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karnic

6
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A member registered Oct 25, 2020 · View creator page →

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Overall the game was fun and seemed to work fairly well. There were just a few different bugs in the interactions with the falling pieces. Sometimes the pieces would be deleted and then not fill in properly, leaving empty open spaces. Other times the pieces would delete and the upper pieces would fill in before the lower pieces. The end game screen would also come up before pieces were done falling. This would cause the score to update while you were looking at it. Overall, these didn't cause too many problems and I enjoyed the three different levels and different degree of completion that you could try to obtain,

Did you do the art for the loading screen? That was great! I liked the concept of a game where you are avoiding enemy attacks and waiting for a window where you have to button mash really fast to do as much damage as you can. The art style was really fun and great as well. A few things kind of stuck out as problems. Of the two modes of avoiding the oncoming projectiles the slide could dodge the upper ones and the jump could dodge both. This negated the need to slide at all. The other issue is that the projectiles seem to approach the player at a constant rhythm. This makes it so that you can just press the jump button at a certain cadence and never have to worry about being hit. This ends up making the game kind of boring. It also seemed very easy to get sort of soft-locked where you run our of jewels and summons. I even seemed to normally just run out of jewels through play of the game.

I don't know if it just isn't the type of game for me, but I had a very difficult time getting into it. This might have been due to the controls being a little wonky with jump and shoot being the same button on the computer. I really like the idea of a game in which the levels are randomly generated and infinite, but I ran into a few where they had odd designs and were a bit difficult to get around. I love rogue like games though and would love to see the game developed a bit more.

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I liked the option to change the color theme of the game, but it did seem to be nonreactive the first time you interact with it. I appreciated the comedic remarks in the options panel. I really would have appreciated some sort of tutorial or instructions on what was happening with the game or shop. It was very confusing to try to figure out what the game meant for me to do to kill all 5 enemies. I understand that there is the section in the bottom below the game with some explanation, but having more direction in game would be appreciated.

So, I used a software from the unity store to make the characters, and then created custom tiles from another pack. Both of the packs were from a foreign source that did not really communicate how to credit them. The pack that the characters were created from in particular was an Asian language and all of the English was very broken and difficult to work through. I ended up deciding that since it was a project that was free and there was no money in, I would just list myself for programming and design.
I kind of agree with you on the tutorial. I was originally wanting to go with a similar idea, but I ended up deciding that I wanted to allow players access to all of the abilities if they are replaying the levels. I think if I went back and did it again or did a further release I would do something similar to what you described in a more dedicated tutorial area.