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Halleester

22
Posts
5
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A member registered Apr 18, 2017 · View creator page →

Creator of

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The movement tripped me up at first but I eventually figured it out, was a cool change of pace! The trail was a neat touch, helped when I was getting lost lol. I did hit shift during the final cutscene so I had to replay the game to see if I missed anything but it wasn't a big deal thankfully

The visual style for this game is super cool, would absolutely love to see it fully realized! The screen effect was a cool addition too. The movement is pretty nice, and I really like the idea of obtaining ingredients to cook! It seemed like there was more depth to the game that some bugs were stopping, super tragic to hear since I was excited to explore more!

Wow, insane how this game had a full story with optional lore and twists! Loved the sense of power growth it had too with the items and stats. I think you could have made it so there was only one inventory since splitting it up felt a little pointless, and the health potions weren't super useful since the health regen usually fixed the damage I got. Felt a little bad that I killed all the guards but I'm glad you could still kill them, it gave me a good laugh! Really cool game either way, super impressive what you were able to do in just a week!

The swapping idea is neat, and I like the sprites! Got really lost in the maze though, and I had a very tough time moving around. Seems like a neat idea that just ran out of time, but the whole aspect of gathering and sacrificing blood is a neat concept!

What a cool idea! It took a bit for me to understand the battle grid, but it's a super neat concept that I could totally see some fun strategies come out of in a longer game. The freedom of the movement system was also a very nice change of pace, felt cool to take shortcuts and platform around! The combat system still confuses me a lot, I think having just the combat numbers made it really hard to tell what I was actually doing. I had a hard time telling what attack I was doing too, I was never really sure what my damage amount would be. The visuals were really nice though, and the level design worked pretty well at leading me forward!

Man, the depth of the combat system was such a pleasant surprise! The fact that you even had a tutorial dungeon blew me away, so much time went into making the game approachable! The movement puzzles to get past the enemies were also fun, only ran into one bug with a static enemy not triggering battle but it was in my favor so all was good :)

I don't think I would have immediately guessed that I could go backwards to have a different ending if I wasn't told, but otherwise I think the game explained itself pretty well! Hoping to see this battle mechanic again in the future in a bigger project 👀

You pulled me in with the promise of crabs, and it was delivered! Gameplay felt a tad slow and the random spheres around the map confused me a bit, but I liked the cut-off distance for the camera and the animation for catching the crabs! Story of the game is a great idea too, always a fan of wacky plots!

I loved the sense of power scaling as the game went along, felt very satisfying as I got faster at beating enemies! Huge fan of the model style too, they all had a very unique look to them. Game felt a tad too repetitive with how long the dungeon was, but otherwise was still pretty fun to navigate around! I just wish I stopped throwing my food at the enemy :(

I liked the old-school style to it, gives it a very nice charm! The auto-battling removes a lot of the pressure in the game, but it was still fun to watch the numbers and navigate around the levels! It's insane to me that this is a custom engine, can't imagine the amount of work that entails. Looks like it's coming along well!

Save some talent for the rest of us haha! Really love the visuals of this game, everything about it was fantastic. The environment around the game did end up getting a little annoying towards the end when I wanted to see more of the actual gameplay, but it's really hard to say I would want less of it with how much it adds to the mood. Loved the verticality in this too, was a neat way to add some more depth to the world. I agree with some others that the duality theme felt a bit lacking in the actual outcome of it, but I did like its use. Really solid entry either way, can't believe this was made in a week!

I really liked the map navigation portion, felt very nice and satisfying to break stuff and pick things up. The combat confused me a lot since none of the actions had descriptions, but I was able to get a rough idea and enjoyed the variety of attacks! Also the theming of this was fantastic, can't go wrong with tech and dinos lol. It hurt my eyes a bit with how much noise there was when looking at the pixelation effect on far-away tech blocks but otherwise I liked it!

I missed a lot of the extra dice it seems but it still felt like a pretty balanced challenge! I really liked the style for the sprites too, something about that higher quality player sprite with dithering is just 👌. Was a little rough having to redo everything when I died but wasn't annoying enough to really put me off. Overall, was a blast to play!

Took a little bit to figure out the rune system but I liked the use of it! It's impressive how much depth there is to it as well, could totally see it being expanded if the spells relied on each other a little less. The boss fight was also a pretty fun challenge, ducking in and out of the way made for a nice dynamic!

What a cool concept! The variety with all the spirits was super nice, especially with their designs. I think it would have been nice if the turning was a bit faster, but otherwise I have no complaints! It actually made me step back and reflect, so you guys succeeded with your goal!

One of my favorites so far! Really liked the polish for the player movement, and the whole hacking idea was really neat and unexpected. The game started to feel a little repetitive towards the end, but I still had a blast! The map with notes was also a nice addition, really helped with keeping myself oriented!

Felt pretty smart after solving the floor puzzle! The combat was a bit slow but I liked the vibe the game had going for it! The secret walls were a fun surprise too

Man, really cool aesthetic for the whole game! The floating trails and the lighting by the player were such nice details. Felt a little frustrating navigating the map though, and even when I figured out the combat it still felt like I was doing it wrong somehow. Could see a ton of potential with some more gameplay depth though!

Wow, this was really polished! The style was great too, a minor thing but I liked how easy it was to spot all the different plants you could interact with. Ran into a few bugs like the UI tooltips blocking what the mouse was over and the brewing menu issue other people reported, but overall was a really fun game!

The concept is really neat! Love the idea of selling vs crafting with your items. I'm also a fan of the visual style! Agree with people that the speed for moving/rotating is much too slow, but otherwise it's a solid entry!

Loved the music and visual style! Had to restart because I didn't know about saving until I lost to the boss, but it was still a very pleasant experience!

Ah, totally fair. I tried to be less direct with the way I taught controls and mechanics, but I missed some additions to teach how to use the lantern properly. Glad you enjoyed the look though!

Thank you! Yeah you reached the end, I ran out of time to finish the finale and make it feel more conclusive. Glad you enjoyed though!