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Krzysztoffee

17
Posts
1
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A member registered Jun 15, 2020

Recent community posts

What are the odds of among us being playable on macs through steam, or is that a bigger porting issue which can't easily be done?

Controls flow nicely and the circle showing the rage is pretty good, I imagine that would be changed into some indicator that is more thematic. Be interested to see where you take the concept

Need some more on hazards, for example the diamonds and spiders came out of no where and so can't accurately plan. The enemies on the grid I feel need to have some way to appropiately plan around without trial and error.maybe like the farmer will only come towards you if it can see you or something along those lines. Apart from that a really good concept and apreciate the pause ability in the controls. May I suggest looking at the board game Robo Rally for some more ideas, that game has a very similar movement idea,

Consider having 2 ways that alligence can change. I won quite a few times when the enemy units near the enemy king switched to my team and I could kill him instantly. Maybe be based around what units people are near. So if units are near the king they have a very low chance of switching sides either way. When a knight is near by other units have a greater chance to switch to the knights colour and so on so forth, more units which balance their attack and range with their ability to change sides could make this an interesting tactics game which promotes keeping units together to stop them from switching. Think it could work as a pirate theme.

I think this is incredible, couldn't get past the level after the flappy bird level, was probably timing thins wrong but thats a fault on my part. I think the concept fits the jam perfectly and honestly could see myself sinking my teeth into a longer bigger better version. Potential ideas for your consideration if you do want to exapand, maybe some moving elements to the levels or maybe a button which can just kill your momentum completly allowing you to precisely stop and change direction could make for some interesting levels

NIce high speed platformer. Was startled when I saw the impending wall of what I just thought was fake cheese coming my way. My only nitpick is the speed at which the screen moves from center to it's position really snappy, but in a way that throws me off, especially as it is based on speed rather then just when you press left or right. Makes it so if I dink into a wall, the screen suddenly centers and then pings back, slightly off putting.

I liked the level design as it was suitably challenging and running on the ceiling is oddly hard. Only other little tweak would be in the final level where you have jumps that if you fall in there is no way to recover is just put spikes in there rather then waiting an extra few seconds for the wall of cheese.

it did but I couldn't figure it out so maybe an audio cue could help

Seems like you are designing mario make levels with key platforms missing to then use the luigi assist mechanic. I'm genreally not too sure, maybe having different types of blocks or even bigger blocks as the current block size is finnicky

Never got to the end if there is an end. Some of the evil computer bits I think are too small mkaing it hard to detect but then that may be because im playing in windowed mode. Interesting as the strategy I started to use was corral the enemies away

Really fun concept, design choice promotes a speedrun sense, and level design lends itself to having to go both left and right, rather than just hold right to win. ALso appreciate that each letter is coloured to easily identify what is for left and what is for blue. Well considered design that benefits the player rather then making it difficult for difficult sake

Needs some feedback on the charge, even if its a little sound cue of when it can be used again or how much it's charged up by. Overall, really fun, levels could become really nvetive with some more moving parts

Never saw the werewolf and after 30 seconds in you become pretty much unstopable.

Really visually appealing, and suprisingly a good amount fo strategy. I tended to ensure my rockets always fired along the same lattitude as I could. Would be really interesting to potentiall have to fight other tanks I could imagine the mayhem caused by that. Very good fun.

The thrust lasts too long, I survived to past the tone that plays and expected to return back to the original state but didn't. This could potentailly be expanded to include more map layouts which require you to handle the control and when to pick up the power pellets better. Could be a good arcade game

I think its a great little arcade game, Probably put a check to ensure that one of the random keybindings isn't the standard up, down, left, and right. I can imagine this as a cute little mobile game where the direction controls jump about the screen.

The puzzles reminded me of one of those rube goldberg type games that relies on getting the timing right but instead of manually placing all the elements you just go left and right until the game says "okay, I run now". I think adding jump into the toolset that the player can use might allow for greater depth with the puzzles. But overall presented well and concept is what I interpurted for the theme as well, so happy to see some implementation of it.

Art is great, but the style of it does make it a tad too hard to attempt to keep up. Reminds me of games like cook, serve, delicious, where memorisation helps in getting better at the game. It sounds odd, knowing the theme but it was too fast which made me go full circle and just do things at my own pace.