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KilaWolfsblut

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A member registered Apr 01, 2021 · View creator page →

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Thank you! We are glad you like our little Toastee. We definitely want to improve on our collider and physics development, luckily we already got some tips and tricks from other fellow gamedevs! ^^

Thank you for the help and compliments! We will make use of the Physics Material next time! ^^

We are super glad you liked our character and boss mechanics! We'll definitely have to look into better logic behind the animation queue. It messes up especially between the jump and attack animation...
We'll look into better hit feedback. Maybe a "shake" animation or a unique sound for it. Thank you for your feedback!

Yeah, we really had to cut the gamedesign because of time issues; had some funny enemies planned actually that should have been roaming around. (like "traineels", these would have been fun...)
The feedback on the boss being hit is probably not strong enough then? Since we didn't have a SFX, we just went with the boss becoming more red with every hit, kind of overheating.

Thank you for your comment! We have to look into more tricks to make a better character controller. Jumping acts a bit weird, that's true~

Fun little game! The changing battlefields are a nice little touch. Being able to create your own little wizard team is also really charming!

It took me way too long to understand what was going on. Sure, there were three dices on each side and I assumed they battled against each other but it took me a whole playthrough until I understood that a dice number like 5 can become a 2 once it defeated a 3. I just didn't expect that from a dice game.

But the overall concept of the game is really charming. :) Having different abilities is really neat even though I wasn't able to follow most of the action because of my sheer confusion at first~

If the development of this game ever continues I would love to see some more concepts for the dice-rolling cooperating with the wizard abilities! Those two mechanics feel a bit separated at the moment. :O

This game has some potential but at the moment the controls and the camera are just a bit too dizzying.

The thing that I really enjoyed is the dash. Works great and the VFX for it is cool!

I encountered an area with a lot of white blocks and am not really sure what they are and how I should progress. Let's see if I can figure it out but I'll wait for an update for the movement first. :)

Anyway, cool concept! I love speedrunning stuff so I'll make sure to keep my eye on further updates.

Lovely and very polished game! I played with the Gamepad and would have loved to not only shoot in the direction I was facing but that is absolutely a Game Design choice, going with the twin stick controls. I agree with the most common problems like the dizzying camera and trying to shoot the half-broken walls with the missiles. I sadly had to quit the game after getting like 5 upgrades because I just felt too dizzy but the amazing sound design, the polished art and the overall control of the ship felt really really good ^^

Thank you for the feedback! We will consider changing how we handle the camera according to your suggestion. We wanted a bit of the claustrophobic feel for this small entrance as a contrast of the big boss room but we will probably handle it differently next time.

There was a total of eight rooms in plan but personal problems got in the way for the team. Since we will keep developing this game we can at least put them in after this jam! ^^

We have a lot of plans for this game so we will continue developing it for sure. Thank you for your nice words!

Thank you for the feedback! Yeah, sadly we weren't able to implement a whole lot of our original game ideas but I am glad the gameplay was stable for you. That was our main target.

Thank you! We will definitely integrate more hand-drawn animations in the future.
It took quite some time to decide on how the camera system works, I will take your feedback into account when we rework this game! About the boss mechanics: We did have some plans to make proper phases. The simplicity of this boss is mostly accounted for by the deadline struggles. I hope to hear your feedback again once we had a proper rework and more concepts integrated!
Thank you for your feedback!

Pretty big game for a solo dev, probs to that.
As for the game mechanics, they felt pretty clunky at times. Mostly because of the really low gravity jump that got stuck on every ledge. Luckily, once I obtained the grappling hook, there was no real need for the jumping mechanics anymore, so I really had my fun with that. Grappling hook mechanics are always great and they actually felt pretty good in this game! ^^
Only problem with the grappling hook: I can't click anywhere behind the big player health bar. I can grapple onto the health bar but not further than that.

As bugs always occur for such tight deadlines, I didn't really mind it, though. The game has its charm. Especially when it comes to art and color. The scene transitions got me a bit confused at times but the level design was pretty neat, all in all. Would love to see updates on this game!

Really a cute and pretty big game, loved the ending.
Big probs to the level designer, it was a bit difficult to navigate with the controls at times but overall lovely levels. Using F to dash felt a bit awkward since I had to leave my D button for that and I needed the finger on D to navigate better after the dash. Used both hands in the end.
The cleansing aura worked great, really had my fun with that.
And I love how you made the ending cutscene happen with the ressources you had. Really cute and rewarding.

Really a cute and pretty big game, loved the ending.
Big probs to the level designer, it was a bit difficult to navigate with the controls at times but overall lovely levels. Using F to dash felt a bit awkward since I had to leave my D button for that and I needed the finger on D to navigate better after the dash. Used both hands in the end.
The cleansing aura worked great, really had my fun with that.
And I love how you made the ending cutscene happen with the ressources you had. Really cute and rewarding.

Wonderful concept. It took a bit but it was exciting to finally get a puzzle right. Still missing one or two forms, let's see when I can figure it out, ha.
And I love the retro look! The graphics are actually really charming together.

Yes, we will rework the boss completely, now that we do not need to work on a deadline! The boss will get different phases, attack patterns and of course a better visual indication of damage intake. Thank you for your feedback!

Ha, I'm glad you enjoyed this really small fraction of our planned game! You absolutely got it right, it is only a small demo.
Hearing how you decided to beat the boss, we could almost make it a feature to just smack a boss while standing on it... I mean, it would be something new, haha. For the attack speed: We will change the player's attack controls a lot so hopefully it will be more enjoyable in the future!
Thank you for the feedback!

Oh absolutely, we have a lot of plans for this game and this is a very small fraction of that. We tried to give the prototype some gameloop by giving you a new ability after the boss fight but sadly we were not able to integrate more rooms and ways to actually progress the game.
Thank you for your feedback and we will keep working on this to make it an enjoying and fun experience some day.

Our game prototype throws you right into the game, that's true. We originally planned to have cutscenes and a proper intro into this world but those plans didn't make it into the game's prototype sadly.

We will work on a clear goal and indication what you will have to do. I hope the control tutorial we put in was clear, at least?
Thank you for the feedback!

Thank you for the kind words! It was frustrating to scale the game down as much as you see now but it was for the better for the team's sanity. We definitely plan to do more with this so I would love to hear your feedback again when we get to continue this game. ^-^

You're right, the boss taking damage should have some kind of animation and/or knockback. Thank you for the feedback!

Oh, and adding to my other answer: Now that I've had my fair share of playthroughs, your game fits perfectly for speedruns. If you ever find the time for this game again or even a sequel, maybe add a timer and/or show the playtime at the end. Unity has a simple function for getting the playtime!

Just had another playthrough and the sound does a lot! Feels way more immersive now ^^ If I may suggest one more sound: When the timer of the electric doors runs out, maybe add a sound like a big door closing? Else I really like how you implemented the sound, works perfectly.

Using the different shapes was a lot of fun, especially with the jumping puzzles at the end.

I had a lot of problems understanding that there are shape upgrades that can do different things. Maybe you can either intergrate something into the game that can communicate this better or mention that those shape upgrades have special abilities.
Also, the jump seems to not work all the time. Not sure if you work with rigidbody velocity, raycast or something else, but it is really buggy and was a bit annoying when I wanted to jump over a pit.

Anyway, lovely level design and what an achievement to build such a game on your own in such a short timespan! As said, big respect to you and I can't wait to see some more level designs from you in the future ^-^