Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Loon

10
Posts
7
Followers
A member registered Jul 31, 2023 · View creator page →

Creator of

Recent community posts

A lot of content. Different characters with different enemies, a big level to traverse through. No enemies though. Would be nice if you added enemies before the boss. Soundtracks were really good. 

The main problem this game has would be the camera control. I had a hard time navagating the world because it was hard to: aim skillshots, jump on platforms, face the boss (omg half of the boss fight was spent trying to get the camera to look at the boss and to get the character in position to aim skillshots at the boss). You should lock the cursor and hide it too. I could not do a full 360 camera turn. 

I love the background music. It's very soothing which complements the gameplay. The design decision to control two playable characters is very unique and I like it very much. 

I found the mana spinner and the cord ability by just clicking around outside the map. Even though I'm technically on the first stage. Is there a way to turn off the mana spinner? Because once you find the mana spinner, there's no way to get fiber which is needed to grow your vertex or buy a map and I found that frustrating. Maybe you should lock the abilities instead of placing them in the world and hiding it.

Amazing art, however no visual or audio cue on what to do. I've been rolling dice but there's nothing happening. 

Great audio and art but lack of direction (yes im aware of the minimap UI). Since it's already hard to control the paper plane--which I'm sure is the intention, give the player some leeway by granting them a visual cue of where to go besides relying on the minimap. Maybe highlight the object that the player should go to or implement a beacon of sort on top of the destination.  

This is my personal opinion so don't take this the wrong way or anything like that but I feel like the minimap was not necessary in this game because as it is now, the player (me) would have to rely on the minimap, focusing most of my attention on the minimap in order to guide the plane rather than focusing on the world itself.  The symbols next to the timer is not conveyed properly. I suggest a fade-in/fade-out small text on the screen with a one-word description like "Updraft" or something along with the symbol. 

Overall, a cool game. I'm happy that you got it all working. Feel free to argue with me, but know that I'm just giving you criticism and it's not meant to be taken personally. :) 

Water physics are wonky but in a fun way. Added sfx would make this game better. I beat it all using the same strategy. 

Short, simple, fun. I love it. 

Love the art and atmosphere of the game. Game loop is established, I have a clear understanding of what I need to do. The sound is astounding, it makes me feel immersed in the game. The movement speed was a bit too fast for my liking and I had trouble controlling the player. Also the attack/swing speed was too slow compared to how fast the character is moving. I feel like I could have beaten the game faster if the attack and movement were consistent with one another. 

This shows potential to be a great game. I would love to see this once it's completed.

Hard to control, game loop is there but it was repetitive. Great art though. 

This was very fun to play. The movement was smooth and the music was calm and serene which contrasts perfectly with the "frustrating" platforming. The art is minimal which fits the aesthetic of the game. The cannon ball level was hard ngl.