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Necron

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A member registered Feb 10, 2019 · View creator page →

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Interesting little simulation game though a bit slow. The spreading mechanic is really cool and I hope you expand upon it.

I feel like there should be fewer guards in the first wall to let players build up more and quicker. Maybe give all creep the ability to do a little bit of damage rather than having to wait until the Flower ability, which is pretty late. I feel there is a need for a different control scheme, it’s too click intensive.

I ended up putting the game at times 4 speed to spread faster and overwhelm a section before moving to the next section. The attacking enemies attack a bit too much from the start, maybe have guards attack once or twice in a day and then have to go back to their house to rest. Sometimes a single guard would decimate a lot of Root so fast.

Might want to add a greenhouse direction next to where the player starts at to show the player what an object is rather than only having the explanation in Info.

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Very cool tower defense game. Love the setting. I died in the second wave my first run.

I’d suggest letting players know which lane will be active so they don’t waste resources defending lanes that aren’t attacking. Maybe start out with only 1 active lane and adding more lanes after the players have gotten a few rounds under their belts.

I’m not sure if it was me or my settings but I had a pretty difficult time getting the timing right. Might want to try out a couple other tempos or widen the bad timing range. Might be able to look at other rhythm based games like BPM, DDR and the such to see what tempos they use for easy, medium and hard difficulties and see if any fits your style.

Very fun and crazy game. Took a little time to really figure out the mechanics but after that, it was much easier. I beat the game.

Would like something on screen stating that KOG can charge through certain objects. Typically players stay away from spikes and such. Maybe have KOG start the game in a hallway on the side and only pressing E starts the Mummy and KOG charges up the side breaking through a couple different objects like the ball of a pinball machine going up the side of the machine.

Very interesting combat mechanic, could be a lot of fun but needs a bit of tweaking.

I had a problem where hold clicking on an action only worked about half the time and it was extremely frustrating. I feel like the combat wants the player to react to the enemy but the timing seems too fast for that. It would be nice if a single click moved an action straight to the next available slot. Then hold clicking can move things. It didn’t seem that actions could swap with one another either, they could only move onto emtpy slots. I might suggest trying things like having the enemy actions start populated to allow the player more time, having the enemy take no action every 2/3/4 slots depending on the quickness or difficulty of the enemy, maybe have a pause time mechanic to allow the player more time to choose actions but then actions have to have more weight to them or some type of pros/cons system.

Really interesting game. I beat it though sooo wished there was more. I could see this being a really cool metroidvania with a twist. It could focus on more stealth and horror rather than combat.

It took a little bit to find out that I could move while in hiding, might want to inform the player that they can move while hiding somehow. Like stating hiding is crouching and have a zone where they have to crouch to go under. I do know you have one later.

The art was really cool, especially for the player.

I’d suggest either using Spacebar or the S-key for hiding instead of having the player possibly remove their finger from A or D keys while they are moving.

Simple vampire survivors style game. Got to Wave 24 out of 23 and the game crashed, lol. I also beat it once by finding Thor.

Would like to see some more enemies, especially elites. Might want to look into something that limits the number of items on screen, around Wave 15+ when the sword enemies started shooting, the game started to bog down and especially at Wave 22+. Or might want to us the Profiler window to see if any code is being run way more than it should (loops and stuff).

Really need to see a Gambit system in a Jam game, been a long time since seeing such a system outside of FFXII and it’s really cool. Was able to beat the game and enjoyed it.

Seems like Mans Gambit for Closest<=>Shoot isn’t working right.

I’d suggest adding damage numbers to attacks for enemy and players. I think some variables need a bit of balancing, different HP amounts for different enemies, damage for players feels off(2 shots and 3 dmg = 6 dmg before reload vs 6 shots and 2 dmg = 12 dmg before reload), not sure how long Enhances last so a visual would be nice.

Here’s my screenshot showing the tiny text on my display. I am using a 4k tv.

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Interesting and fun little game. Would love to see more varied stats for enemies the player can posses from the start. Could have it so archers are much faster and speed also affects the swords movement as well. Sometimes respawning enemies would respawn a bit quick and would lock onto you even though they are out of typical aggro range. I feel the swords move speed should be faster than enemy move speed, else they can really catch up to enemies if the player’s body is far away. Might want to increase dead body timer to allow player some more time to think or pause the game while looking. Maybe arrow indicators up, down and equal would be good to easily show if the stats are different than the current body.

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Neat game, I was able to beat it. The art was really cool and I enjoyed the music.

I would lock the Player direction after they start their attack anim.

For the wall grab, might want to give the player a momentum push away from the wall when they jump to assist with movement.

I’d add an extra corridor before the jumping boss or special tile to inform the player of the danger to entice them to go “right” to the check point first, or make the checkpoint the room before the boss.

The final boss has a really cool design. I think the timings need a bit of adjustment. The opportunity to attack between boss attacks is very small and that would be alright if bosses had less health. The final boss flame attack can end and while you are walking to it to attack, the flame attack can start back up giving you maybe one slash at it. When the tentacles are popping out of the ground, I don’t think they should be fully random. This could surround the player and then hit them by appearing on them. There should be a second when the tentacle goes does before another can pop up to allow the player a bit of time between attacks. There’s an invisible ceiling during the boss fight too, so it seems that you should be able to jump over the top fireballs but can’t.

I beat the game and enjoyed it. I would love to see this Project grow. Maybe the players could choose dice that are assigned to their classes. Or hovering over character would show you the possible dice results. I would like to see more diversity in actions and classes.

The warrior dmg and heal (spelled heald?? in game) actually heals the enemy more than the dmg it deals

Seems like the wererat get stuck in only healing if it’s health is brought low and it stays in healing until it gets back to full health, not sure if any other enemy has similar mechanics.

It’s nice that the player always attacks first but might be neat to have some enemies be “swift, have a feather on their dice” to show that they attack first. Or maybe some actions are slow and they execute at the end of the turn. Or maybe defend always goes first, else enemies can’t actually defend at all.

It would be nice if double clicking dice would randomly choose a target, especially nice when there is only one enemy left. And maybe Right Click could be Reroll or another action. Along with that, I think the entire scheme could be mouse controlled, some people might like that simplicity.

Neat little game. The attack reminded me of Sonic, haha. Having spacebar (or jump in general) do both jump and attack might be nice. Would love to see this Project grow, lots of possibilities for enemies, interactive terrain or towers of destructibles that might be pleasing to destroy all at once.

Heyo Kip, are you still looking for a team?

Awesome GamzByAtomic. Do you do 3D, 2D or both?

Now we are looking for someone for sound and/or music.

I’ve participated in a couple jams solo (Suits TD [has been updated after Jam] and 60 Second Tale, view on my page) lately and looking to join a team. I mainly program in Unity, I can program Blueprints in Unreal but it has been a couple years.

You’re welcome. I’m probably not the target audience, so the perspective might not be what you would want. I’ve never played Jump King or Getting Over It, etc because I would get too frustrated. Maybe have a way for the player to drop a tomato to make a zone easier rather than them having to die from falling on it. You could keep track of the number of player dropped zones instead of limiting them, so then any frustrated player could simply drop zones at each spot but the scoreboard would tell them.

I like this jump king variant. Game is tough, I was not able to beat it. I like that death did allow you to move on those areas. Sometimes I feel that jumping a small distance is difficult, might decrease the charge amount to allow finer tuning of jumps.

Fun game and nice twist on concept. I like that death shows the path to success, first time seeing it done this way. I think some of the timings could be tweaked a little bit more in the favor of the player. Wish the quantity of splatters was just a bit more because I died multiple times in a row and it started getting rid of my old splatters and made it a coin flip if I was going to get through or not. I was very glad of the checkpoint system.

Love the jokes. Game balance was pretty good. I beat normal mode, which have simple inputs, thankfully, haha. I’ve played Helldivers, so I’m a little used to the inputs while dodging. There’s no way to “lose” a stage, so if you can’t beat a Night, the only way to go back to the main screen is to refresh the page.

Awesome stuff man, I’ll play it after and rate it later. The biggest thing is having a good time and submitting anything. My submission isn’t fully finished but I learned some stuff and had a good experience.

Practice and trying to “Keep it simple”. I re-lookup lots of code during but the more often I do that, the more I remember.

Best of luck to your game :D

Sorry it took me so long but I finally played Target Weapon again. I didn't see  a Fullscreen option anywhere. Is it possible the wrong build was uploaded?

Awesome, I look forward to trying the Fullscreen out :D and whatever else you added.

Awesome, I look forward to seeing this grow :D

Thank you, hope you enjoyed the game. I had a tough time getting targeting to work as well as it was. In Unity, I'm using OnCollisionStay, which triggers for every enemy within the Collider. Learning how to create a better Targeting System is on my list of things to do. 

Cool RPG. 

Sprite work looks great. I think you might want to look into lower the file size by batching textures, lowering some a bit, etc. 

Battling feels like it needs tweaking. Encounter rate is a bit high. I'm not big into reading a lot, especially when I'm trying to play many many games in a short amount of time, so I skipped over the second NPC dialogue about combat. It doesn't feel great to lose Tech/MP/Skill Points when getting hit. Especially if not going first looses you your all your points. I like that Defending gets you points but if that's the only incentive to defend, then gameplay will feel old quick because it'll just be defend / kill / defend / kill etc. Maybe additional characters would help this so there'd be multiple targets and less chance to lose Tech Points. Or let defend generate points on top of getting it from getting attacked while defending. Also, the Noms did a large amount of damage, so if there were two, I'd run because I doubted I could win. Normal random battles shouldn't be so tough. 

Need to pause ATB when other turn/action is being taken. The player bar would fill and then not start the player turn until the Enemy bar filled, which begs the question of why not simply use Turned Based instead. I'd suggest adding button controls instead of having the mouse used sometimes but mostly not unless you want to allow both. 

I beat the Boss but it went blank right after, not sure if there was anything after that. 

Fast pace racing game. Controls are a bit tough because the player is so fast and you can't rotate unless you are moving. I'd suggest lowering the max speed by maybe 25% or so and allowing the player to turn while stationary. I liked everything else. Oh, the music stopped suddenly after 2~3 minutes in the first stage, might want to check if you can loop it or not. 

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This is a really fun mech shooter. Models are a little simple but neat. Controls were pretty good though I might suggest letting Q/E be buttons instead of 1/R but that's personal preference. Or to allow mouse wheel up/down and click. Shooting was fun and responsive. I like the way the aim moves the camera though I'd like that ring to be just a bit larger. Do you think you could have that be a player controlled variable so that anyone could tweak to there preference? Maybe mouse wheel up/down could increase/decrease it's size. Was able to clear 9 waves but I cheesed it by hiding in a corner. Would like to see patrolling added. Maybe let enemies move especially after being shot once by the player. 

Neat little prototype. Would like to see this expanded. I've never heard of using a shader for collision, I'll be looking that up to learn about that. 

Interesting RPG but pretty tough. I'd think about toning down the enemy speed and/or damage. The Captain seemed underpowered. The 2nd from left was a bit stronger. The 2 on the right were the strongest, magic to hit all with good damage and a high single target damage dealer. I don't think normal random encounters should be so life threatening. I had characters die during a number of encounters. I was able to beat the game and didn't Game Over. I liked the music and sprites for everything. Just think the difficulty could be toned down. 

You have to hold the key down to lock-on and then release to fire. 

Interesting Armored Core style game. Was fun. Would like to see more weapons and enemies variety. The big bois tended to self delete from their own missiles damaging them, don't think they should have friendly fire on or at least at a much reduced rate. Using the missiles were pretty clunky, having to hold Q/E to lock-on and then release to fire, might just want to change to auto lock-on and then the player can easily fire when ready. Else the movement and firing missiles is very tough and awkward. Not sure if your scaling is different than mine, but the text was pretty small, hard to read font and buttons were in the corners with off hitboxes. I had to hold my mouse under the button to push the button. Might want to look into keeping momentum for if a player is dashing and jump and stops dashing not to bring their speed directly back to non-dashing speed, maybe slowly decrease it or wait til they hit the ground or something. 

Tough little FPS game. While turning with Q/E reminds me of the old Armored Core, I don't think it should be in a faster pace FPS. It's too tough to move and rotate at the same time. If the mouse could be on the edge of the screen and rotate the player a bit, that would help. Need little start of a game. Think the area needs to be a bit larger, especially if you're spawning enemies so close to the player. Could use some sound effects and music. 

Thank you, glad you liked it. I could only make it to the 3rd wave in endless before getting overwhelmed. The numbers ramped up much more than I was expecting, hahaha. Just a note, you gotta hit "P" before the Final Wave ends, else it'll load the Game Win screen. There will be a monster noise when you hit "P" and it can be toggled off if you hit it multiple times. 

Awesome, glad you liked it. Tried to make it simple to understand.

I'll have to look into how to test for different resolutions. The Canvas which holds all the UI is fitted to the player camera. So if the resolution changes, it changes and the pieces inside that Canvas shift as well. I was having problems the last day getting the scaling done right and it was acting weird. Even in my browser, it cuts off the top and bottom little section of the UI picture but all the gameplay elements are fine. Thanks for the attached screenshot. 

Adding a skip button should be pretty easy, I'll jot that down.

ah, I didn't notice that. Maybe if the edges looked like they were ripped out of a marble notebook or were hole punched, haha, they might portrait it a bit better. 

Neat little game. Player is a bit too floaty in my opinion. Sometimes running into a wall would make the camera janky and the wheel body might turn and I had no clue where I was pointing. Would love for some sound effects to be added and music. Crosshair seems a little high to too large. I'm on a 4k screen if that matters. The shots were at the bottom of the crosshair. 

Cool little bullet hell game. Neat how the playable area shrank during the battle. I was able to beat the boss. Didn't feel the need to use the dodge. Wish there was an ability or two the player could use like a shield or bomb that would also get rid of enemy projectiles. Cursor was very difficult to see if it was on top of the boss, might want to highlight it with another contrasting color. The the player mech could be made just a tad bit smaller and the guns pointed at an inward angle or directly at the mouse. If the player was a bit smaller, dodging the continuous circular shots from the boss would be a bit easier because the mech is so wide compared to the gaps you can fit if you are still shooting at the same time and don't rotate away. Would love some Sound Effects added too.

Interesting side scroller game. Neat that you can jump on enemies head. I didn't know I could shoot upwards at first. Glad for all the Hints. Tough though. Wish there was a bit of coyote timing or the platforms were staggered so one wasn't directly above you when jumping.