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ren

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A member registered Apr 25, 2018 · View creator page →

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I greatly enjoyed it, I wished you could add the option to enable some sort of indicator for the shooting direction (until I got the hang of it, it was pretty hard to aim).

I guess you could also add other types of smaller ships to choose from with a forward cannon or for ramming purposes to add more variety.

The "roguelike" part of the game feels very underwhelming, so I'd suggest to focus on the mechanics and the variety of things to do instead, since it has potential for a nice long campaign. 

Nevertheless it was great. Keep it up.

I was a bit confused in the beginning, but now I wonder more is in which direction do you intend to bring this game, because as of now it seems you might stumble on very linear choices or just die,  where you should have lots  of options even if they're not optimal to make it more interesting.

It needs lots of work on the UI to make it easier to understand, but I like the idea.

very nice, despite being so simple it can have a lot of depth

the jumping on top of enemies might be a bit overused, I guess you could add a roar or something different in the future

gonna check it again later

(1 edit)

Thanks for trying the game!

I still didnt migrate most of the complicated patterns from the previous version I made (most of the ones right now are very generic) and since its a standard difficulty with little variation I can't gauge at which point the real difficulty of the game is.

The amount of bugs is pretty concerning, but that was just in the rush to have something to show. Hope you try it again some time later when it gets finally complete!

Thanks for the input, I indeed disabled a lot of stuff to get the upload in time, but I wanted to have an impression of how it would run on itch.
I will look on the sound issues, and hopefully have them resolved for the next showcase.

yeah, just make it longer, I quite enjoyed it

only got a bit stuck near the end because I couldnt match easily the hitbox of the connector, but thats totally fine for a demo

I hope to see many more androids in the future!

loved the game and the sheer quality of everything!

now on the demo, I think you could add more directions (I took a while to realize blue and yellow were mana for the weapons, which is kind of important when you start and waste all of it without noticing) - while writing I noticed I accidentaly skipped the tutorial and just pressed A to get the key (do with this information whatever you like)

the indicators were also a bit too far from eachother, hp bar on the left corner, counters on the right corner, and character middle bottom, makes it very difficult to pay attention to everything in a fast situation (you'll just start ignoring  at least one).

also, I think the camera can be a little more centered, specially near the bottom or you almost lose sight of your character (maybe you can just fix it by extending the map terrain at the end)

pretty fun! just need more stuff to do and will become a solid game (add ring count, lives?, timer, obstacles, etc)

and indeed the cat sound at the end was pretty sad, try  a screech next time to avoid killing the happy mood of the game

The concept and graphics seems nice, but the controls are very unresponsive

if you keep either left or right pressed the balloon direction keeps going back and forward instead of a full circle, making very difficult to fly fast (the only realistic option is to hover by pressing Up repeatedly).

Also I would have expected to still be able to glide a bit when the balloon is deflating, but you just fall flat on yourself, you could achieve that later by pressing down maybe? (just a suggestion).

please add wall rails for the vertical saws, having to remember the bricks to land on safespots was a nightmare

other than I liked the game a lot, even though it was mildly infuriating at times, I guess its the nature of this kind of games

well done

I do agree that easy was maybe too easy, but I couldn't really tell before (in my first demo there was only one difficulty).
What I'll do next time is probably downgrade insane to hard mode, and then add a harder mode on top.

Thats a big list of stuff missing or wrongly done, thanks for the appreciation.
I'm gonna work on it and hopefully get it right next time.

looks really well polished for being a first demo, the whole 1 hp its a bit frustrating at the beginning, but seems pretty catchy after figuring the controls

i'm not sure if I was missing something, but like a double click big slash could be a nice fit? and I didnt know if the items the monsters drop did anything still

overall pretty nice, gonna keep watching it

very fun, the lots of improvements could allow a bunch of strategy, but for now it seems like everything its good

I wish there was another objective though, aside from surviving TDs are mostly about protecting something, the center for example.

Overall pretty decent game, gj.

really liking the detail invested in the levels and abilities 
sometimes the options did confuse me on their meaning and the overall game direction made me wander aimlessly for a bit, but I guess its part of its style as well

saw some improvements since 48, and I'll be looking forward to check it again later

the mechanics look fine, though it was a bit annoying when enemies come too fast so I would suggest making the game just a little bit slower, but I guess you intend to make mazes full of traps and more complex enemies in the future so that issue should fix itself

other than that looks great
be aware of a small bug of firing noise playing non stop after loading if you can (web player)

I'm aware of some these issues, but  we'll see how to sort them out. Thanks for checking it!