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Indever Games

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A member registered May 22, 2020 · View creator page →

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Hi Murilo, thanks for your comment and an even bigger thanks for playing the game!

It has been a long time since I worked on this project now, I recently launched my first Steam game which is 100% free if you'd like to try it!

https://store.steampowered.com/app/2534930/Super_Mayor/

Ran well for me! Nice work man :) 

Yes it does.... I think the next step will be to have the codes randomize/change mid game at a set interval to really keep you on your toes!

Thanks so much for playing 😁

Thanks for trying it out :) Maybe that lack of response had something to do with the very minor gun-jam/cooldown after you open and shut the combo cheat sheet? Maybe you were just super quick. Something to think about for an update, thanks heaps!

Cheers for checking it out. And those are some really good ideas too. I would have loved to have had time for an interactive tutorial, and definitely top of the list for any post jam updates :)

Thanks for playing! And for the useful feedback too :) 

Nice work! Is the leaderboard just local? 

Oooh, this was cool (and almost on the same train of thought as our entry, great minds hehe). Tough but interesting game, and I dig the pixel art!

Nice work, it's quite hard. I haven't been able to survive long enough to pick up different power ups (I don't think). The shield was the most exciting though 😁 

This was lots of fun. I like the idea, and would love to see it taken even further. Perhaps the ability to mix ammo types, or maybe blue ammo kills blue enemies but heals red ones? haha
Awesome work! Nice atmosphere too.

Nice work, it took me a while to catch on to the abilities combining mechanic, but it's a great take on the theme!

Thanks for your detailed feedback! And first on the list for post-jam updates would definitely be more clarity/tutorial.

Great art style and narrative! I found it brutally hard though, I think perhaps it needs to be easier like say... Dark Souls ;) Those moving things just splattered me all over the pavement. But a very nice use of 'combination' when I survived long enough to see it!

Well done on getting that metroid feel! Very mysterious. I also got blocked at the door, but will go and try again based on reading comments. Nice work 😎

I am kind of blown away by the art/presentation! Great solution for single player too.

Well done! Cheers for playing by the way. And like many things in the game, it's not clear, but you actually get extra points for the backwards triple shot From the feedback here, the consensus seems to be that the game lacks clarity. I might do an update after the jam closes just to make it easier to understand.

Thanks for playing it! And I kind of love your reaction 😂

Awesome puzzle design! And felt very polished, bug free and just... ready to go. Feels like a mobile hit!

Awesome puzzle design! And felt very polished, bug free and just... ready to go. Feels like a mobile hit!

Thank you so much for taking the time to give all this feedback. It's really helpful getting an outside perspective. I'll try to respond to it all with my own thoughts and plans if I have them.

  • WASD + arrow keys. Yeah... bit weird huh! The inputs are nice and easy to change, I'd be interested in your thoughts on a more natural mapping. At this point I don't feel confident in my ability to create a custom mapping solution, but I can always change the mappings.
  • The secondary attack spamming. Yeah, I've noticed that, and I've tried to nerf it a bit by putting a slight delay/recovery on it after you hit a few times. It also doesn't do a lot of damage, so it's only got while facing a single enemy. Once you're being attack from both sides (rolling away to line them up is my current trick lol) then it's not very helpful and doing more damage with the primary seems to work better. 
  • I hadn't planned on a timed healing function. However, this week I've begun work on a health pickup (rum bottles which you will find in smashable barrels). These give you a 75% health boost, but at your own risk: you can't cancel the drink animation, and you're vulnerable while you drink. Also, only one bottle will spawn per wave, so you have to choose when to use it (can't go over 100% health)
  • My thoughts around score were to keep it simple and make the score be what wave you get up to. Obviously right now it's not very easy to get through many waves (my max is 5!), but I  was just thinking that your score would be what wave you survived to, and I could implement a high score record based on that. I need to learn how though! Also, I've got ideas for more challenge and difficulty at later waves, but I need to also not let the project blow up to crazy proportions, it is a first game after all. However, if I get enough encouragement and enough people are asking to see more from the game then of course I'll keep going with new features.

Thanks for your positive notes too, really encouraging to hear.
I'll share a new version of the game in about a month once I've made a few significant changes! I'll look forward to more feedback then :)

Cheers,
Ben

YOU LIE!!!! haha Hello friend

Thanks heaps! I plan to make some health pickups in barrels (probably RUM!)
Then you should be able to smash the barrels, drinks some health rum, and then survive longer :)