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Grey Magic

315
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A member registered Dec 03, 2018 · View creator page →

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Mechanically and aesthecially polished,  Game gets overwhelming pretty fast, feels a bit hard to recorrect after a certain point.

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Suprisingly challenging game, I hated the crows but it provided the game with the needed urgency, There are some instances where you wind up in a dead end or unable to replenish the water but the gameplay overall felt fair, Solid Entry.

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Interesting take on the space shooter genre. I like the simplicity and dual purpose functionality of the movement, Later levels can get a bit overwhelming when enemies flood the screen without much ability to counteract but solid entry overall.

Felt like I could cheese the enemies as they formed a conga line or getting trapped in a narrow space but combat feels mostly balanced. Good effort including a variety of different weapons.

Solid, Great Juice, Player Movement and Soundtrack.

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The movement is well balanced,  The Juice and the sound design of the player elevated the experience. The enemies feel a bit hard to parry or defend against and there are times where you can fall into a pit of spikes unexpectedly.  Solid Entry Overall.

Thanks God, Truly one of the games of all time. Amazing amount of content for just a two week period.

I did consider both abducting a tank and restart button, Both were not implemented this time round.

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You! A bit buggy especially between the items interacted and the movement of certain enemies at points. Although game breaking, the restart button is useful for the reset. Some good puzzles and decent effort.

The way that certain parts of game require multiple attempts to progress seems inspired by the genre. Thats what I took from it.

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I liked the fluidity of the movement, The falls were never Jump King levels of punishing which made it easier to persevere, Simple but well executed.

I didnt add a restart button or game over screen for this one.

An unusual mechanic but easy enough to understand, I wasn't able to make it much further after eating the prawn creature in the third or fourth level. Good Job on releasing your first project.

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I liked the color pallet, After a few playthroughs I was able to make it to the high platform, The controls take a bit getting used to, the double jump/shoot is hard to pull off every time. There is some sub pixel in the graphics but I like the Intention and trying to be novel with the mechanic.

The AI is fair and the Gameplay and controls are inituitive. A Cool Experience overall.

Didnt have much time this Jam so no restart button. The game does just stop when you lose all lives.

I like how the player states 'I have to leave again' before disappearing into the hole.

Game has elements of Heroes 3 but I appreciate how the game emphasises positioning over brute forcing with combat or spells. Great Work.

 

I wish there was more mobility after farting during deceleration. I like the classic reverbed fart sound.

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The audio and character designs are great. The gameplay was a bit laggy in the web version when you entered different parts of the map, There is also an issue where the mouse does not align with the centre of the screen, when you moved far left or far right the mouse is stopped by the screen and does not return to the centre.

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The car was a bit too skiddy and there didn't seem to be much deceleration. I liked how the people moved out of the way when you drove into them.

Died at the 2 minute level, Just spammed bomb as I moved around the map. Not bad for a 24 hour game.

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I've heard of Double Jump but 20 Jumps is something. Game was still enjoyable even with no lose condition, felt a bit metroidvania-like at points, I also liked the worm, Nice little entry.

I felt the controls were a bit difficult for precision platformer, I couldn't make it past the wind part in the first level but the music is great and I liked the intention and the concept of the game.

The game's visuals are great and neat way to teach the instructions. I wasn't aware I had to destroy the spikes in order to progress until after the third playthrough. I mainly backed away in order to avoid attacks when defending against enemies and I think it would be good to know when the eating ability was replenished. I made it up to the boss level but couldn't progress much after the spawns appeared. 

This game actually has a bit of depth if you commit to it. I didn't realise there was a shop until the second playthrough that could have been better portrayed. The pins also seem to move forward after hitting them each round, This seems intentional but a bit difficult to gauge where to throw next, I like the humour and bizzareness to the gameplay. The art seems a bit downscaled but can still feels very newgrounds-like.

Completed in 12:45.

Game reminds me of Webbed, I like the way the web attaches to each other, The game is aesthetically and technically polished. The fly level took a short time to understand what the numbers meant. Gameplay was pretty chill, Would have liked a bit more challenge personally but still solid entry overall.

Great animation sequences, The undertale type combat was easy to understand and a little bit of a challenge, solid game all round.

This is why we have playtesters, I've figured out a way to prevent this, will add post jam.

What was your score without holding space down?

Amazing, how did you manage to tap so fast?

Easy game to understand, I wish there was more variety in each of the map but the backgrounds are good. Would be good if there was a way to deal with aliens on the ground and more mobility of the player.

Got up to the fifth map where the fire became to overwhelming,  would sometimes get stuck on narrow hills when getting the water, nice concept.

I love vampire survivors, pogchamp!

This would have taken a  while to draw. The zombies are hard to avoid at times due to the narrowness of the maps and I found it to find my bearings at times due to the directional nature of the game, even with the compass at the top but enjoyable game overall. Completed level 8, keen to see this game completed.

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The instructions are a bit wordy and could be condensed to the essential goal of the game, the gameplay is pretty confusing for such a simple concept, it took me a while to understand what you had to do, and that the bar was part of both games and you had to switch between both games to keep the bar under control. The hacking stage was also confusing as the cycle went both up and down in numbers so you never knew if you were going were making progress. Once you figure out the how to play the game, the gameplay loop is decent, better instruction in game would make the game much clearer.

Final score is the time in seconds to beat the game.

Curious about what you mean when the enemy disappears, the enemy is not visible at all? Which boss did you experience this in?

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The game was fun and had a few runs but was hard to predict the interaction between the ball and the sand at times. There is at times a point of no return where you have little sand to return and the wave becomes overwhelming. Solid entry and new and interesting take on an old genre.

Thanks for the feedback, I had felt the first boss would be hard to predict so I put in two animations when the animation cycle had finished would have been when the action would occur, eg. Legs fully outstretched would jump up and the drill animation would go downwards. 


The third boss is tough, there is really only a fraction of time where the bomb's explosion can be placed in the path of the tank below and there wasn't enough direction of how to damage it beside from a little blurb I had in my description. I usually just waited until the bomb's spawned on the lower levels and stood in between two horizontal floor panels and dug so I wouldn't have to be in contact with the bomb itself. 


I put the third boss together in 40 minutes leading up to submission time and put the whole game together in a week, so a lot of rough edges and tinkering needed but thanks for still persevering. I kind of treat your playthrough as the litmus test, if you weren't able to beat the game, it must have been punishing. The game is beatable but certain strategies needed to be communicated to the player just starting out.


Sorry I won, I like how all the elements were slowly introduced, seemed like there was more tutorial than subsequent puzzles but still a rounded game in the end.