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Just Lewis UP909980

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A member registered Sep 27, 2018 · View creator page →

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I think you're going to need a readme in there to help anyone trying it. I got this first time because I didn't download all the folders.

Nice job with the 3D element and creation of assets but I didn't really get what the objective was in this game.

When I first loaded up the game, it's almost like my instinct told me to turn around because there's nothing for the player to go to where they spawn. Which reveals an open area with a downward hill. That's the direction I took because it was more interesting wondering what was there. 

There's a linear style with the arrows pointing the direction but the whole level is open for exploration and there are no paths anywhere. After getting close enough to turn on a couple of bulb things, I ended up getting lost following the arrows because I was distracted by a light and something new, a big wall. I was lost, unsure what to do and so I quit and restarted just to end up in the same place.

There's not enough control over the player in the level design leaving them confused and frustrated. 

I didn't really understand what the aim was in this game. I can see that the levels are procedurally generated which is very cool,  but have no idea how to progress once they are completed and some of the collectable stuff spawned outside the rooms.

The control system is a little unorthodox and can cause confusion. If the movement axis was locked, it would be easier for the player to control.

Great attempt to make a 2D game look 3D in some areas. It was very compelling and the art in general is very cool.

Once you went to a 3D area, the player character would move up and down very strangely and it would stay like that in the 2D areas too.

For the music, a constant object would have been great instead of starting the music from the beginning for each area. Fading in and out of each piece of music would add an element of consistency between levels.

I think this is my favourite game. 

The market for this game is instantly obvious and is catered to nicely.

The level design is great, lots of items that we take for granted in general life are given a new perspective as if you're looking at them for the first time again.

I liked holding down "e", I think it was "e" anyways, and looking like a zombie. 

The camera liked to go behind things which is the only downer on this game. It was also very sensitive. 

I hate to say this but the cover art made me expect something crap. 

But it's not, you did a really nice job here. I didn't play it for too long because navigating that big landscape took a long time. There is a surprisingly large amount of content and it's all implemented well. Nice work!

Unusual control system, almost the opposite to what I was expecting but it works well and is comfortable very quickly. I would have liked to see more for the player to interact with in battles to have more control over the outcome. 

Good work with the inventory system, but once you had something, it was difficult to know the stats and if it was better than something else. It felt like you were relying a bit on prior knowledge of weapons and equipment for the player to know what was going to be better than other things. 

I like the pace in this. Pretty cool art and technical design too.

This might just be a preference, but I thought the camera is a bit too close to be able to react effectively. 

I like this concept and the improvements on the technical design would make this game much more enjoyable. 

The projectiles to avoid move slowly making it frustrating, and enemies that look like they should only take 1 hit can take 3 or 4. This makes the combat slow and more of a nuisance than an enjoyable element. 

Great job with the grapple hook though, more use of this in the game would have been cool. Using it as an elevator or to create monkey bars to get over obstacles would be awesome. Far too often in platformer games the player has to wait for a floating platform. This kind of thing would be a good way to improve upon that traditional mechanic.

This is great. The way the player interacts with the world is really well thought out and there's a nice mix of different features with the Cafe and the Dungeon. 

Looks awesome too.

I had a bug where I put all my cinnamon in a drink, or at least I think I did. I went from 12 cinnamon to 0.

Aiden's done a great job at making it look good. This is so scaled back for what we wanted but ah well aha. Thanks for the Feedback :D

Only the EXE is uploaded. The game files are missing

Can't play this one. Missing files

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Took forever to figure out how to place the port. And when I did, it was a port in a lake... Whoops aha. Good job with this though. Pretty cool :)
Realised I didn't give anything decent to reflect with.

I think this could have done with some prompts for the player to know if they should right or left click and what they do. This looks like it might be Unreal, so the best way to do that would be with a data lookup table, and use an Enum for tags attached to actors. 

The objectives are a great to keep the player engaged. Before I realised they were there, I was just expanding and quickly started to wonder why I was doing so.

Enemies, sprites, music, and boss bullets are all randomly spawned (with rules) aha. All shortcuts to get it finished on time without slowing the game down or crashing it.

God damn, great job with this. When I got a bombing run, it made me so happy.

Thanks :)

All I can say is I'm sorry aha :)

Thank you :)

This is fantastic. Well done for this. Great art, great concept and I love the amount of content. Great fun! :)

You can shoot through walls ;)

Nice work though, I like this.

Great job! I love the entries for this where the game is brought to life with all the art and sound working together to create the right atmosphere. 

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This is really well made. Everything feels well thought out apart from ooone part. (The floating ground bits to jump on) Not that I didn't enjoy them. It's just slightly out of place. Great use of art for the scene and the music too. 

Oh and the particle effects at the end! Awesome touch

I love this. Great work on the art and the depth of the background. Looks awesome.

There's a little bug where the game slows down by .5 which is odd. Also if you pick up too many T's at once it freezes slightly. Can't be my PC cause it's a beast xD.

Thank you :)

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awesome I'll try it this morning :D


Nice work. Runs nice and smooth and not a bad use of assets. Quite ambitious to try this in unreal engine for a 5 day project haha. :)

I had a problem with trying to spawn the asteroids from the walls. The coordinates were correct when printing to console. I was gonna add a loop for if the coordinates were too close to the player but I didn't have time. 

Thank you :)

Thank you :)

I bought data so I've tried it now aha. Good job :)

I like the title screen and the feel of it in general tbh. It froze when I hit an asteroid though.

I'd love to download this and try it, but I don't have the data :(

This link doesn't work :(

Thank you :)

The turrets were really bad before I fixed the targeting. And then they were too good so I added recoil and stuff to make them more likely to be crashed in to but yeah I agree. Should have limited to like 2 or something but they are so much fun to watch whizz around the screen that I didn't want to haha.

I thought about slowing down the ship but I like the challenge of it, And you can hold shift to control the ship  better at the cost of points. 

Thank you :)

Nice amount of content. 

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This one is just gawd damn good.

I hit the secret button...

Somehow you have the exact same bug as someone else and I assumed you were them.

Sorreh

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https://jamiemhv101.itch.io/mrasteroid


Just gotta visit their game page. It is uploaded :)

Very good. Very busy and fun.