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MetalFeng

21
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A member registered Jun 26, 2020 · View creator page →

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Streetlight, Desert Mourning, Mission Danger are my favourite tracks in descending order. Streetlight is just very listenable, has a wonderfully soft tone, very good mix, and progression. Desert Mourning is very good for the same reasons as Streetlight but I think the synth or guitar that comes in needs to be toned better as it's very piercing to the ear which ruins the track slightly. Mission Danger has a very good beat, main riff, and build up. But I think it falls into the same trap as Desert Mourning in that the guitar tone is too sharp and doesn't have enough variation in the notes. During the breakdown if the guitar mixed better with the drums it would sound more powerful and less overwhelming. After the breakdown the guitar also overwhelms the other instruments when it should maybe go on the backburner. I think this pack is very much an improvement over the first one, good job and don't stop rocking!  🤘😌

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Smolder is my favourite track in this collection because it's very easy to listen to and has a very clear vibe. I think the individual instruments sound the best in this piece. You should make more pieces that have the same tone! I think having more dynamic range in all the music would really help as well. Keep up the good work! 😄

Thank you for the feedback! I will add a cancel button to the tutorial. 😄

Did you find the game fun? Was there anything making it not fun?

Woohoo

Pretty nice for a gamejam. For text based games, I would put the text at the bottom so the player can take in the atmosphere with the background art. Also, atmospheric background sound/music is a must for horror games so adding an eerie background sound would add a lot to the experience. I really like the folly sounds so good work on that!

Nice scares with the zombie face, don't show it to little kids lol.

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I'm experimenting with it now. I think I was using the "minimal" Template for my game which might've disabled the scaling so thanks for helping find that out. Are you using "Point" Filter on your Sprites' Import Settings? The blurriness might be anti-aliasing from Unity.

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I appreciate all the small effects you put in to make every impact and control satisfying. Jumping, Hitting, Special Moves, and Pick Ups all have effects. The jumping physics is also perfectly balanced and I have enough control by holding the button with the jump curve being floaty enough that I can predict every jump. The 1-bit pixel art is also very well done, just enough detail to make everything recognizable but still have simple distinct silhouettes. I would love to work on a game with you!

On a side note, how did you get different resolutions for both browser view and fullscreen view on Unity? Did you edit the html file, implement in scripting or use the pixel perfect camera package?

Good job getting this out here. I like the throwing mechanic. The platforming reminds me of Fortnite's building/platforming mechanics. I would say it's a good first effort and the gameplay loop is pretty good. If I were to flesh this game out I would introduce the ability to levitate the barrels as telekinesis and remove the platform generation with boards you  can manipulate with your telekinetic powers. I would also increase the destruction effect on the drones by improving the explosion effect, create a force that sends parts of the Drone flying in difference directions on impact, and add camera shake. Not bad for a first game.

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I just finished the game and I really liked it! My favourite things were the atmosphere that was built up by the music and beautiful backgrounds, the throwing spear mechanic that was very elegant and satisfying to use for both traversal and combat. I can destroy those pots for days which shows that hits really had impact because of the visual and audio effects. I also appreciate the balance of the levels and enjoyed the steady difficulty curve. Going higher and higher throughout the world with the backgrounds changing gave a really wonderful sense of accomplishment. But I felt the direction of the level design and art was held back by the lack of narrative, music and challenge of the final area. I can feel the level design trying to tell a story but because there's no context behind what I'm doing, the feeling of progression is not emphasized. The music was really atmospheric but without build up and a crescendo also lacked the progression that was present in the level design. I was expecting a challenging final area but it turned out to be quite easy. The music was toned down so I did not receive the grand sense of accomplishment I was expecting from reaching the top. When the camera switched to a wider view of the world, I was getting excited and anticipated something cool would happen but nothing did. I think you have a really talented team here that is capable of building something  really special if you guys keep getting feedback and iterating. Kudos for such a bug free experience too, I enjoyed it!

Pretty good game. The starting room could use a much fuller description. I didn't know there was a wardrobe there until I accidentally discovered it by randomly trying keywords. Would also be cool if there were alternate paths through the game.

Really nice mechanics and atmospheric art and sound. Could see much more intricate levels being created.

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Your positivity really encourages us to improve the game so thanks! 😁

Thank you for the kind words! I hope you had fun making your game as well! :D

Thank you for the feedback and we definitely rushed the level design. Our artist worked really hard on the assets so thank you for taking notice!

Played up until the part with the three pikes with red light. The middle one doesn't hit you so I assume that I'm supposed to jump when the pikes hit the ground but after trying 5 times i give up.

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The core gameplay loop is fun albeit a bit easy. The player needs more things to interact with as the enemies are very similar to each other and interaction is limited. Maybe the game can punish the player for missing the grapple by having an energy meter or hazards in the game that will damage the player if grappled. The bosses are alright but still very similar to normal enemies. They need special mechanics to differentiate themselves from normal enemies. There could be more positive feedback to the player for successful actions like visual and sound effects for a successful grapple or enemy hit. There could also be more negative feedback for when the player is hit or stands on lava. The art style is fantastic and the animations really make the characters feel alive and jolly. I especially liked the owl flying animations and dust clouds coming from footsteps. The controls are responsive and intuitive. The game runs smoothly in 1920x1080 on my machine which has a Ryzen 5 3550H, GTX 1650M and 8GB of RAM. There is one big problem with the game that should be addressed, the camera angle and depth of field. The top down camera  angle was alright until vertically stacked platforms were introduced. These caused some headache as I was trying to discern what was below me and what was above. The depth of the two levels was not represented well enough and I had to constantly adjust to the player character changing depths. Making the two levels more distinct would go a long way to solve this problem. Maybe the unused level should be shaded or blurred. The music is jubilant and subtle but could be more melodic to make it more memorable. Also, are all the weapons in the game planned to be projectiles or are those just placeholders? There is something special here and I would love to play an updated and improved version of the game soon!

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Good movement mechanics and some fun levels. The level design could be more challenging to test the player's grasp of the great movement mechanics. For example, having a tunnel of spikes so the player needs to maintain flight and balance fuel usage while dodging some enemies along the way would be challenging, tense and exciting. The writing is witty and fits the overall atmosphere of the game. Although the self-awareness of the writing could've had more personality if it was assigned to a narrator, the player or an omniscient being. For example, instead of the introduction flipping between a narration and the subconscious of the player, have it be assigned as a narrator. The narrator could end the introduction with a self-introduction like "By the way, my name is Harold. It would be nice if you could remember me."

The flips counter increments as long as the omelette lands on the pan. Would be better to have a collider check that the omelette has landed on the opposite side to count as a flip. Otherwise, not bad!