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Nebulous-Remote

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A member registered Jun 16, 2023 · View creator page →

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The mole attack definitely needed another round of balance, think we needed to do another round of balance.

Thanks for the feedback dude, really appreciate you trying the game. Will try get around to testing your submission today!

Thanks for the feedback! Definitely we were too weak on telegraphing attacks, and somewhat brutal on timings. What about the control scheme did you find odd, maybe something we could correct in a future build after the jam :)

It's fine honestly, the game was solid work and you can be proud! I think I would've probably spent a bunch of time playing around to find the right keybind's so none specifically come to mind for me at the moment.

Dude, this game is awesome. The use of the spin to randomise up the boss, works really well. The old arcade-y gameplay is brilliant, the music and sound effects are balanced well. This is a very solid game, well done! Every time I died I was eager to get back trying again.

Game seemed to request admin permissions to launch, so I've not been able to play. Personally, that's a bit of a red flag. Not sure if the tooling you used has caused this, or something but maybe worth figuring out why? I'm on Windows 11 64-bit.

Strong aesthetic, and I like the character controller you rolled with. Found a bug during my playthrough, if you spam K/L on the intro character dialogue the character will spin off into infinity. Disregarding that though it's a solid entry. I found the K/L bindings initially a bit alien but quickly was able to adjust to them so I think that was more a me problem than anything else. I really like the use of the theme too. Hope you enjoyed the jam and gzgz on submitting.

The assets are awesome, I love the aesthetic. The controls page could maybe be simplified down a touch, took me some trial and error to figure out the spin mechanic after reading it. Also the integration of the theme is great, gave me a good chuckle. Hope you enjoyed the jam and congrats on submitting!

Interesting adaptation of the theme into the boss fights. Constructive criticism wise, I think the shooting only being left/right reduces some of the rewarding feeling the player gets from combat. Heal functionality is good for what the game currently is. I think maybe a bit more use of verticality, and better feedback for when defending was done right would help tighten the experience. Well done on the game, hope you enjoyed the jam! 

Understandable, thanks for the feedback. I think we'll just abandon the port and go for something fresh. The jam sounds like a great opportunity to try a different take on a boss rush.

My team has a boss rush I made a while back in a different set of tooling to what we use today, we were planning to port it and polish it up since it never got finished. Would this disqualify us since we already have the design elements done? (We'd be open to leaving the source repository public as evidence of the code being authored fresh during the jam window). If it does disqualify us from prizes, are we still fine to submit just for the momentum gain of being part of a jam?

Solid offering here, controls are tight and the various buffs and stuff you gain are cool. Also enjoyed the craft variation, and the first boss fight I did was more of a challenge than I anticipated, but for the good!