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milk9111

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A member registered Feb 20, 2019 · View creator page →

Creator of

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Thanks! Have you played my other games?

I thought this was a good entry! Enemy artwork was unsettling and the PS1 style graphics worked well I think. I would say that the first-person camera movement and overall controls were difficult to use. Also there should be more visual feedback when an enemy is hurting you or when you hurt an enemy.

Interesting idea for a mobile game. I could see it as like a time waster on the bus. However, I think there's a big issue with the coin collider. It seems way to big on the bottom. The robot won't even be close to it and it'll count and force a restart. I'd say look into that if you're continuing with this. 

A lot of good ideas here. I think the art style works mostly with a couple of objects that were hard to decipher (like the portals to areas). My biggest gripe with this is that the bullets are difficult to use. They don't go very far, it's difficult to aim, and they don't last for very long. And combine that with the fact that there's a hefty cooldown between each shot means this is more diffcult then it needs to be. 

I'd say fix that piece and this would be a really solid title. 

Quick and easy after getting through the wall of text at the start. I would suggest breaking that up a bit next time. Was hard to manage, probably  because I didn't make good use of the journal but good overall.

Not able to rate this one, sorry. I opened up the game and the resolution in the game didn't match the screen. I clicked Controls and I was not able to get back to the title screen. 

I liked the character designs and art style. I thought the platforming was solid. There's just some odd pieces that don't work that well like the extra jump to do off the box doesn't work some times. 

Glad you liked it! Do you remember which hologram platforms you could still jump off of?

Thanks for playing! That’s definitely some unexpected behavior. Thanks for calling it out. 

Awesome, thanks! When you’re there can you keep an eye on the menus? I heard from someone else that the buttons weren’t working but I didn’t see any issues so looking for another opinion. 

Which level?

Really cool! Good execution on this. Looks polished, sounds good, solid idea. My only real complaint is the platforming is a bit rough around the edges with the coyote time and getting stuck on edges.

I really liked the art style and music. You can tell a lot of effort was put into that. 

I would say to make the movement a bit faster and to let the player skip dialogue.

Hi! Thanks for trying it out. Could you elaborate a bit more on what isn't working about the menu? Is this the main menu? The pause menu. I just tried it out  in the browser and it seems to be working just fine. 

Thanks for playing. I should have made it more obvious, but you can press the space bar to lower the book and watch events happen.

Looks cool and feels creepy. I wish there was a sprint mechanic or something to move faster so I can get away from the cone dudes.

Atmosphere is well-made and the jump scares got a me a couple times. I will say that I wasn't exactly sure what the goal of it was. I'm given this bow, but I can't seem to see or shoot the thing that keeps killing me. So what's the point? 

Cool retro-style with a twist! Job well done. I wasn't a fan of the "mafia" ending, it really lended itself more to a supernatural or psychological kind of story IMO. Fun experience though. Nice work.

Looks super cool and the story is fun and creepy. I wish there was some more interaction besides clicking on different options on the screen, but it was an enjoyable experience nonetheless.

Really enjoyed the tone of this game. Creepy halloween vibes all the way. Soundtrack is perfect for the theme. I didn't totally understand the goal of the game but had fun anyways. I would say to tighten up the jumping a bit more by adding in more coyote time for your jumps but nice work besides that.

Really awesome job. Gives me the heeby jeebies. I would say make it so you can close the windows and generally add more features to the OS and maybe other people to talk to in MSN but what's here is top-notch.

Art and animation were very striking. Loved the way it looked. Platforming felt good too. I would say make the hitboxes a bit tighter on the player. I felt that there were times I was unfairly killed when it didn't look like I was anywhere close to a spike. 

Good job on this! Movement was smooth and I thought the harpoon feature was well executed. Overall, visuals and UI looked really clean and the variety of planets is great to see. This could be a fun little mobile game if you put more time into it. 

I would say that your galaxy is too big for the amount of time you are given with the sun. There were quite a few runs where I was spawned with planets far away from the sun so I was basically done from the start. I would also make the planet/sun collision more meaningful. They kind of just melt into it and that's something that I would expect to have a lot of gusto behind since it's a pretty cataclysmic event. 

I also noticed that it isn't formatted well for browser if you don't do full screen. I would take another look at your UI elements settings' within the Canvas to make sure they properly scale and reposition based on the screen resolution. 

Great job for a first game. I can definitely see this being a good distracting mobile game on the train to work. My recommendation is to dial it down a bit on the chaos though. It gets a little too much too quick and it makes it almost impossible to keep track of more than one slime at a time. 

Audio is solid and the shooting is fun. Nice job on this. I really like the addition of the shop. Gives the game some longevity. I'd propose making the jump a bit less sensitive to player input. I found myself jumping and flying off the rock when I tried to correct myself. Either that or make the rocks and platforms bigger. Nice work though. 

Ah really cool game! There was a solid beginning, middle, and end. Art was good and power-ups were fun. I'd say this is a start to something that could be a potential release so nice work. 

Some feedback I'd give is to not make there be so much waiting between when I activate an ability and when I can start moving again. I saw around a second delay at some points which was no bueno when I'm trying to do crowd control but all of a sudden I can't move anymore. I'd also say to remap those abilities to something like WASD instead since my fingers naturally go there. 

Definitely confused at first but the lighting effect "changing" the map was pretty cool and easy to pick up on after a couple of times. Talking to the characters was interesting and I felt unsettled with it all so if that was what you were going for then you nailed it. 

In the future I think this could be improved by adding in more sounds effects, switching to art assets that fit the theme of your game (I'm thinking "spooky", not the game jam theme), and a bit more direction as to what the goal is. I did also find that some of the walls I couldn't go through so button up the player collider too. 

The storm effect and modeling were well done and the cars zipping by were my favorite part. Two things to improve:

1. Add sound. It can kill the vibe if you don't have sound to give you feedback on your actions. Case in point, I didn't realize the cars hurt me until I was teleported back to the main house. I didn't think to check my health counter because I wasn't being told that cars = pain. 

2. Improve the player movement. The character is sooo slow but jumps like a madman. It doesn't match and makes it hard to traverse.


Side Note: don't lie, you definitely watch Dani.

Joe Schmo. That 2 minutes was eaaasy. Seriously though, really great work on this. Should definitely have more ratings. Even without any directions I was able to quickly pick up on the goal of the game and had a positive experience interacting with the mechanics. Good ramp up time and I really appreciated the amount of leeway you give with being able to squish the aliens and grab onto the UFOs. Other games of the same type would go the other directions and make the colliders super tiny so you'd have to be right on the pixel. So some extra padding really helps here. 

I would say though, I wish there was some sound. Really kills the vibe when the only real feedback I get the sound of my mouse clicking on things. 

Looks great, feels great. All around a fantastic arcade experience. Audio is a bit loud but that's easily fixed. Honestly my only gripe is I wish there was more variety in enemies. 

A fun wipeout game for sure. Even though simplistic, it was colorful and fun to look at. The controls could be tightened up so it's not so easy to fling yourself off the edge. A checkpoint system would also be good because falling off halfway through really deters you from wanting to finish because you lose so much progress.

Art and animations really quality. Nice work on that. The strawberry was fun to throw around with the boost. That part feels punchy and awesome. Honestly though I get pretty lost without some direction on where to go. I avoided the birds but then I jumped off the edge expecting for there to be a platform but there was nothing and I just fell to my death. 

Looks fantastic. Really great job with the use of 2d and 3d in this. Arcade machine is top notch. I would say it becomes pretty hard to play basically immediately with all of those dorito bags flying in. I also could only get the pogo jump to work about 1/3rd of the time. I'd say button up the controls and this would be a cool idea to continue with. 

Idea is good and the rolling is fun to do. I do think the amount of enemies is too much and there needs to be a better way to direct the bullet. 

The rolling and platforming felt good so nice work on that. Would make for a fun obstacle course-type game. The jumping I'll say doesn't work all the time, especially on slopes, and is a bit too "floaty" for my taste. I'll also echo what Ezra Mason said; there should be a quicker reload after you die. 

Really clean graphics in this. I can tell there was a lot of effort put into this. I can see it turning into a decent bullet hell. 

I have 2 main gripes with the experience.

1. I think the tutorial screen was too dense. With the small screen filled with different sized fonts and images, there was a lot going on and I had a hard time digesting the information. 

2. I really think the player should have much faster movement. It got to the point where I spent the whole wave just circling the enemies because I had no other way to avoid their bullets. It's fine if they're slow because there's so many of them, but with how much health they have and how slow I am it can turn into a slog after a few waves. 

Grapics were definitely the highlight of this. Looks great. The music used was good too. I just wish there was more of it.

 I agree with Thalfis that the controls could use some improvement. I didn't really understand what the controls were or how they worked and what my goal was. But once I got the "hang" of the swinging I was enjoying myself. I had a hard time figuring out how it tied to the theme though. 

Looks top-notch and feels good. Animations and models were my favorite part. Fun to look at and experience. I would say that using the Shift key is not the right move as you end up pressing it a bunch in rapid succession which Windows then prompts you to enable Sticky Keys which sucks you out of the game. I would also recommend giving a bit more time to press space before the dishes fall as there isn't enough room for proper reaction. 

Really good start to this. There's a lot to enjoy here. Driving is good and the destruction of the obstacles is well done. But it is rough around the edges. The music cutting out after I hit something and the clipping is pretty jarring. I would also say that collisions with obstacles totally stopping my momentum was not that enjoyable. Felt like I was being punished for playing the game the expected way. If that wasn't here and I could just blow through things without my car stopping then this would be a lot better.