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iMiyagi

14
Posts
A member registered Sep 30, 2021 · View creator page →

Creator of

Recent community posts

Thanks for playing and for the feedback. It seems that I should work on movement and expanding upon weapons and upgrades. For my plans, this was basically a short game meant to test things that would be put into another project. Things like the recoil, asteroids-like controls, and upgrades. Lost of great feedback regarding those things, and more, from everyone. Since this wasn't planned to be long term, this game is most likely going to be done with minor adjustments and fixes from feedback. I'll use what I've learned here into the next project.

Thanks for playing. Yeah, I did noticed an issue with taking random damage, especially during the later stages. Glad it was fun.

Thanks for playing for that long. Variety in the gameplay is something I'm taking note of as well as the other criticisms. I did think of a de-thrust in the form of a stabilizer that would slow the player down but since this was reminiscent of Asteroids I didn't pursue the idea. But for a non-asteroid game that would be an improvement. Movement seems to be something I need to adjust and I appreciate the feedback.

The visuals and sounds are great and the puzzles were fun. I still don't know when dark forest spreads, but I managed to get by. Also, the amount of levels in this demo is a good amount to get an idea of what the game is. Also, just before writing this I played the game for the second time and realized resources are limited. The first time I played a day ago none of the resources I collected were used. I'm not sure how to recreate this as I simply just played it in the browser.

I get that the combat is slow paced and it works well for that style. Delay after attacking feels a bit long. I used mouse and keyboard and the combat is easy to understand. I found the test weapon island and it gives good variety to the game and islands like this adds to exploration. 

The inventory was odd since I saw that using the mouse adds or removes items, but you had to use the keyboard so move in the inventory. At first I thought I had to drag and drop items with the mouse.

Simple yet effective style. The physics challenges were fun and I like how you introduced new mechanics, like the breakable blocks, through a level where the goal was behind a breakable block. Having levels like that to introduce new mechanics like the yellow circles or other obstacles could be great too. Also level 29 was great at giving more than one way to solve it. One thing is on level 26, it is a bit difficult to get the ball onto the moving rectangle. One time I got it in a few tries, then when I checked the game out again it took a while. Maybe more platforms shapes, like a bowl shaped platform, can make it easier.

I made it to level 33 and the gameplay is very fun and addicting. The game's visuals are appealing and I like the little details as well such as the background reacting to the player. The challenge is there and at no point did I feel it was too hard or easy. The mechanic of mixing and matching modifiers is great especially the part where upgrading modifiers can allow you to save on the cost limit. Finding fun combinations such as rapid fire to take care of hordes or a slow, homing missile that can two-shot enemies is great and specific enemy types (like the orange ones that spawn bullets on death) makes you think twice before shooting at the enemy spawn. More modifiers would be fun to see.

The modifier list is great with different colors to distinguish types. Because of the colors, it wasn't a big deal scanning through the list but a sort feature could be helpful. Also, having certain buttons to auto remove modifiers from guns or the crafting slot (like a right-click) could speed things up, but clicking and dragging was barely an issue.

Thanks for the feedback. Aiming with the small bullets, rotation, or movement seems to be something that needs to be tweaked. The rotation is 16 directions instead of 360 so that might be a factor. Also I have noticed that it takes a second to find an asteroid, especially if it's on the edge of the screen instead of the middle so the color change is a good suggestion. Extra upgrades and content are also good additions since the game is very short.

Yeah, the game is very basic. Bigger bullets would make it easier to hit objects and different ships would add more variety. This was a simple project so I kept it small, but the dev experience and community feedback is very helpful for future projects.

The upgrades were a thing I was testing out and it seems most people like them. The movement system is basically asteroids, but that was another thing I wanted to see how people would react to it and your insight on the movement is helpful. Thanks for playing.

Thank you. Actually, watching you go through my game was actually a good learning experience to see what I should upload on the itch.io page and how my game page should be presented. I did not consider the itch.io app before as I mainly use the site but this has definitely helped me.

I like the cutscenes that play when you interact with the statue, enter the dungeon, and defeat the dungeon boss. The premise is interesting and I do like the way enemies look during battle. The retry battle option is great especially for tougher enemies so at least I can try to retry the fight or run away which helps prevent me from being sent back to my last save. The NPC quests and NPCs that give items/spells good additions. They are useful and give some insight to the world. I also like weird hidden things like the heal slime with the different icon.

The maze seems pretty extensive for a first dungeon which made it a bit difficult to navigate. The repeating layouts made it really confusing. On the plus side this helps with leveling up and there's a a lot to discover, but it's a big maze for a first dungeon. Difficulty is very tough at the start, but after I captured a minotaur things became easier as well as learning when to run away rather than fight (especially for the oni). The final boss was a decent challenge with Harold being level 23 and my 3 demons being level 19-21. Also, I don't see an incentive to selling all my demons since a team seems more beneficial. Maybe selecting which demons to sell rather than selling them all would help.

Was it not on the game page? Scroll down and there's instructions. Perhaps I should move it to the top so people could see it. Also I agree, in-game instructions would be preferable than having it on the page.

As someone else mentions, the music and sound are not enabled when launching the game, but the music and sound effects adds greatly to the game. It seems that each time you spawn in you're in a unique location but I'm not sure if each level is randomly generated or it's just a big world with different spawn points. I also enjoyed the exploration aspect of this game with the destructible obstacles and finding hidden coins and chests. Getting stronger to destroy obstacles or choosing water to gain access to new areas makes the game more than just defeating waves of enemies. I made it to the end and I wonder if you can beat all of the clones that spawn or if it's impossible. 

One thing is I noticed that after a game over, it takes a few seconds until the new game button can be activated. Also it's difficult to see what tiles you can destroy when starting out. At first I thought the gray bricks couldn't be destroyed but seeing a chest encased in gray bricks hinted otherwise. I do notice the particles that indicate I'm chipping away at the block, but I found that it doesn't always play especially when I'm very close to the block. Pausing the game is also odd since you click the mouse instead of something like Escape since the game doesn't use the mouse.