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Miki (Game Designer)

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A member registered Jun 09, 2020 · View creator page →

Creator of

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No I didn't ahah, is there any hint?

The game run really fast for me, both in movement speed and jump speed. I don't know if this was intended, but it made climbing stairs practically instant ahah!

Played the full game, and the ending is unexpected.

As a feedback I would like if the camera didn't follow the player up and down while jumping, it makes platforming feel a bit off.

I like the torches as checkpoints, they saved me a bunch of time!

That's pretty high! Thanks for playing!

Thanks for playing our game!

Thank you sir!

Woah you got really good ahaha, well played!

Thanks for the feedback, more weapons definitely were in our design at first we spent a lot of time trying to balance the first weapon and the physics of the arm so in the end we just decided to go for one good weapon as a starting point.

We never thought of spellcasting, it's a really cool idea!

The game is well made for what it is!
If you want some feedback: 

- There is not much to do on the gameplay loop, you just walk around and search for objects, I would've liked some enemies to avoid or something to make you lose.

- It wasn't clear that I had to go on the end of the labyrinth after collecting the 3 objects, but I made it with trial and error.

The movement feels good, but i can spam the attack and jump buttons indefinitely without a cooldown and fly all over the maps and it doesn't feel right.

I would've liked some checkpoints to respawn upon death, or even restarting the same map.

I like the art and the ambience, good work overall!

Played the game from start to finish, love the concept and the art!
I really like Rhythm games and this was of no exception, really fun.

If you want some feedback on my playthrough:

- I had a bit of an hard time realizing how to make a "Perfect", I was aiming to "Deflect" the projectiles so I didn't want them to touch me, but that was not the Perfect Timing. After a while I realized that they have to be on top of you, usually in games like this there is some sort of indicator (like a line) that indicates when the note will be Perfect Timing.

- The notes are all based on the Rhythm alone, almost none of them follow the melody. This is good, but tends to lead to a repetitive gameplay, there are some cool part of the songs where I want to follow the melody (the most intense ones). Switching between melody and rhythm should add some variety to the gameplay resulting in a more fun experience.

- Not a feedback, but i managed to get S+ on the last song, and it felt really cool!

- I like how you differentiate between hit notes and accuracy, if I'm not mistaken accuracy is based on how well you hit those notes and points are how many of them you hit.

I really had a lot of fun playing the game, thanks for the work!

I would like to know that too!

Very cool and simple game!
When I saw the edge animation I was like "So clean!", good job it was fun! 

Thank you for playing our game and for the feedback! We wanted to make it somewhat challenging, at least in the last level of each arena.

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Thank you very much! That is something we could do!

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Thanks for the feedbacks!
I agree with you about the feedbacks, and we will  for sure try to improve on that for the next project! We tried adding a camera shake when being hit but it didn't make into the final project, sorry ahahah. Thanks for playing!

Thanks for playing the game!
Regarding the collision and combat yes, that is something that we're still trying to achieve.

Really simple and good game, it's pretty much like Reigns but with Mafia life.
I would like to swipe the cards and see the effects just with the mouse, and maybe adding more cards with different effects!

Good job, it was fun!

The game got stuck 2 times after reaching the chest in the level in the left part of the map. I wanted to play more but rip.
The idea is cool, the music and the art is fire I love them.
Gameplay wise I would like more control of my character when I'm in air, and some enemies don't see you from behind even when you hit them, so they're just standing there for free.
I can also attack while defending (?), I don't know if it was intentional but it seems pretty busted ahah.
Good job on the game, it was fun!

Pretty good, love the music ahaha!
But yea, the obstacles are too fast and have no warning, so I don't really have a choice but to react, and yet sometimes they just throw stuff to the ground, it's not very intuitive, it takes time to learn.

Good job!

Man that sound scared the s*** out of me LMAO. Btw simple cool game, good job!
Make it more interactive, I can stay up a lot of time when the boss shows up so I don't actually "Have to play" i just need to wait.

The game is really... Strange? Ahahaha I don't know how to describe it. I get thet VimLark is my boss, and i'm working for him, that was a cool idea. But man I'm getting frustrated cause you made me wait so long and I received only a speak as a reward, I really wanted more.

Also I found that going back and forth in the Boss Room makes all the various interactions appear one after the other without having to go back to work. And the camera movement was a little bit slow on my pc (maybe cause of resolution).

So far, good job on this work, the long corridor with all the thumbnails was cool!


Nice game! I like how fast paced it is, if only giving commands would be a little easier it would be even faster imho. The climbing animation of the enemies is well done and the fact that I shoot them while they're coming makes the game more like a fast management, everyone has to do something. I've played up until level 3, then it became a little bit stale because enemies were never attacking me. Good Job!

The game is pretty good, I really like the music and the balance between stuff to do and maintaining the stress level low with items! Since I have to do everything fast maybe a map of the floor would help me going through without having to memorize every single spot I've been. I finished the game, good job!

Thanks a lot for playing and for the feedbacks!

We initially thought it as a local multiplayer, we spent a lot of time into arena design, basic movements, IA and player tuning, so in the end we decided to leave it as a singleplayer experience. I think we still need experience (and time) to provide an enjoyable multiplayer gameplay, but this went into the right direction, so I'm really glad you did enjoy it! 

Interesting concept but i really don't know what all those cheats do until i use them, or when i'm winning/losing ahah

Good Job tho!

Loved the game! It really feels like i'm exploiting the game, i liked how you made me wait early in the game, it made the time travel feel even better

Good Job!

Good concept i liked to see what changing different variables would do.

Most of the jumps were really tedious and made it really difficult to play, i thing at least reaching the main event of the game (The computer) should be easier, cause i wanted to play your concept and not just a platformer :P

Really strange and fun game, i like it. A really good presentation, i would've liked more if you used the limitation better, it's such a good idea!
Good Job

I liked playing this game till the end! The concept is really good I feel like a hacker trying to find the right variable to mess with.

The platforming needs improvement it feels like jumping is the most difficult thing to do ahahah.

To be honest, as a player I don't really like reading so I skipped dialogues, and some things were not that intuitive (but that's my fault i guess :P).

In less words: Short and Sweet

First thing, thanks for the feedback, we really appreciate you played our game!

We tried to connect the environment underneath the player to the "Main Events" of the game, finding the Cheat Shards, but I understand, we made maps a little bit too big , it seems like we need to work more on how to redirect the player into precise directions.