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Luca Oropallo

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A member registered Apr 16, 2022 · View creator page →

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A mysterious earthquake shatters the two protagonists' final day on an alien planet. Help them escape using a Scrabble-like method of communication!

Play here from Browser, Windows, or MacStar Word



That's strange! Can you tell me what are your specs? only OS should be enough.

Are you sure you waited till the end of the download to extract the folder? Maybe that's why it misses some files. Try checking the size.

Sorry for the stupid question, but I really don't know what the cause '^^

Bruh, you asked for feedback on those fields, you don't have to find excuses for a game jam.

It's impressive how many dynamics you generated in just three days, good job!

The mechanics should have been introduced more carefully and slowly, but considering that it is a game jam, you've done well!

Cool music and character design, I love the hair resembling a rose.

Holes are either useless or frustrating because it's hard to guess the collision box. When in doubt, always make the enemy's collision box smaller than the sprite. The cannon balls have this problem too.

Never underestimate the power of narrative, and you didn't! I read the description and just made the game 10 times better.

Buuuut also don't underestimate the sound too, a background music and a jump sound could make as much,

Jumping animation was neat, also the tree growing on the head was really cool when I noticed it. I only wish that it was growing bigger and bigger!

The second time I played two flowers stopped from being hit so it was an easy win focusing only on the third one 😂

I think that it has a lot in common with Pac-Man! Overall it was a good experience.

Game Design: clever mechanic, perfectly in theme. I don't know if, in a full game, the fact that a missed flower makes the level harder is a good choice. It makes the players go for 100%, restarting when a flower is missed, which is less permissible for non-skilled players. But for a game jam is fine!

The 100% windows should be more permissive because the fact that the player understands the perfect route in the level is not enough to complete it at 100%, giving him frustration for repeating a level that he already mastered.

Level Design: it misses a real progression. You have to first introduce the mechanic in a super simple level, then build up difficulty level after level. The fact that the player is catapulted into the level with a timer, enemies, and QTEs is confusing and overwhelming.

You also should be aware of the second dynamic that you have that occurs when 2 flowers are blooming at the same time at a different speed. That is something that you have to teach too in a simple level.

So, for example, you should have:

1. tutorial - one flower only

2. simple level - enemy and 2 flowers

3. medium level

4. simple level with flowers that bloom at different speeds

5. medium level

6. hard level


Sound Design, Graphics, and Music are not my fields, but I find them pleasing

I think we got the winner here!

Polished, simple, and ingenious, with good progression, and intuitive puzzle solving.

I think we got the winner here!

Polished, simple, and ingenious, with good progression, and intuitive puzzle solving.

Ingenius mechanic!

I think that it would be better if I could shoot even if the flower is not fully loaded, limiting the area.

The other thing is that I don't feel a real progression between waves, the first one is very similar to the third and so one.

I don't think it's hard, I think it's unplayable.

Bullets are too fast to avoid them (no other bullet game matches this speed). When you get hit, the character rotates and shoots in a different direction from where you're aiming, making it impossible.

It's not clear how much damage a bullet does, I got 3 lives, but I can get a lot more shots.

Also, what is the character? Why am I fighting flowers? These questions would make you fit the theme more.

Cool graphic and monster design!

It's hard to tell how headshots really work and what enemy spores did. I thought that by standing by them I get healed, but nothing happened.

Cool graphic and monster design!

It's hard to tell how headshots really work and what enemy spores did. I thought that by standing by them I get healed, but nothing happened.

Overall graphic is really good, only people seems a little off with the environment.

I found it difficult to know how exactly the game works. First I avoided people to not cause allergy, then I used as much pollen as I could for every person, and then I tried to use only one pollen per person.

When I had no pollen left, I couldn't get how to have it back. I thought that I had to catch the leaves falling or the dandelions on the side of the street. I realized then that maybe it's just a matter of time.

So I would make changes in this direction. Make the player in full control of his pollen: make him reach for dandelions to recharge it and then rush back in the street to catch people, make him focus on precision trying to consume only one pollen at a time, show a clearer collision box with the people.

I can say that I've been bullied by a bunch of trippy mushrooms!

I tried many times, but I was not able to end the game. I reached the 4th stage. To me it was too difficult and not in my control but in the mushroom's RNG by the way they jump or where they spawn.

I would love to have the kick mechanics more integrated, I found it not useful compared to the attack. Maybe using the kick would make the mushrooms drop more healing, so I have to balance the kick and the attack to stay alive.

Also, the healing shrooms have a small hitbox that makes it hard to catch them while sprinting in the middle of the fight. Being high during the fight is fun and I would make it more possible to happen.

Flower's animation is neat. Seeing it blooming and growing bigger and bigger in the center of the screen is satisfying.

I found that the score is too big and distracting, mainly because it's not that important and because it covers a big chunk of the upper screen where I have to keep track of the falling drops. Probably it would be better to keep it at the bottom where you have plenty of empty space.

I was initially confused by the drops because they were too similar and didn't have clear feedback on which was good or bad. Using a different asset would be great, but if it was a matter of time, it would be better to use the color green for the bad one to associate it with acid.

I would also give the player more control by speeding up the character. It would better match the drop's speed and it would make it possible to avoid the bad ones at all. Maybe a sprint with a cooldown would add more agency.

Oh god, how many times I died, but still played to get to the end! It was fun 👍

I only felt frustration with the spikes hitbox that can hit you even if you stand on an upper ground.

Cool concept! This could be easily improved by letting players place more units in bigger rooms to outnumber the enemies but risking letting one side uncovered. The strategy will be improved also by adding different enemy types, like one faster than makes two steps in one turn