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mardenn

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A member registered Jan 31, 2021 · View creator page →

Creator of

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Thank you! I planned on having remappable controls, but there just wasn't enough time. Agreed, I think I should add some knockback or animation when the player is hit (and maybe the enemies too). Really appreciate all of your feedback throughout the phases!

The sound effects and music were great, and I loved seeing the ships blast off into the distance when they were destroyed. I wish I was able to aim while driving in single player mode though rather than having to keep switching. Nice submission!

Thank you for the feedback! Your suggestions gave me some new ideas. I'll head back into the lab and experiment with ways to improve the experience with the ball. Also, I'll see if I can track down the bug.

Yeah, the game is focused on positioning and timing in relation to the player, orb, and the enemies. I'm trying to design it so that attacks with the ball are dependent on the player's position. I'm still going to explore in that design space for now, so it looks like I won't be making a million dollars yet haha

I'm not too good at bullet hells, so it took me some tries before I think I got a handle on how to handle the enemies and dodge. Once I built up enough items, I felt almost unstoppable just spraying bullets and lasers.

The starting move and shoot speed feel a lot better than before. It'd be nice to have a way to view stats, since it was hard to gauge how big or small 0.1 or 0.5 is.

Amazing game and I liked the flavor text you put in with the items!

The orb shooters were a nice challenge. I feel like they upped the difficulty, but it was hard to deal with ones that were on short upper platforms (since the player has to pull up from the ledge and be close to them). Definitely felt satisfying to slash with the sound and particle effects. Nice cutscene at the end too!

This was great, and the text effects and music really went along with the story. I liked the pacing of the story and the buildup. Well done!

Loved playing this, great job! Experimenting with playing fast and slow was fun, and this feels like one of those games that are easy to learn but hard to master.

Nice work! The music and sound effects really elevated the experience for me, and I liked that bullet time occurred less often. I had a bug where I couldn't move after respawning (in the WebGL version), but I had fun playing the game!

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The art is so good. And I get to smack some a fish with a squid. Great work!

I really liked the frantic feeling of having to tend to calls, flip the levers, and deal with the monsters all at the same time. The 10 minute timer though felt really punishing if I made a mistake, since I'd have to go through the entire level again. Great art and sound effects!

I like the purple aesthetic! The text that popped up felt kind of disrupting at times, since it popped up without any cues and restricted movement. Moving the character around felt nice and I enjoyed the squash and stretch effects.

Thanks for playing! Yeah, I can definitely see how it can be frustrating and I'm continuing to work on improving it.

I'm glad you noticed it! It was in the previous build too, but I don't think I communicated it that clearly so I added more visual feedback. I wanted to incentivize making plans/plays around how the orb is bouncing around rather than the player always pulling the orb for the perfect angle.

Thank you for playing! I wanted to try to have each enemy have a different behavior. Hoping to add in the boss in the final phase

The jump and movement feel pretty good, and I love the art! I can see how the concept will be expanded with additional levels.

Running around the map was good fun, and I liked how the sword slash was bright. The wall jumping or the visuals for it seems off.

Also, I was running in to slash and then running out to kite the enemies. Kind of like dancing barely outside their range and pressing A and D repeatedly. The camera movement for this is kind of dizzying, but this is probably just because of how I was playing.

Favorite part was timing dashes to avoid enemy attacks. Congrats on the huge map!

Thanks! I think the timers on the bird enemy needs to be fine-tuned, since it dodges a shot, dashes toward the player, and then is "exhausted" until a cooldown timer allows it to dodge again. I'll also try to add some more visual feedback!

I liked the neon aesthetic and the trails on the bullets! The quicktime events were a bit jarring for me since it changes the camera angle drastically, but it looked cinematic. The walking speed felt a bit slow, because I wanted to explore the city. It's nice how the buildings lower/rise for the player's view

The movement and shooting feel really good, and a lot of the small touches make the game great. The intro, text effects, and the intensity select screen were engaging.

At one point, it was pretty hard to see the enemies against the dark background. I could also see it being part of the game design to make it hard for the player to see where they're coming from. Maybe consider increasing the visibility of that dark background section.

Great work and I'm looking forward to what you put out in the next phase!

Great work, the thrill of rushing to finish the last hack while surrounded by enemies or the feeling of getting a reset just in time to prevent damage stood out to me.

It'd be nice though if there was more explanation that the reset item protects you, since it didn't feel intuitive. And at times, it was difficult to click on overlapping menus.

Also just a small thing, but I liked how the text/symbols on the walls bounced around. It gave the game more energy.

Glad you liked it! The pitch shifting was a tip I heard about before and finally tried it out in this jam

Thanks for the feedback! The main mechanic is manipulating the ball to deal damage, so I definitely have to keep working on improving the experience or maybe change how damage is dealt.

I really enjoyed playing this, and I liked how you modeled the level/path select after a constellation. The game seems built around an item progression, but the starting move and shoot speed feel kind of slow to me. The art and visual effects are great.

Neat game! Having the movement grid displayed on each piece was great for planning out moves. It'd be nice if maybe the UI also had stats to show the amount of joint attack and joint defense when hovering an attack on a piece.

When changing characters underground, I wasn't sure if the orange and green characters are separate from each other. They share the same bounciness but not the same position.


Cool idea with trying to stay inside the bounds of the map!

Really cool environment and lighting. Exploration was interesting, but I wasn't able to figure out what the custom eye meant.

The start was slick. I liked how the textbox slid in with the sound effect.

One thing that was hard for me was keeping track of all the controls that were in the introduction. I think a way to bring up the controls later might help.

Also, I felt that the yellow moving platforms moved really slowly, since I wanted to get back into jumping around.

Cool music and houses!

This was really fun to play! I liked moving around the map and quickly selecting a path through the hexagons. I ended up playing this for a while. The sound effects and music were nice too.

Do you die if you take too long? I tried playing to let the tail catch up and snatch up the bonuses. Having the tail completely catch up and having no empty cells didn't immediately end the game sometimes. At other times, I'd get game over when playing like this even though I had a valid move.

For me, the text size was a bit small, but I can see how larger text could also clutter the screen.

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Yup, I'm planning on adding better visual effects for showing when the player's in push range. You can rest easy knowing these are evil turtles.

Cool sprites and I liked the added touch with particle effects on the ship! Interested to see how the game will develop.

Thank you! Yup, I'll definitely look into the teleport and tweaking the gameplay experience. I'll also work more on enemy and level design so that skipping is harder to do and becomes more of an intentional choice by the player.

Really unique idea and sound effects were great! It felt satisfying to dodge and shoot ships and settle into the groove of listening for positions.

Great use of sound and lighting to set an atmosphere. The volume was kind of loud for me, but I enjoyed playing through the prototype!

Neat art, I like the aesthetic! I'm not sure if it's a bug, but it looks like I can't progress to the next room after opening the door.

It was fun moving the character around the map and playing around with wall climbs, wall jumps, and dashes. It might just be me, but the ledge grab where you pull yourself up felt a bit slow to me compared to how fast the player moves. Nice job on the movement mechanics!

Really appreciate the feedback! The ball should be using the center of the character as the center point, but I'll make sure to check on that again. I'll try to improve the range and feel of pushing the ball also. Great idea! I'll definitely be thinking through how to improve or change the teleport (and dash).

Thanks for the feedback! I'll think about adding some player range for the push and a hold/follow for the sun to make it easier to move from room to room.

Thanks! Yeah teleporting does feel better in a lot more situations. I'm going to keep experimenting with enemy and level design to see if dashing is still needed in the new situations that will come up.

Loved reading through the design doc, sounds like an exciting game!