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Moonlight Reaper Hien

31
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6
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A member registered Aug 29, 2019 · View creator page →

Creator of

Recent community posts

Thank you for playing. I am glad you enjoyed it.

Have to love the nostalgic feel of a text based choose your adventure game.  Great concept, adding some ability to update settings to suit many players will be nice.  Text moves quickly and unless you can read at a faster rate the auto scrolling will be a pain point potentially with other players.  text scroll is fast, but photo will seem like there is a long pause after a photo perhaps swapping both timers will help. text sit longer for others to read and photos will scroll away faster.

Great concept, with the open aspect of setting up the towers, we can create choke points very early. by wave 10 they were getting spawn killed before the get around the first bend. Limiting tower points will assist.

Got it working on the work pc.  Probably one thing is, after confirming the grid, it can activate the spells tied to it.

UI needs some work, and keyboard shortcuts sometimes seem not to work. For example, I press m to move, and the item is removed from the UI. Perhaps consider adding a check list for players as well to let them know the minimum expected part list. 

This is quite the eggCeptional setup.  The difficulty gives me the vibes of the old scene where Lucy and her friend were on the line at the chocolate factory and couldn't keep up.  The difficulty does seem relatively high even for the first level, but if this was by design then it was great.

The game is a great concept, not sure if it was my browser or not, but the game did not function properly in combat. I would set the spell, confirm the grid, but not attack. The tree would do no damage back as well.  

I will test on another system at a different point today and update. If this is still faulty I'll let you know.

Thanks for the feedback. That was what I was testing in this build. I just added those systems with coyote time, but it was set to 0.18, variable jump height. Even acceleration and deceleration on the ground or in the air, will probably need to adjust the speeds.

Really the submission for has another helpful question. "What kind of feedback are you looking for?" "What updates did you do to the build?"   Should allow for more detailed feedback.

gonna do post jam jam? where its just update jam builds as the build

great game, would have preferred a way to change the mouse sensitivity since high dpi users have issues with the sensitivity.

The voice acting was great, but later stages had issues where the audio and BGM weren't balanced properly. The third stage music was about three times higher than the voice, and 4th had about 1.5 times louder music.

good concept with the building and pressure over time.

Great concept, pacing and options if a missed jump occurs will help.

Great use of the theme and the game play mechanics are great, the only thing I would change is weight worked with gravity, but mass to velocity should be updated too

That was actually the original version of the game, but I noticed  there is a voting category for "enjoyment" so I added a life system and checkpoints. The first version had the penalty of resetting back to the original spawn. I could take lives and game over out and leave check points as a system as well as an alternative option. 

Creative and great, but the recognition system is extremely strict and would create player frustration as they continue to adjust and make tiny changes to make it 100% fit.

The post-jam version that I'll upload will have fixed coding for the small zone and death zones in the tutorial, the checkpoint 2 area where you were able to shift back in a tiny space and soft lock, and there is now a new terrain block over the spikes that of a box with "!" this will be like someone put the spike there. Hence, it is a man-made box in the ground.

That zone was missing the small-only lock, so when you went big, the body was too big to fit in the tiny space; that has been fixed in the post-jam version I'll release

Interesting concept on the size-shifting of the player model, but implementation felt a bit off, and sometimes there were assets in locations that did not make sense.

The game had a decent look, but many collisions felt off, and sometimes, is_on_floor did not trigger, so a jump was not registered. Polishing the movement will assist. 

Physic engine was wonderfully developed, but it was a shame that many of the puzzles could be solved with smaller assets. 

It has a great artistic feel; developing the questioning to lead more into a different set of story paths will assist with drawing out more details.

Great game, some of the mechanics in later rooms cause a rubber banding issue and you have to get creative to get out.

Great game. The only issue I encountered was the gameplay loop, which benefitted most from allowing the player character never to move horizontally and spam down the middle.  More incentive to move around would have helped change the gameplay approach.

Wonderful game. I can't wait for a more significant release if the game continues to be developed further.

Very fun and addicting to play.  the complexity of the game is enough to maintain enjoyment. Great mechanics and the difficulty pacing is great.

Great game. The click to shooting is kind of old school arcade style is quite fun.

Thanks

Can you let me know where you were able to regrow back? I tried to get most of the collision maps setup where it was locked out in the small zones. I could add some indicators on a different layer to be behind the spikes after the jam is over since updates are not allowed.

Can you get a screenshot area you could revert in. I tried to set up where you can only grow back up in large zones, make there was a bug somewhere.