the art is really great! I think it needs to be conveyed more clearly when you're out of range to place a stick. I really enjoyed!
Nitricswight_dev
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I'm not sure if it was intentional that the music restarts every time you jump, but it got quite annoying fast. The idea was good though! I think the "to scale" part is maybe a little dubious but oh well. I ended up getting stuck at a point where I didn't have enough metal seemingly, and one floating platform didn't seem to allow any wiggle-room to get onto it sadly. Keep at it though!
A strange yet charming little experience! The combat mechanic of being able to use anything as a weapon was fun! Could've done with another mobility option e.g. a roll, and enemies with ranged attacks.
I think with more polish and a few more mechanics, this could make for an enjoyable full release, if you want to keep working on it!
I mean that Unreal will by default blur textures slightly, as it expects you to be using higher-resolution textures (most game engines will do this by default). But with pixel art you don't want to filter the texture at all, and keep those nice square edges. I'm not sure how to do it in unreal myself, as I don't use it.
I really dig the art style, reminds me of a Cynthoni thumbnail. The visuals overall were great. I think I crashed the game though by skipping after the end of a round when there was an attack round next.
I'm not sure if it was intentional, but being able to do permanent buffs on cards every round was a really neat idea (if a little broken). But I'm not sure there's any way to lose? The enemy cards don't actually deal any damage.
Overall, this was a great submission. With a bit of touching up in the gameplay department, this could make for an awesome card battler!
This was a great submission! The movement of the guards was a little too random and it also wasn't very clear when you got spotted. The pixel art is very nice, but it would be better without the texture filtering, as the blur is somewhat ruining your good work.
It was a neat game, and that title music was awesome!
The camera is very unwieldy, it almost gave me motion sickness. I think the atmosphere of the game was very strong (besides the slightly goofy spider model). Speaking of the spiders, I only saw two in the entire game? There should have been a few more I think to make the maze feel less empty. I wasn't entirely sure how I finished the game, as I never saw the button I was supposed to press, the door just let me in all of a sudden.
I'd be interested to see where this goes, since it looks like you're planning a part 2. Keep at it!
the pixel art is absolutely beautiful, and the world is so detailed! It's lacking in gameplay a little however. The collisions were very annoying, as the hitboxes for either the player or the props are much too big. Considering the perspective of your art, the hitbox for the player shouldn't go any higher than up to the neck. It made navigating the world very difficult. The robot pieces need to distinguish themselves from the other props more, as some of them were a little hard to spot. I also came across one robot head that wouldn't be picked up no matter how much I clicked it.
Still though, please don't be discouraged, because your art is amazing, and I'd love to see more of your work in future games!
For a first game, this was really fun! The level design was pretty good, you do lose a lot of progress when dying in the second level though. Another thing I would say is that the character's controls are very slippery when jumping, it makes the platforming a little difficult. I think the game crashes at the end of the second level, or is there just nothing past that point?
Although it doesn't really fit the theme at all, I still had fun with this. Looking forward to see what you make next!
The intro cutscene was really cool! I did have a few issues however. There seems to be no way to die, I even stood right in front of one of the Metapods and it just pushed me off the platform, at which point I realised there is no gravity and you can just walk off screen.
I would also recommend finding more royalty-free assets rather than ripping Pokemon models, there are tons of resources like Sketchfab and Kenney for this.
Don't be discouraged though, I can see you're still quite early on in your gamedev journey. Keep at it!
The controls were not very obvious, mentioning them in your game page would be a good idea. I got to the room with two exit doors and died, assumedly because I went into the wrong door? The combat needs a little work, as the enemies keep advancing while your animation is fairly slow and only seems to deal damage on the final frame. But to be honest I just ran past a lot of the enemies, as you placed way too many in each of the rooms. Adding tons and tons of enemies is not a substitute for good level design.
You should work on this more if you feel like it though! The minimalist art style was charming, and doing all that on the tic engine is pretty impressive!
This was a fun play! The BoI-like shooting was very responsive, and the needle mechanic was really inventive! It was really hard though, perhaps unreasonably so? I have no way to knock the enemies back and they can attack me from anywhere on this small map, so even if I see the attack coming from miles away, there is still a very high chance that I get hit.
I also think that the waves should be longer, with a buy period after every wave, rather than small waves and a buy period every few waves. I think it will make your game loop a lot clearer to the player. I thought the card mechanic wasn't finished in time, until I eventually got to wave four.
Other than that, a great submission! With a slight rebalancing, it could totally be a full release!
This was a good submission! I feel though that the camera should've been more zoomed out and the movement speeds much lower, I'd often run straight into enemies that I couldn't see. It would also be nice to have more direct control over your summons (maybe they move towards where the mouse is pointing), as sometimes I would try to get them to defend me and they would not be very helpful.
With some sound effects and more fleshed out controls, I think this could be a fun little high score game!
Hi, glad you enjoyed! I'd just like to touch on a few of the issues you brought up. In our mind, the checkpoints being far apart increased the risk of sacrificing them. And we knew the players would likely never go for sacrificing checkpoints if they knew it wasn't required to at least hit one or two to get ahead. But a lot of this is a matter of opinion. Thanks for taking the time to comment!