, so similar in same things and very nice too!

+ Beautiful graphic resources and use of colors, many and custom;

+ I like the characterization of enemies especially how they move;

+ Disturbing story that entices you to know how it ends.

- IMHO some items are impossible to find, there are no clues, without having seen other gameplay I would never have found them;


Hope to see this game improved!

Super polished, custom and it has a concept (not so obvious)... Super productive as always, cursed Lollo XD

I appreciated it sooo much, go check my very looong comment on game page (i just don't wanna copy-paste it here). Then if You would reply, here i am :)

+ Graphic and sound resources cute and well blended together (except the fanfare of victory in the battle IMHO);

+ Very nice idea, who wouldn't want to impersonate a dinosaur?

+ An excellent balance between the tenderness of the intro and the "realism" of violence in the later stages;

+ The Puzzles are VERY basic, but designed well and with a good use of colors and symbols, they're smart;

+ The balance of the moves in combat is not bad, no move is really useless and also holds up well the fact of having only one hero in the party (which in my opinion also gives greater identification so you have been able to put a positive side in a limitation, well done)!

+ The dialogues are accurate: simple but effective and give the right character to the few characters;

- Mapping is a bit bare: a few more touches would be enough, some objects to interact with, more variety of elements (numerically), even in the battle system, a wall on back, some table or other elements would be nice;

- PC system and menu with some bugs: just put a black picture that covers the whole screen a few moments before the graphic change from raptor/ hero to cursor and vice versa. Same thing for some other map transitions; There is also a bug in the battle system: to the right of the word "Fight" there seems to be another option on which you can go and if you press "Enter" the buzzer of the denied/unselectable action sounds; after the end credits, the final dialogue starts again but on a black screen (!) and cicles again (and again, i guess);

- I was not very convinced by the ending as a justification, I do not spoiler. It seems a bit closed with hurry (maybe it's just like that!) BUT... Dunno. I think it was an "easy way" to close the whole thing;

- The game is very easy, a few more enemies and fewer possibilities of cure, would have helped to make it better IMHO;

OTHER CONSIDERATIONS IF YOU'RE GONNA MAKE AN "EXTENDED" VERSION (This is an invitation, I'D LOVE IT!):

. It would be nice to give the basic mechanics more functions: for example when the raptor runs, if it goes against a cracked glass or a capsule / tank (the green cylindrical ones in short) breaks them and maybe gets objects, exp or other collectibles or bonuses. Or if the object is not fragile, move it by 1 tile as you tackled it, so you can place it on switches, block the way to enemies, push them to a lower floor, use them as a bridge, etc.;

. It is true that we impersonate a dinosaur, intelligent, but still a dinosaur, but some more varied puzzles in the advance of the game would have given a little pepper to the whole;

. The possibility of acquiring a few more moves, not necessarily many, even just 2 or 3 not related to the level-up, perhaps related to finding collectibles or secrets, hidden places, etc. would have been welcome;

. In the "Skills" menu it would be useful to be able to see how many MP consume the moves without having to click on them, but only by passing with the cursor.

Great job considering that it was done (from what I understand, excluding plugins) by a single person.

Personally I WANT MORE. It would be nice a similar game (a spin-off, a continuous, a parallel story...) but more long-lived, even better if with improvements like the ones I recommended :P

P.S.: i'm gonna check out your other projects from now on :)