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JP-Lopez

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A member registered Sep 17, 2024 · View creator page →

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Loved it!

This is a very refreshing spin at games like pinball, arkanoid and even metroidvania. I really loved the music and level of challenge this game has. 

I'm curious to know if the game could be a rogue-like game.

Here are my thoughts:

Overall, the premise is brilliant, and you could make a hell of a fun story-driven game. But I don't think this game meets that expectation (see the bootcamp video about the 'high jump principle'). Here are more detailed thoughts:

1. As the player, who am I playing here? The people described in the first row? Or the people depicted in the events below? Given the game description, I would expect the narrative describes the main character story, and at certain points we decide the NPCs behavior to affect the player's story.  

2. What are the consequences of my choices? Games have a gratification/rewarding factor. Right now, I have no clue what each of my choices is doing. For example, new characters appeared in the first row. Why? Because of what I did or chose? Part of game?  

3. The events repeat or both events are the same. What does that mean in terms of the game? Did I make a decision that led to a loop, or is the game is intentionally limiting my options to move forward?

4. It took me a couple of passes to realize the characters in the top row have an HP bar that my event choices affected. Do not hide the HP attribute at the bottom of the card. Put it prominently, probably with a bigger and more notorious font/color.

I think it checks all the boxes for this bootcamp: key mechanics and fun. Here are my thoughts:

1. the background music felt invasive at certain moments. Like it was competing with the SFX of enemies and items. 

2. Some sprites' animation felt strange. The main character's gun was constantly flickering. Not sure if that was intentional or a bug. The dark-wolf-demon walking looked like a cartoon with the rapid tiny steps, but slow movement.

3. It was unclear how close you have to go through enemies to lose HP. Some hits I should have received, I didn't, and in other instances, my HP loss was a mystery. I would solve this with a knock back on the character, or some frames of invincibility after a hit.

4. I was a big fan of the random power-ups you get while leveling up. I would add a count of how many I have collected and tag the uncollected ones as 'new'.

For a moment, I thought I downloaded the wrong game. It looks very polished and professional. I'm assuming you're on the advanced track.

I'm not familiarized with Deck building games, so I'll apologize in advance if my feedback makes little sense.

1. I wish the cards in my hand had more stats visible, not just HP. 

2. The tooltip/dialog when hovering cards were very difficult to read. I have dyslexia and ADHD, so the font choice and the excessive amount of white space threw me off.

3. The cancel function is easy to miss. Frequently I played cards by mistake, because I just wanted to see potential damage. 

I love the premise and the music! \nn/ >.< \nn/.
Here are my thoughts:
1. Good pixel art. Charismatic and funny.  I would have expected more rock-punk vibes in the city, like graffitis or posters of the rock start you play. 
2. The first time i played the game, I didn't have any audio, and I thought that was the game, until I finished the level, and the victory sound started. In my second play, the music and SFX worked as expected.
3. At first, I wasn't sure what to do. I would add a screen before the level starts that explains the controls, and the goal is to collect electric guitars, while evading fans and other stuff.
4. The level felt short, there could be more guitars. For example,  after getting a certain number, new guitars spawn on the stage.

Hi IAO Games,

Thanks for trying the game and your ideas. I agree the pace is slow, and I want to work on that. 

Hey Jehudson, 

Thanks for playing and the feedback. 

I agree with the non-clear Megaman X reference. One thing I couldn't finish was some talks at the beginning and ending of the stage. That would clarify all. 

Also, the ships and mechs are from a free asset set. My own designs are still on paper.

Hey Stellar,

Many thanks for trying the game and for your thoughtful feedback. I really appreciated. 

I agree with all your points, this game is not the end product I was aiming for the bootcamp. Unfortunately, life got in the way, so this is an Alpha with some Beta aspects. This explains points #4, 5, 7 and 8, from your comment.

I'm glad you like the presentation. That is one area I spent a lot of time at the beginning, and also explains my delays :P 

I agree with the Pace, and the collision conditions. I still have learning to do in Unity. 


Finally, I will join the next bootcamp in January, where I'll work over these points and many more. Stay Tuned!

This is an awesome game. Definitely a strong starting point for a great RPG/Dungeon/Etc. Here's my feedback:

1. The pace feels slow, moving one 'tile' at a time is unexpected for a game in 2D perspective.

2. Add the HP and MP of enemies. Helps with the player's strategy, like "should I use my most powerful spell, or a minor attack?" 

3. Is there any reason for needing the mouse to interact with doors or take items, instead of solely using the keyboard? 

I can't play it. I have Windows 11 with ARM64 architecture. Perhaps that's the issue.

Impressive, great game. I'm saving that code for future learning.

Cute game, love it

The OS experience... that's the best one. What a great idea!

Qbasic gorillas take me back to the nineties, learning to program in Logo Writer

When I read this comment, I had to go and play again. Nice touch!

Thanks for your comment! The game mechanics are part of a larger idea I have for a puzzle game I'd like to develop for mobile, prototyping in pico8 first.

Good point on the key order. I'll add that to the instructions in the page.