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HitOrMissDev

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A member registered Apr 07, 2019 · View creator page →

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This one is really good!

Fantastic Job!

I really like these types of games. Even though I couldn't get past the 2nd screen it was still fun.

Might come back later and try to beat it.

Great job!

It took me a little to get the hang of it (the first level seemed a little hard), but once I did it was actually pretty satisfying and fun. Great job!

Very easy to get the hang of, and great execution of a simple concept :)

Yes! The controls worked well, but maybe the camera placement could change because being behind the ball all the time doesn't allow me as a new player to take a look at the whole course. Maybe make it so there's a button so you can get a top-down view of the course, so I can plan where I'm going to shoot. 

Hey Jack, I played through the 5 holes of the prototype and something I noticed is that the ball takes too much time to come to a halt,  also when the ball hits the wall, it doesn't feel as bouncy as it should. The art looks great though, and it has a very chill and pleasant vibe good work!

Thanks for the feedback and for playing!

Glad you enjoyed it ;). Great gameplay video!

Thanks for the feedback and the video. It's our first Unreal project and we appreciate people taking the time to play and giving their opinion ;)

Thanks for the kind words and for playing :)

(1 edit)

Hey Rommel, I had the chance to play a little bit of your game. I didn't manage to complete the demo but I managed to reach the second area.

My first suggestion would be to provide the player with a checkpoint or a save point there (at the start of the caves), I didn't want to go through the beginning again, since it mostly felt like an introduction like in Symphony Of The Night. 

I felt the attack to be often unresponsive and the sword animation to be in serious need of a follow-through. Right now it feels a little bit odd that the animation finishes mid-way. 

I really enjoyed the music you chose for the opening sequence and the sound effects for the menus are very nice and juicy. However, the sound the enemies make when they get defeated overpowers any other sound in the game, so I would suggest turning it down. Some of the pixel art in the houses looks really well done, but some of it on the environments I feel doesn't have the same level of care and polish, so it feels odd to jump between quality so often.

Keep working at it, I really like metroid-vanias, and I would be down to test it again and give you my thoughts once you do some tweaks. ;)

I played some rounds on my phone and I like the idea of having to go closer to obstacles to get more points, but I would like to see more visual feedback when I get those extra points, at the moment it feels a little dry. 

I will have to agree with my man jfkE here, I managed to kill the enemies with the dash, which in itself could be a good idea for an ability, but it took some trial and error and it didn't feel fair since there's really no direction. I managed to find the restart key by pressing R but that's more instinct than properly teaching the player how to do it.

Right-click seems to dash but in the instructions, it says to use it to pick-up the phone, so I don't know what that's all about.

Also, what's the main thing that would separate this game from Hotline Miami? As I said, the dash would be a neat ability to have in a Hotline Miami game, but it won't change this game enough for it to stand out.

Keep working at it, I'm down to play it again once it's a little bit more fleshed out  :)

I got the Yellow key and when I was passing through the middle of the HUB my character fell through the floor at the middle platform and I couldn't get out.

The idea of having different labyrinths with different mechanics is a great one, but at the end of the day, the two labyrinths that I played felt similar in the mechanical aspect. They both felt as if the main challenge was the platforming.

The art is very pleasing, and even though they aren't that many assets, I didn't get tired of looking at it.  

Keep working at it and you guys might have something here :)

Hey there Barbu,  I just checked out the game. First, the idea of choosing when to heal and when to use the blood (red bar) as a resource is pretty neat. It makes it so the player has to use the resource strategically and I enjoyed that.

In terms of the difficulty, I got to the level where the white ghosts spawn but I couldn't get past it. I feel that a little time of invincibility after the player gets hit will make the game less difficult (which to me,  it feels like a difficult game was something you were going for) but it will help it feel less unfair,  so finding a balance between how much the player heals, and how much the player gets damaged when hit would help you keep the intended level of difficulty while giving players more time re-group before taking more damage.

 The way the first monster you introduce gets knocked back when attacked feels great and really juicy, I wish more enemies had the same level of feedback when damaged -even though I understand this was a game jam game, and you probably had your plate full being a one-man team.

Keep going at it, and I be proud of what you accomplished so far :)

itch.io Community » General » Release Announcements · Created a new topic ACE

Hey people, I'm looking to get some feedback on this game to decide whether or not I want to put it in my (Student) portfolio. It's a 2D platformer  where you play as a blue guy trying to get to the teleporter as fast as possible. 

https://dncl.itch.io/ace

If some of you could help me out it would be greatly appreciated.