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Hardwin Bui

32
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14
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16
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A member registered Mar 10, 2020 · View creator page →

Creator of

Recent community posts

Thanks for the feedback!

My initial idea was to make it so that the player would have to try to clear out the room before the timer on their health runs out. However, since I was making this for a game jam, I ran out of time to properly balance that situation from happening consistently.

I agree that I should look into adding more time to the healing and possibly an attack buff if I were to try at the design again. Your comment was pretty insightful, so I really appreciate it!

Nice game! I found myself to be very compelled by the game at the beginning, being forced to make the drinks quickly. One comment I’d make is that I personally thought the later half of my gameplay didn’t kick up the difficulty fast enough. The later half of my experience was me serving out the drinks fast enough to keep up the pace of the difficulty without feeling pressured. I decided to stop at 84 drinks since I wasn’t sure if it’d get more difficult. I’m not sure what type of difficulty you’re trying to aim for, so this is just a comment and not really a critique. Overall great work!

Nice game! I found it to be pretty easy to understand and the bloodstains made me keep track of my positioning and timing more than I thought I would. The only note I’d make is that if you made spacebar an additional input to restart the level then it’d make the gameplay smoother. It was a bit bothersome switching between keyboard and mouse, but it wasn’t a big issue. Overall great work!

Thanks for the feedback! I wasn’t sure how often the healing system would come up consistently, so I’m grateful for the info

Thanks! I’ll keep that in mind

I appreciate the feedback! I didn’t have enough time to test how often the healing system came into play, so this was very good info.

Thanks!

Nice and simple game! I’d say I enjoyed the music the most. Keep up the good work

Thanks for the feedback! It’s possible to clear the game if you look out for each enemy attack pattern since they each have a set attack cycle. However, this is my first time balancing a turn-based game, so I’m trying to get more experience in balancing it in terms of difficulty

Very solid game! The art was great and the general jumping and movement mechanics felt fun to play. I think the combat can be polished a bit more since the enemies felt buggy at times. Overall I think this is a good game for a school project, well done!

Thanks for playing the game and giving me feedback! I really do appreciate your criticism and general comments.

Although the art is part of an aesthetic I like, I felt like it could be done better and it’s something I hope to improve on. I think the background colors in particular is something I’m not really satisfied with it since I was shooting for more of a disastrous tone. I’m very glad you enjoyed the scratchy look though, it was something I wanted to experiment with for a while.

In terms of gameplay, I think you’re spot on with the powered-up state. Along with visuals, the mechanic wasn’t really worth going for nor felt rewarding with the system I provided. The dash also relied on this since its main purpose was to provide the player with a movement burst option so they can quickly get the dropped items.

I found having to locate the enemy I want for the next combination was chaotic and fun. Overall great work!

I found the game entertaining, but it felt a bit too simple after I found out you can just walk in circles. We only had 3 days to make a game though, so I don’t think that’s a bad thing. Overall good work!

You did an excellent job with the visuals! The game was interesting and the atmosphere felt great. I was a bit confused on how to play the game at first but got the hang of it after some time

Thanks! The skeletons being stuck isn’t intended but I couldn’t figure out how to fix that bug before the jam was over unfortunately

Fun concept! I had a good time playing the game, although I think making the player respawn on a previous level is a bit too punishing for this gameplay.

I think this was a very solid game idea and was well executed. The visuals and music worked well together. One thing I’d consider adding is some punishment for typing the wrong key when a tower is about to fall over. I wouldn’t make them lose a life immediately, just something to add more chaos like reducing the timer to type correctly or starting a timer for another tower to topple. I think this could make a minor improvement on an already great game. Good work!

Neat game, I really liked how you went about incorporating chaos in your design. I enjoyed moving around and playing with the physics of the boxes.

Amazing work overall, I felt like this captured the feeling of Hanoi pretty well. The movement felt smooth, the visuals were great, and the sound design brought it all together.

Thanks, I’ll try to add that feature for future game jams

Thanks for the feedback, I’ll keep it in mind!

Very great work! I really enjoyed the boss fights

The enemy movement made for an interesting challenge with the snake setup. Good work!

Thanks! I also think adding collectable hearts would improve the game, giving the player temporary goals while low on health. Having weapons power ups would also provide more gameplay variety

Thanks for letting me know what you think! I pretty much agree with all your feedback. I was also thinking that increasing the bullet count would improve the current gameplay. After the player shoots the beam, they’d be stuck with limited movement options for a brief period of time, and I was thinking the feeling of the game wasn’t great during this moment. So the solutions I could think of to fix this is to either reduce the duration of the beam attack, or to let the player shoot more than one beam

Thanks for the feedback! Also, I don’t take credit for making the art. The artist’s asset page is linked in description

Thanks for the feedback! For the puzzle you’re stuck on, you have to go back to the tree trunk at the top and push it all the way down. The rock at the bottom was intended to trick you into going down, but it accidentally misled a lot of players to think you’re supposed to avoid the trunk item

Thanks for playing the game again! I was concerned that giving each character a secondary role wouldn’t be a good idea, so it was really nice to get your feedback on it. I’ll keep your advice in mind when I get to balancing the game again.

I also think you’re right about it being too early to judge the game with its current amount of content. I do plan to keep working on this game, so I’m really grateful for continued feedback!

Thanks for giving this game a shot! I’m really grateful for the feedback you gave, and I’m still trying to balance the game to make it a more enjoyable experience.

The swapping issue is something I’m currently trying to fix and haven’t been exactly sure what could improve it yet. Your comment on how it’s too long, but also too accessible was helpful for me to pinpoint the problem. The comment on the shift key exploit was also really useful since I wasn’t fully aware of it.

Once again, I very much appreciate your feedback. I’m hoping to improve this project and make it something people can look forward to!