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OttoMear

34
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A member registered Sep 20, 2021 · View creator page →

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Thank you (✧ω✧)

Get into the cab. Pulled the levers. The fur moved. I started walking back and forth. Didn't know how to jump. Opened the manual. Learned to jump. Met with enemies. I did not understand how to shoot and lost.

After 10 minutes.

Flying over the battlefield, fighting furiously, but still losing.

Great control feel 10/10

Art design is great, interesting shooting mechanics, and good level design.

Unless you want checkpoints and so that after the hit they don’t remove the graze point or remove only a part. I've already taken damage, I'm already punished for being careless.

Cool little game.

I have some problem with hitboxes. Because sometimes not really clear when bullet fly under building, and I need time for understanding this mechanic. Some hitboxes on the road, where kaiju. Visually clear but illogical.

All in all. Feeling that art is more important here than mechanics. And it should be the other way around. If you draw everything with a top-down view, you can get rid of some of the problems.

But it's look very good. Keep it up.

Yes, replay chapter button will be great. But I didn't have time to do it. 

I will add it later.

Thank you :)

\(≧▽≦)/

ヽ(・∀・)ノ

Oh(

Ok, I will try to fix it later after the jam.
But you can play this in browser if you want.
But, yeah, sad

OOOOoooo! Good ending. Cool!
From what I see, it's really hard to do :)

Thanks for playing :)

Yes, I'm just not saying in the game directly how you can get a good ending. And as planned, I wanted to add visual effects in order to show when it's good and when it's bad. Some visual effects I managed to do, and some unfortunately not (time :( ). Maybe I'll add it after the jam.

(1 edit)

Oooohhhhh :)

Thanks for the compliment. Glad to hear that my hard work paid off.

I am really glad, what my idea with good and bad ending work as intended :)

And, yes, restart button for chapter (and for all game), I wanted to add this, but don't have enough time for this. In post-jam version, it will be first thing for adding.
Thank you :)

(ノ´ヮ`)ノ*: ・゚

Good game. I like to play it. Interesting mechanic with limit bullet.

One moment. Bullet for reload and damage bullet is the same shape. If just make different texture, it will be good for colorblind, will more interesting and readable. (It's a very small problem, just some clue.)

Keep it up.

Very fun game. Art and sound is great. All guns funny to use.

Thank you so much for this extensive critique.

I am very happy to know that my design decisions are working as I planned. And the fact that there are things that I can improve.

Yes, I agree that the music is quite repetitive, unfortunately this area is one of my main weaknesses so far. I don't know how to compose something long, if I managed to make something short, I'm already happy.

The three spinning rings are really added to complicate the good ending. Previously, there was only one ring in the center and it was very easy. But yes, if I could expand this idea further that would be great. Change patterns between chapters, conditions, etc. This could go well with the narrative.

The loss of life came as a surprise to me. I did it without thinking. And the more I think about it, the more it seems like a good idea. Now I remember how I used the loss of life in the game as a tool to achieve the goal. Change location or attack aggressively.

And yes, "spew bullets into the room" I can't argue with that. In the early stages of design, I thought about how I would make enemies. Will they shoot at the player or will they shoot all over the room. And I had no idea that the best solution is both. If I created several types of enemies, then more interesting situations could be made. At the end of the game, I tried all the interesting ways to use enemies. And the use of new enemies could only make the game better.

And the last chapter. I wanted to reflect the chaos before the end. Perhaps I really overdid it and made the last chapter not as interesting as I wanted.

And the last thing about chees. I know about it. There are special safe places. At first I thought how to get rid of them all. But then I started to worry less about it. If the player finds chees let him use it. The game is sometimes quite difficult.

Thanks for playing :)

Thank you. (*¯︶¯*)

Yes, the bad ending is very easy to get. Just the way I wanted it. I wanted to give a choice of a simple but wrong path, or a hard but correct one. But it could have been more difficult.

Thanks a lot. (✯◡✯)

As I see many got a bad ending. But what's the point in a good ending if it's easy to get :)

I blush :))))))))))

Thanks for the compliments. (^◡^)

Yes, the dialogues can be quite annoying when they happen this often. I need to think about how to better integrate them in future projects. Make waves longer, play with animation. I need to experiment.

Thanks for the advice.

I'm not very good at itch yet, I seem to have fixed the problem with loading. If not, then I'll figure it out.

And yes the waves are pretty short, if I made them longer it might make the game better.

I would also like it to be longer, but time. (o^▽^o) <3

I'm glad you liked it.

And op bullets boss. Yes, I think I could give too much time for this. I just wanted to give the player time to assess the situation and react to it, perhaps I can reduce the time. I will test it.

It's an interesting game with some potential. Little story is fun. If invest more time, the game can be even better. I really recommend watch some video about "invisible tutorial". Half of the dialog about mechanics, and I don't thick it's right. It's not really hard mechanics, just give players to try it by himself.

But very good game. Keep it up.

It's a very good entry. Art stile is very interesting, attracts the eye. At first some mechanics seems odd, but when you play a little it starts to make sense. You can't just stay, you can't just run. It's great. Upgrade system is very impressive. But the game feels a little bit unpolished. Some UI elements can be better or clear (cooldown, chose weapon). Price of re-role upgrades is very expensive (in my opinion). And maybe it's just my, but I use only circle projectiles, and ignore other.

But it's a very good game. I like it. Keep it up.

Colorful, cute and hard. Game is great.

Art style is cute. Music is great. Interesting map. But enemy feels the same.  And green shard is not the greatest idea, because of the positive feedback. If I not get hit, I am strong and not get hit.

But it's a great game. Good work.

So, cute. Great game.

Bullet hell with melee weapon. Oooo God, you did it. The idea of movement platform is brilliant. 

Good job. Great game.

Good game. But for me, it is a little hard. Boss pattern is clear, but dodge is hard. I think is do player's hitbox smaller than sprite if be fell better, and nobody notices this trick.

Interesting idea what my bullet is my enemy. And great showing of warships. Each one is unique and memorable. But control is little jelly, not comfortable.

Great work.

Jokey music, interesting art style. This game is great. I spend a lot of time to complete this game.

Booom!!! Baaaam!!! Trrrrrrrrrrr!!! It's fun. Very juicy sound design. Dead tanks make feel what you are destruction machine. But all village feel just same, and it's not clear when hit me. 

Good game. Great job.

This game is very fun. Roguelike upgrade mechanic is super fun and give a lot of replayability. enjoyed while playing.

Echo is an interesting idea, but it doesn't feel like it matters for gameplay.