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Jonok

141
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2
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A member registered Jul 06, 2018 · View creator page →

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There are no words for the thrilling experience of jumping in Vampire survivors i would only say that is good enough

Time played:30 min
Not much to say since is quite a complex game and I can see already myself spending so many hours understanding the mechanics, same art cards are quite confusing. I would like a small window while editing the deck that tracks the number of spell vs minions and how many cards of each cost are in the deck to quickly overview my deck progress

Time played:10 min
Works perfectly on controller, not sure about camera control on keyboard, there is no way to zoom the camera but everything else seems to be functional, hanging  need some revision cause you can hang on vertical wall of the slope, the animation of wall jump seems the most problematic cause it goes in climbing animation when facing towards the wall, other than this small nitpicks I completed the game without any issue, no jump where particularly difficult, looking forward to a meatier demo

Time played:30 min
Mech feels good to control, surely more arcadey than sim,  I was dashing around but found myself randomly pressing the  180º rotation combo when moving back, I'm thinking since the rotation is so fast I'm not sure how useful would be in game, there are a lot of things that make me realize everything is at embryonic stage so I'm not going to spend too many words on random fps drops or me getting stuck in walls.

So what will be the level design inspired to? I can see you're aiming toward big spaces so probably is going to play something like you're going to fight multiple enemies on each turn, I would suggest to distinguish the enemies more by giving yourself some priority towards each encounter, for now there are 3 type of enemies really: 1)enemy that chases you 2) enemy that shoots you a missle 3) enemy that snipes you.

talking about the third type, your dash can't really do anything towards dodging the hitscan, I suggest giving some travel time to the bullet so people can get those sweet feelings of perfect dodge cause right now they can hit you regardless of the distance.

Granade launcher doesn't really "launch" and the granade rolls more than flying, I personally like to anticipate the trajectory of the ark of each launch of granade, I'm not sure rolling granade was the design you were going for.

The crosshair is so cluttered with things, also slightly lower than the actual aim, you might reconsider a redesign that gives priority to useful information and not have so many lines where you actually aiming.

Random thoughts:
-Stomp effect once falling looks like you're being damaged
-The Gatling glitchs after some damage
-You can't turn off the super booster once engaged, feels clunky
-More sound feedbacks on the HUD, like changing item with mouse wheel and equipment with the inventory

Time played: 1h
I'm always amazed how isometric games can be so immersive by removing all the craps from what is considered essential in modern diablo, I'm excited to wait for what would be the final product. How you going to review the metagame? would you consider multiclass the way to go or ultra specialize build can work too?

1)the mouse cursor in the main menu for some reason was over the writing, probably easy to fix
2)while increasing my statistics I accidentally added a wrong stat and I wanted to revert it, an idea would be to have both + and - buttons and another on the bottom to "apply" to confirm

a personal feature I would like to see in the game is clear feedback on hit confirm, I like to understand how much damage is dealt by just looking at how flashy is my hit or how big is the blood splat, I already like when enemies become more bruised the more you hit to check how much HP they have left, the less I have to see at floating numbers the better.

this being a true tribute to D1 should aim to add as many QOL as possible without feeling needlessly clunky but more importantly not spoiling what was the creepy atmosphere of playing D1 for the first time.

What the fuck you are talking about, why do people like you have to track down small projects and say nonsense to confuse small developers? Could you please go back to doing something useful with your time rather than declaring a status quo that only applies in your head?

Yeah the game is rough but what you expect

A simple idle game, i didn't mind it but for what i read text was well written.
The encounters where funny but kinda random to click on the bottom of the sign, anyway the dragon could not kill me so I've finished the game even without the statistics. Also after noticing the slow counter I've decided to use speed hack on Cheat engine, after that the game was much more barable to play.

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I love cooking games, but maybe the time limit are too much strict, i could only deliver 1 order and some recipes like spaghetti are too long to deal in multiple orders. I think a good pacing for this game would be
1) preparation time: prepare the ingredients without knowing what they are gonna ask, you cannot prepare food since people demand it fresh
2) order time: serve the food freshly coocked
3) cleaning: keeping your kitchen tidy will down the % of dubious food prepared even with the right recipe

I would suggest you the next feature would be the fridge managment, conserve excessive prepared ingredient and trow the rotten, this is one of the most frequent issues i encounter in real kitchens.

I find this game really interesting keep up the good work.

Works fine, didn`t encounter any bug, the guard doesn`t detect any sound at moment so you can sprint and shoot behind them, in the build i felt the need of a melee execution but that depend on your direction.

my fps al around 15-5 my specs ar:
Intel Core i7 5500U
12GB ram
Windows 10 64

Can't run it properly on my laptop, I'm sorry, really nice looking game!

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Nice game, I felt that the game was most interesting during the boss fight since normal enemies are too easy to clean and they end up being an annoyance more than a threat, I feelt that most of the time the camera is too close to the action since I'm shooting stuff off screen, also I'm not sure about the RPG stat would fit this kind of game in the long run since is more about dodging projectile than tank hits, I would rather prefer become more powerful with visual than statistical.

As the plot, well i guess is doing his job to deliver the best "cute girls shoot each other" experience ever.

This is an impressive FPS super polished and fun to play. Couldn't find any bugs in my playthrough. I lost myself occasionally due to the dull look of the first stages but it was something like 20 second, I felt that sound design could be better adding monster noise to the cultist and some impact to the mace. I loved the shaders, playing this game other than minimum resolution doesn't make sense for my eyes with the pixelated art style of the sprites but at the same time I think the 1px arms legs character design is a little weak in my opinion but I guess unless you pay an artist you can't do it otherwise. This is a nearly perfect experience that leaves me asking for more!

P.S.: Is possible to limit the FPS to 30? The animation of the sprites are not as smooth as 60fps, but this is mostly a nitpick.

I find difficult to give proper feedback on your game since I know that you are more focused on the multiplayer, on the other hand I was feeling overwhelmed by the many options that your game has, I usually like when games like this start with almost nothing and you build up your arsenal and skills by beating levels or buying on the shop, it would be helpful to have a pop up that explain what have you unlocked.

Gameplay wise I can't say anything since is one of the most polished entry.

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I'm using the gamepad but I couldn't figure out how to make properly work so I've used Big picture to simulate Keyboard+mouse input, and I meant the blue target (the one that appear after pressing "lock")

Looks amazing and plays really nicely, the only nitpick i would say is the camera not following the "locked" target but for the rest I was enjoying my time with the demo, good luck for the kickstarter campaign!

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Many QoL from the last time, I felt was less frustrated from my "being bad at videogames" and now I can keep up with the pace. I played mostly with the blank character because I've always dig collecting power-ups and become powerful, after trying the new weapons and they need balancing to cause the baseball bat can deal almost double the dmg from your fists, the drill can shred bosses and the whip is quite weak in comparison, I only buy that cause I felt fists are no longer viable and you need to extend your moveset.

Then I've tried the characters, blue is a nice alternative way to play for people who want a simpler experience, her lack of CC makes her quite balanced.

Yellow is totally broken, Down+Punch can infinite the first boss and (air) Up+Punch can stun the second easily, enemies where no match from range and Up+Punch, and never used the special, I will not say that was a bad experience, the cheesiness of yellow make me realized that the graphic style is really enjoyable, so much that I played for 7 runs stomping the enemies over and over.

I feel that characters can be an interesting way to experience the game, maybe a way to balance them is to not make them possible to upgrade their max HP.

from the second world, I noticed that the Tank and the Ghost are quite cheap, mostly because there is a little room to react to their attacks, consider to slow down projectiles in general.

Some slowdowns in the second world, specifically is the room that start with 2 rainbows, beats enemies and you drop down.

I'm happy to see progress on this game since I love brawlers and impacts in my beat'em ups.

Couldn't play with coop because I don't have any friends :(

I love it, is simple to pick but hard to master.

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Nice time waster, the splitter with 50% of dmg and split balls is broken to use if you unlock the third stage early

Nice game, i had to say that sometime the tree where too simple to complete but is a cute concept, i would think that is possible to make shapes rather than lines

Operating System
    Windows 10 Pro 64-bit
CPU
    Intel Core i7 5500U @ 2.40GHz    55 °C
    Broadwell-U 14nm Technology
RAM
    12.0GB Dual-Channel DDR3 (11-11-11-28)
Motherboard
    LENOVO 20BVA017CD (U3E1)
Graphics
    ThinkPad Display 1366x768 (1366x768@60Hz)
    Intel HD Graphics 5500 (Lenovo)
    1023MB NVIDIA GeForce 940M (Lenovo)    38 °C
    ForceWare version: 441.12
    SLI Disabled
Storage
    232GB Samsung SSD 750 EVO 250GB (SATA (SSD))

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Reached the 3rd floor, Really wonderful concept with strong gameplay. I can see a bright future for this game, especially played in coop with a friend controlling blocks and the other the knight, but also as a compelling puzzle to beat alone, I welcomed a lot the fact block do not descend if you control the knight because this shit is hardcore as fuck.

BUGS
- a green goblin went trough the knight after a line, I'm not sure how to replicate this bug
- are all the chest suppose to be mimic?

Feature suggestion
- Hammer is vitals because many time I found myself in the condition of block my knight in the same row all walled, consider generating a hammer nearby the knight every line done by the blocks - Double tap for smashing a wall, it can help unintentional hammering
- Make appear at least 1 heal potion on the screen when the knight is low on HP.
- Colour-coded bars same as the Potions for more intuitive design, HP = red, AP = Blue, EXP = Orange.
- I think this game would benefit for a Difficulty score multiplier, maybe I'm a little bit too dumb for this game but the base game is really hard for me so it would be a possibility to give the option to have infinite AP, Infinite Hammers, having the knight invulnerable from falling in the void at the price of high scores.

Structure suggestion
The actual structure is serviceable, but I had the feeling that this game could be much richer on the dungeon crawling aspect, what I was thinking is design the game on floors like quest but with an endless loop in mind, each floor has a theme like a goblin floor, traps floor, ice floor... with the block decorated by the theme.
Each floor has an advancement bar that fills with the score combined for a block and the exit appear when the bar is filled but after that, the bar will go back to zero. if you miss it I guess you have to refill the advancement bar but you don't gain any score and from the level anymore.
Monsters should scale each floor making the player aiming for keeping the knight strong enough to face deeper floors, the player could grind but the EXP is lower after the exit appear.
Occasionally a Challenge floor could ask you to do some mission (like the one present in quest mode) to unlock the bar of advancement. Every 5th floors could be a Boss floor, after beating the boss, the player is rewarded with a lot of EXP and the exit appear.
Quest mode could be called Story mode and it could be just like an endless mode but with the possibility of continuing after a boss, each boss could have cutscenes or dialogues, after beating the first loop the game will end with the ending cutscene, this mode should be aimed for people that want a less stressful experience.

Boss suggestion
- A monster that shoots a laser from his sides on block placement that pushes the knight to move out of is sight, it teleports on the same raw of the knight every block placement.
- A monster that throws bombs toward the knight, the explosion destroys a square 3x3, it doesn't teleport he just ran.

Music suggestion
- I played the game while listening "Solstice main BGM" and had a blast because I feel that this game has the vibe of an old DOS game, I'm not suggesting strictly 8 bit but daunting music would fit great.

I hope you find any of my feedback is useful and also find this wall of text not too painful to read.

It runs really slow on my pc

It definitely nail the experience of playing a cheap bootleg, the one i found more interesting where Future escape with that weird backstory at the beginning for a simple dodge game, Crate realm was actually intriguing and Dragon Bowl 2 for the name also it make lose my side finding the bug on the upleft corner. The other one are weird, not fun and Attack Sky is not working, I'm not sure if is part of experience.

Overall i don't know what the direction of this project could be, but if you want to aim for maximum bootleg you should add more games to stand out as the ultimate bootleg experience.

Nice concept i dig being a pirate in a management game. It would be nice to have more dynamics like things that would make me feel more in control of a ship rather than a cursor, like ocean currents that make slow you down or make you faster.
Another thing i think would benefit the game is that ships should try to avoid you, also you could add a collision system for the ships so you can even add a damage meter that require gold for repairs.
I hope you find the feedback useful.

Good concept, but i found difficult to read my cards because they where too close, Looking forward for the next demo.

Beaten all the levels, is a good start but it need some polish

Bugs
- Can`t jump while dashing, not sure if the problem come from my keyboard
- Pressing R when the character is out of the level make the character disappear forever
- Completing the level by sliding make the game go back to the menu

Feedbacks
- The double jump made me skip most of the obstacles, i feel that the game is intended to play without it.
- Making the game without double jump make the game harder but more rewarding to obtain altitude, you could substitute the double jump with a jump that scale with your speed to create a game based maintain speed.
- For a speed running game i would personally prefer bass and drums music

Looks promising, although i was not really feeling to read a wall of text so i hope you will keep the log for the people who want the LORE.

Sorry about the dialogue feedback, i was thinking that when I'm rushing usually character keep talking and i was thinking that you had 2 option, one is to stop the player or make some response about the player rushing without reading dialogues, for example with the sun you can stop and listen or just keep going and make the character says something like "where are you going? that sun was talk..." "eh not interesting"

I think the problem could come from the character having the fast punch, i cannot prove if is a truecombo with 2 players

Looks competent, not really sure about all the feature of this game, but why i cannot jump while springing?

Enemies have too much HP, also the animation are weak you should swing the sword more wider, when hit looks like you should have a knock back for now looks really unpolished.

Cool, you probably need to have a faster swing other than the charge attack, so what's the plans for this game?

It looks fantastic and i can run it on my old pc, other than that I'm not sure this is even a game or some attempt's of flexing on other engines.

Yeah i like the execute mechanic, if you outplay an enemy but it has a lot of HP feel unnatural to keep bashing on him, is refreshing to see something like that.

This is an interesting one, but sadly i reach the underground grabbed the ribbon and didn't know what to do next, could run this at 30fps with my old laptop.

- I found the screen shaking per hit is annoying while firing a corridor full of enemies
- I feel that the camera a little bit too zoomed in, bullet where still slow tho.
- AI need better path finding, enemies where stuck on the wall all the time
- I'm not sure that a Bullet Hell with Isometric could work, i found myself confused on the perspective while dodging, maybe is just me.

overall interesting project i hope to see a more polished demo the next DD

Ok now is working, unfortunately the game do not scale with my resolution witch is lower than 1080p and some part of the hud are unreachable for me

Nice presentation, i love the music and the animation, the setting is pretty unique so this will be your strong point i hope the plot get so cheesy and gross to make me wash my and every play session.

Talking about the gameplay:
- I think making 3 animation combo will increase the smoothness
- return projectiles with the melee could be a thing
- one of the strong point i want to make you consider is to abandon is the dodge button, you tend to design everything around that and for the demo enemies where not fun, i had to dodge and atk or trade, it would be better for my prospective be able to dodge by jumping or dashing and it would feel more organic in the end.

personal thing that make me triggered
- SILK SMOOTH TEXT AND HUD ON PIXELATED SHITTY GRAPHICS AAAAAAAHHHH.
0/10