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luisdenpixel

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A member registered Jun 15, 2020

Creator of

Recent community posts

Thanks so much for the Bug Report, we will be working on that as soon as possible! This boss has been the biggest game crashing issue all development long lmao

Also, there is an indicator of your life! When you get hit, the ship flashes white and its color changes to yellow or red. It also looks progressively more damaged.
UI has been a difficult thing, since I wanted to keep the screen as UI/HUD free as possible to make it more immersive.

Very unforgiving, too much so. I'm a fan of difficult games but there should be a smooth introduction to the mechanics and -then- ramp up the difficulty. Also found it very frustrating having to grab my mouse to click "retry" over and over when the game controls exclusively with Keyboard!

Aside from that, this is a promising project, I liked where it could go, just a lot of polish to be done.

Maybe a comeback mechanic when you have 1 or 2 bullets left while there are 10 enemies rushing you would be nice, final level was very tedious since this happened to me!

I enjoyed the simple art direction and the "don't miss" feeling to it is great!

Thanks so much! We couldn't manage to flesh out some cutscenes to properly set the story up, but in the meantime, you can read a short description of the lore in the game's page by scrolling just a bit down!

This is a fantastic game, it feels like a fully fleshed concept that could truly become an iconic indie title if done right!
Unfortunately, for this MiniJam, I don't think it was presented well enough for the Health theme. It feels like a flavorless (very impressive) tech demo.

oh... lmao, yeah, I thought so too, definitely a more satisfying button to mash!

I loved how hectic the resource management can get! It was also very confusing dealing with controls and item convination/interactions without any tutorial or indications. (Thankfully you added that in the description)

This game felt very fun once you get the hang of it.

Thanks Drew! Yeah, we missed out on enemy sounds and damage feedback for this project, I'm aware it makes it feel less satisfying. (Something we couldn't really take into account due to the time restriction).

Oh yeah, I had some much more in mind, but time restriction hits your scope in the face like a Pie lol
Glad you liked it :)

Good to know that accessibility here was useful :) Sound design isn't our best department yet, but this feedback is super useful!

Thanks so much! You can thank modern gaming for that, lol

In space it's kind of overly done by now, though I understand the sentiment! Thanks for giving it a go :)

Yeah this sound effect thing seems to be the most common topic atm, thanks for giving it such a thorough explanation!

<3

Thanks for the feedback! I was thinking of extending Johnny's attack range and of course making the police baton attacks a bit slower so it's way less punishing at the start. Glad you liked it :)