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NECRAV0S

11
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A member registered 33 days ago · View creator page →

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Thank you so much for your kind words! This was my first ever game so they really made my day :D When i was playtesting i also noticed that in some levels it's frustrating that you can't use the cards right away like the fourth level where you use dash-jump-dash-jump-jump and also it was hard to switch to the new picked-up card in the more harder levels. When i was playing i also realised that in levels where you have to use the newly picked-up card really fast, you have to spam "c" which doesn't always work so it makes the game artificially harder also it's not really fun.

So in order to fix those two problems while still keeping the harder levels of the game challenging and satisfying, i made the collision of the spikes shorter vertically and i placed the cards higher from the spikes. That way i wanted to give player time before using the cards so they wouldn't spam and actually try to time their abilities correctly. I didn't try your solution because i thought that could mess up the player's timing. Main reason i went for the higher card locations and shorter vertical collisions for spikes is i wanted the player to use their cards the very last time to feel satisfied because they dogded the spikes the very last second, while still keeping it fair. 

When i playtested the final version of the game i could beat the levels with waiting a glimpse of a second before using the newly picked up cards unlike the first version where i had to spam to land to platforms and the other cards. But i think the last problem was that i didn't tell the players that they can wait a little time before using the cards really clearly. My only attempt was that i put a roof to the fourth level so you have to wait for a second before using your first double jump card unless you hit your head to the roof and fail.

I hope i explained my myself clearly about the design choices and lastly thank you so much for your feedback and thank you for playing!

It's good but needs some polishing also great music!

Nice idea and cool mechanics on bullets. I also liked how the bullets and health bar was cards and the music was well matched for the pace of the gameplay. I think the major problem is enemy bullets tracks the player for far too long. I spent most of my runs just circling around waiting the bullet to stop following, i don't think it's necessarily bad but because the map is kinda small it makes dodging bullets even harder. Except this issue great game!

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I loved the variability of the cards and their discard abilities, i think enemies might be getting crowded a little too soon but besides that really good game. Great job!

Thank you so much!

Thank you for playing, i'm glad you liked it!

Really cool mechanic you got here, it could've been explained better though but besides that good job!

I really liked the idea of gaining abilities by puzzle solving. Simplicity of your artsyle is cool too. I think with more abilities and complex level designs this could be a really solid game, this is a very promising demo!
PS: The music goes way too hard like chill bro.

Cool rpg and theme, i loved the sprites for the cards! My only issue is i think the screen is to small for the bottom text. I think it would be better for the longer texts to open in pieces, that way you also could just focus on choosing cards, using to mouse to scroll down kinda breaks the immersion for me.

Cute game, it really made me feel like a girl

Art and audio are really good but it takes too long to find id cards and player moves kinda slow. Also i think the map is a little large for just walking around aimlessly maybe if you could see where the other characters are as little arrows on screen it would make it easier. Except these two issues, great idea and game!