On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

kadincool

64
Posts
3
Topics
4
Followers
4
Following
A member registered Feb 27, 2021 · View creator page →

Creator of

Recent community posts

I like how every action has a sound effect to go with it, it adds a TON to making the game feel polished. it would be nice if you had different difficulties of each spell that are different amounts effective, but that would likely be difficult considering the time constraints. overall great game. :)

When you boot up the game the snake eats you and then you get told what to do. That is a great way to introduce the core game loop to the player. the fact that you drop apples that cause the snake to grow longer but also reset its velocity is ingenious. I struggled to get past the 3rd level so randomizing them would have let players see more of the game.

overall, good game.

The game was simple and manageable but also difficult and complex. great game.

the brick physics were really cool, how did you do them? the game is also really creative with the acid and needing to destroy his nemesis a few times.

(1 edit)

I think the update method or something broke as none of the resources depleted. the game idea is good and it is pretty good in presentation.

The game's concept looked great, I'm sad it broke.
OR I could just be being an idiot.

I liked the wind particles as the snakes sped by making the game feel more epic. the music was good considering it was made during the jam. overall really nice game that is similar to just shapes and beats but with snake.

I planned to have a cutscene where you shot Mario and he became small when he was at the princess then the princess kissed the goomba and mario crouched. thought it would be a cute way to end the game (also that was before it became basically a kaizo game).

what controls did you have trouble figuring out?

I'm glad you enjoyed the game. :)

it only happens to this one. also the URL does not look like a part of itch.

good though feels more like you wanted to make a 3d platformer than you actually felt it was good for the theme.

(1 edit)

I like the VFX and that you know when and where they will spawn in. good game.

I was unable to download the file

Blocked Page

An error occurred during a connection to w3g3a5v6.ssl.hwcdn.net.

I like how smooth the pixel art is by morphing the pixels. I find it interesting how the code editor looks like it could actually be used for programming.

oddly cinematic

I like how you used the doom raycasting style for your game. I am not really familiar with the gameplay loop of FNaF but this seems to have captured it quite well. good job.

(1 edit)

a bit hard to understand initially. I like the idea of constantly switching between the 2 perspectives and trying to find the other you from the grounded then high-up perspective. it would be nice if the player was more fluid and didn't have the camera shake as it makes things feel janky.

I liked the sudden twist of needing to fight the player you just played as. therefore making all your upgrades go against you (including the increased health which I initially thought was an accessibility feature).

I didn't beat the game but I like setting up the room to accommodate the players actions instead of acting to accommodate the room. there is also a LOT of levels. the fact you can run it on a GBA is cool

yeah, I had a line get drawn when making the raycast function but it wouldn't be viable as it used flip() which updates the screen but doesn't offset the timer. I plan to add it to the draw function in the post-jam version.

(1 edit)

for debugging I had a system where it paused and drew a line but I didn't know how to implement that into the draw function. the way the gun works if you're curious is it raycasts from the guns orange bit (it's an airsoft gun) to the mouse pointer and shoots the first thing it collides with. I really do need to put that in.

thank you for playing and reviewing my game.

the game looks really good, I struggled on the third level (I think) because the bike kept flipping over. overall, good game.

the animations are great. and you can create some absolutely GOLDEN dialogs. This made my day, if not week, if not month, if not year, if not lifetime. This is a MUST PLAY. I unfortunately cannot send screenshots because it says missing token.

yeah, it is quite challenging. I felt like the gun flinging felt like an element from a fair Kaizo game (e.g. Celeste) so I made some harder platforming segments to test it out. I should probably put in accessibility features too.

thank you for taking the time to play and review my game to the best of your ability.

my idea for the gun was since doing the goomba felt too obvious for me I just decided to throw in the gun just for fun. I'm glad you and so many others like the game as I was worried it would be too unapproachable.

dopamine in its purest form. love all the special effects and the polish.

did you feel the jump was hard to learn because you didn't know about the gun or because you didn't think to shoot the things? for the not being able to tell that you should go left im thinking of reversing the cutscene so Mario comes from the right and goes to the left.

Thank you for leaving a comment and playing my game.

(1 edit)

which sound effects did you not really like?

also thank you very much for taking the time to play my game!

(1 edit)

The game feels well polished, the gunfight feels intense but not hard, the cleaning feels nice, 10/10. also i liked that the signature is the menu, thats a nice touch.

I like how you change it up every room instead of just changing one thing and making a game out of that concept.

I liked the open endedness in what you could create. Though a bit more strategy would be nice. I think if you had a mode where you tried to get as much money in 20 turns as you can and quests took x turns instead of x amount of time so people can take their time and name their quests.

I enjoyed the punching and screen shake. the game looks crisp thanks to the cel-shading. 10/10 would rate higher if I could.

I like the aesthetic of the blueprint design. I don't remember how far I got (I tried to go to the home menu to see how many levels there were). overall good playing and looking game.

the controls feel really smooth, I like the concept and hope to see more.

I don't really understand whats happening.

(1 edit)

either the game crashed when I got caught which sucks OR when you die in the game it closes which is frggin awesome. the animations look really good which is a good look for you AND Godot. my only recommendation is to mash space/enter to go through text fast.

On my first few runs of the first level, I was confused as to why the green robot outran me. then I noticed the pink thing on the upper level and then the game made sense. I like the aesthetic including the parallax and the geometry dash look with the rotation and the characters looking like the shopkeeper.

good sense of overwhelment while still being manageable. I like the style of having outlines of the images. for whatever reason I wasn't able to open the locations tab so I wasn't able to fulfill those requests. overall great game.

The game looks really good. I like the incremental challenge of having to navigate the bones to find the piece that you need. it would be neat to have a hard mode with a hero that has more health and is closer to your speed.

"Can't figure out why they didn't give a goomba a gun sooner." 

They are too scared for what would come!

Thank you for taking your time to play and review the game, much appreciated.

my primary inspiration was in Mario maker how you could see goombas jump off springs to ther platforms and also those pixel art animations by YouTuber "level up".

Thank you for taking the time out of your day to play and review my game. :)