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metal gemmys

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A member registered May 14, 2023 · View creator page →

Creator of

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Glad you had fun! Thanks for playing!

Yeah, the wall jump is a bit bad in terms of design - that's on me. Thanks for playing!

I think something has gone horribly wrong with 1-3. Nevertheless I'm glad you enjoyed the core of the game, and thanks for playing!

This is a reasonable critique. Thanks for giving it a go!

People have critiqued the wall jump so may your skillz remain unscathed. I barely survived Chapter 9 in Celeste and now that I'm hearing about golden raspberries I'm SCARED. Thanks for playing!

I see what you mean about the wall jump. Multiple people have mentioned it so it's gonna have to go back into the workshop. Thanks for playing!

Yeah, Level 1-3 has gotten notes from other people too - bad level design on my part. I balanced the times based on what I could achieve, which is unfortunately biased because of my slower computer. Sorry about that. 

Are the moving platforms spinning uncontrollably fast? That may be a framerate dependency issue, which happens by mistake from time to time. If your computer is operating at a really high FPS, that problem will be magnified.

Perhaps extra fuse time boosts could be seeded in the levels to make it easier to finish. Maybe an alternate mode where you really HAVE to do it without extra time, and boosts are added by default. Could be interesting.

Thanks for playing and the quality feedback! 

I like the animations and art style of this game. The counter attack mechanic was well done and quite responsive. Good work!

Thank you for playing! :D

Fantastic game with fantastic art direction. I love the mix of fantastical monsters and the medieval-style setting, along with the 21st century graphic design for each drink. The idea of the mimics as banned guests is also very entertaining. Great job team.

This game has a good artstyle and pretty entertaining dialogue. I think the major idea of creating hoards of slimes to do your bidding is a great idea, but in the game there were some problems with execution. Mostly, there's a lack of feedback on actions. It's hard to tell what each slime does immediately apart from colour, and it's difficult to tell which enemy is doing damage to who. Knowing when the player is getting hurt is also hard to tell. By adding different sprites for different slimes to emphasise their roles, and adding animations for each enemy and slime getting hit, along with reshaping and improving the readability of the HUD, this could be the start of a really interesting RPG / Rouge-like.

The level design and pacing of the mechanics is really well done. Each idea is simple but gets combined in new challenging ways. The art and the music is well done and fits with the style of the game nicely. Having to place ingredients in order adds a nice challenge and changes the game from simply exploring to searching for specific ingredients. Adding popups to interactable elements like ingredients, cauldrons, and NPCs would improve the gameplay experience. Tweaking the physics of the player controller like reducing the time it takes to slow to a stop could improve the game too (depending on whether you are going for a cozier or challenging game ). All in all, this is a major achievement for someone who only just started making games a few weeks ago. Very well done.