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MemoryCanyon

21
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2
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12
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A member registered May 19, 2020

Creator of

Recent community posts

Very cozy! I love the art style, and it's always gratifying to see little details like the cockpit that often get skimmed over in anime.

Amazing art and music style. The narrative slides are gorgeous and love the soundtrack too. 

My only frustration was that the crabs recover so quickly and you yourself take so long to recover both from swinging your weapon and from getting hurt. The second level felt particularly unfair at the beginning.

My favorite level though was the last one with the fishes as it takes a lot of coordinating to manage jumping, attacking and dodging enemies. Overall good fun and I did feel accomplished when I got to the end.

Real nice presentation, great use of assets and I like the menu and music. Game is functional and AI and level design have already been commented on. As a multiplayer online it would have been great to see the multi-level design shrunk down and perhaps made into a mix of open and tight spaces.

Once big thing for me was the zoom on the shooting mechanic, it's very jarring when the zooms at each shot, not so much when you're already zoomed in but still a bit of a challenge.

Overall though it's great to see so much assembled together in a jam. We need more alien team deathmatch games for sure!

I didn't have much time to review before jam end but here's my thoughts.

I've played a few adventure novels before, so I began quite enthusiastically but then became frustrated with a few things.

  • There is a lot of random number generation just to get started. (I ended up with Pilot: 2 Eng: 3 Dip: 2).
  • I wasn't sure if I could re-roll for weapons slots until I was happy, but basically I got two high cost weapons, couldn't fill my third slot and then ended up with a speed of one.
  • I had 4 areas for merchants and finds (both gave me high cost weapons I already had, but not sure if this was an RNG problem.
  • I got a battle with a Military Officer in Area 5. Having to roll for their stats and mech makes sense for replayability, but I personally would have enjoyed some pre-made enemies to make things slicker.
  • The enemy won every initiative but I lucked out with him getting diplomacy. I stopped playing at this point.

Hope that helps, I would play the game again after some tweaks and without trying to squeeze a quick review out in time, but my preference would be a little more narrative and maybe a smoother way to generate everything at the beginning.

Great fun, I love the absurd narrative and animations as well as the text-to-speech dialogue. I was glad to see dialogue boxes in-game but would have been great to see them in the animations too.

What you sacrificed in terms of level design was made up for in the weapons upgrades and decent controls. I also really enjoyed Mr Purple Wizard's super long red corridor 

Great fun, I love the absurd narrative and animations as well as the text-to-speech dialogue. I was glad to see dialogue boxes in-game but would have been great to see them in the animations too.

What you sacrificed in terms of level design was made up for in the weapons upgrades and decent controls. I also really enjoyed Mr Purple Wizard's super long red corridor 

Totally wild, this game is an assault on the senses for sure. Plays really well and great music, I think this will take time to master

Really good! Great sound and nice visuals. The upgrade system is awesome and I totally wasn't expecting that, however my trigger happy playstyle meant I skipped nearly all the upgrades! Maybe a brief pause between defeating a wave and and opening the window would help, or perhaps only closing the window when the next wave button is pushed (even better, make that button off-center).

But yeah besides that minor thing this was great fun! 

Really good! Great sound and nice visuals. The upgrade system is awesome and I totally wasn't expecting that, however my trigger happy playstyle meant I skipped nearly all the upgrades! Maybe a brief pause between defeating a wave and and opening the window would help, or perhaps only closing the window when the next wave button is pushed (even better, make that button off-center).

But yeah besides that minor thing this was great fun! 

Really enjoyed this, great attention to art style and great animations on the mechs! I like the real time strategy of it, the friendly fire keeps you on your toes. Level design was quite good and makes you think about strategy. Really enjoy the random assignment of mechs and mech recruitment mechanics too, this made me want to keep playing. Only a couple of observations from me:

  • music and sfx would go a long way here. 
  • The player pathfinding works on trees, water and bridges, but not houses.
  • I would have liked to get some additional scrap metal when I scrap a mech

Great stuff!

Nice animation!

Oh thanks, I didn't look at that! I'll have another try later

This is really well done, love the unique character and mech design and the novelty you having to leave the mech to fight is nice too. 

One thing I found is that after a certain point it's impossible to mine anymore (after about 5 mins), because the influx of enemies is so constant and mining is so slow. But some really great potential!

Wow the art-tention to detail here is so impressive, even the game page looks fantastic! Love the music too. I love the idea of a playable comic book!

I love the dialogue and art style. Still trying to find the good ending, but I enjoy all the different dialogue branches that cover every player response.

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A very cute game, love the flip between 2D and 3D perspectives. Would have been cool to somehow incorporate the third dimension into the puzzles themselves too (like bringing objects from the background forward in order to use them as platforms)

Nice story, I like how you told the MCs story through objects. Some background music & SFX would definitely help add some weight to the story.

Nice art style too!

This is great fun, I really love the art and music style too!