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Majo 'Mirez

29
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5
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13
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A member registered Mar 08, 2018 · View creator page →

Creator of

Recent community posts

thank you so much! we're going to work on the sensitivity issue, and tweak a bit the sound system to make it hard to get close to the dragon ;D

thank you! and thanks to the huge amount of useful assets I found in the Unity Store, it let us focus more on the coding than the art. I listed them on the page, in case you want to check them out

thanks! that was the feeling we wanted to project :)

yeah, we noticed the sensitivity was too high after uploading to the site, thanks for the feedback! we're going to implement a sensitivity setting in the future

very good! it has an interesting mechanic. Sometimes the camera orbits the character for a couple of seconds after respawning, it's a bit dizzying. I suggest making the bright elements a bit more dim, to reduce fatigue, specially in photosensitive people (the lights on is ok, I'm talking about the platform and the goal). I hope you make more levels in the future, it's kinda short as it is

I tried your other entry (https://iamthespark.itch.io/go-big-or-go-homeweb) and the game is pretty neat, I liked how the colors of the balls complemented with the size, it's intuitive. I felt the speed was a bit weird, like it would gain momentum ? (unless it was intentional), also I suggest to move the camera up gradually after eating

it took me a while to get how to use towers, and it gets a bit monotonous after a while, but I forgive it because of the sound effects

That's so fun, good job on the procedural generation, I suggest to use fog (or something else to serve as a curtain) to limit visibility, to reduce the amount of elements spawned, as having so many elements might lag some computers. Also you might want to correct the resolution, because I couldn't see the fuel meter before playing in full screen xd. Also good job on the randomized sounds and animations, and the difficulty increment

the camera is a bit weird, it's hard to tell how the character moves. I liked the particle and sound effects

it's a good concept, but there's a lot of work to do to make it more enjoyable, as I felt a bit frustrated once I lost control of the ball. I suggest to improve the camera, adding some control to it. usually, these kind of games use WASD to rotate the camera and the arrows to move the player (or vice versa)

I loved the color palette, and implementation of the theme (even though the last level has 2 rules lol), it remind me of Baba is You, both in mechanics and feeling. I also like how self-explanatory it is, it's good use of the diversifier

I liked how you implemented the controls, it feels "right" (sorry I don't know the word in english haha), maybe just the ladders feel a bit weird. I also liked the theme and the aesthetics, it goes very well with the gameplay

Wow, that was definitively something else, I'd love to see more of your games in the future

that's actually a good idea, it needs a little debugging here and there (in my case, I couldn't jump sometimes in slopes, along with the other bugs reported). It has a lot of potential for a puzzle platform game, but I feel it need mechanisms for the player to correct their missteps

Even though the idea is simple, it's very well executed. Also, it has some good effects, good job!

Pretty game! Sadly I couldn't finish it because the illumination makes my head ache after a while (the game is too dark and the runes too bright, the effects are neat tho). I don't know if the intention was to get the player lost in the labyrinth but I felt a bit frustrated at the beginning, specially because it's hard to see. I suggest adding landmarks to help the player navigate the cave (in absence of a map)

Excellent job! this is a pretty and fun game. I liked the difficulty progression and the introduction of different types of platforms. This game would be pretty good for mobile

I really like the idea, but imho I think that keeping track of the terrain and the enemies and the rule, all that in a fast pace it's too much (for me at least), I'd suggest to start easy and make it harder as the game progresses, either speeding it up or adding keys one at a time (eg starting with A and S, then add D, and finally F).

I see what you did with the name of the game. I also liked the aesthetics, specially the color palette, very retro like

I really like the usage of the theme and how it sets a random rule each run. I suggest using a different key for shooting, as pressing Shift too many times triggers the Sticky Keys in Windows

Beautiful game! The thief is too fast though, it's a bit tricky to catch him. Props on the voice acting

thank you! we're thinking of make the timer configurable (along with the sound volume)

thank you very much! In fact, I want to add the option to loot gold directly from the piles in the future, and yes, you're right about the visual effects and the timer, we're going to work on it later

I loved how the game tells the player when they're about to lose, good job! very intuitive indeed

I guess I gotta tweet about it hahaha

Really interesting idea! but I still don't get why the ship can move. Also, good job on those music settings!

Well done! the aesthetics blends well with the music and theme. It still lacks the sync of the game with the music tho

I got an error some seconds after falling in the lava:

An error occurred running the Unity content on this page. See your browser JavaScript console for more info. The error was:

RuntimeError: integer overflow

The game also takes a lot of time to load. Anyway, I liked the idea! it just need a little more debugging