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marumaru

4
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1
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A member registered Aug 25, 2022

Recent community posts

it's amazing, it's structured like a real demo, with mini tutorial levels, which helped me learn the controls better. and it also makes me feel like there's a whole game waiting for me after the demo. The general art direction had a sense of intrigue which made me wonder about the game's setting. I've never played a plane sim before, (do all plane games control this way?) and could not beat the turrets level.  Maybe there could be more visual effects indicating the plane's move direction more intuitively. Or perhaps it's supposed to be a little hard by nature, so that the players can have a journey of mastering them? Good work!!

Love it,  M&B-y combat is FUN! great proof of concept, can't wait to see how it will evolve in the future. Wonder if you can implement more dynamism into the combat, maybe messing with physics, maybe having unique enemies and patterns and attacks... I'm sure you already have some ideas. Nice job!

The ambience sfx, improved camera, higher poly ships, flavor particles, the charming main menu sequence are all helping the game towards the developer's vision. Liked how the cannons shot farther and faster.  Toggling the ship's speed instead of holding it down felt good. Still think the movement can be faster, whether it's through upgrades or by default.  Awesome progress!

Love the vision. There's nice writing in this game. Interesting flavortexts, i.e. the description of the environment on top right seems to evolve as the player character observes more of the structure, description of the stats (Strength, intelligence etc.) offer an intriguing perspective. I couldn't finish it with a 4perception 2intelligence character. Picked up all the items for diesel and found the generator, but didn't know how to actually make the fuel. I guess there's an inventory screen? couldn't figure it out.

Some feedback : 1.There's a room with a pot with 2 sets of Inspect & Cancel options, and a pot with 0 options. 2.Thought the item pickup dialogue was inconsistent. Sometimes you pick up multiple items with "take" option for each item, sometimes it says it grabbed a bunch of items just from taking it once, passcodes are remembered without any take option...this could relate back to exposing the inventory screen to the player more intuitively.  3. the flashlight system is novel but it has room for visual improvement. Could be higher res, or take advantage of other lighting techniques.

Excited to see where it goes.