Skip to main content

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

Oyomo

2
Posts
1
Followers
89
Following
A member registered Jul 11, 2021

Recent community posts

Interesting game. Nice aesthetic. Cute character. Didn't finish and I have no idea where to go next. I have a potato laptop running Windows and things ran fine on performance mode other than getting rather hot.

I think I have some understanding on how to cast hexes but I have no idea what to do for the 'scenario clear object' that you mention. I managed to get the bottom left number (my level?) to 3 and presumably assigned some points. I don't know what effect assigning the points had and it took me awhile to figure out that I could drag them. Saw the dialogue for the wand but have no idea how to proceed there. Similar situation with mashing the gate.  Spent a fair amount of time running out of bounds and falling through the world. Killed a miscreant. I assume the Warden sort of resets/saves the game? Cool telescope and dragon. Might play around some more later but the summer heat is getting to me.

👍

(1 edit)

Nice game. Would definitely check out a full game if one were to be released.

The suggestive theme pulls people (coomers more often than not) in to play. I don't think there's anything wrong in having it. Definitely roll with it if you like it and want the natural appeal that it entails. It's up to you to weigh your options and choose what you want.

Room 4: The moving platforms with spikes - When you move off of the platform too slowly or land on it at a wrong angle you die. The problem with it isn't that you die, but that the death is jarring. There is a sort of disconnect between what you visually see and the death itself.  If you were to just slowly inch off of it, you would immediately die in a puff of smoke and your brain doesn't register that you touched the spike in the first place. You could try it yourself and see what I mean and I imagine this occurs due to the hitboxes.

Room 5: I liked the switches but 5 seconds is a bit too long of a wait. It's alright since introduces a mechanic and occurs only once in the demo. I didn't like having to look at the switch for a cue. I think it would be better if the platform flashed/blinked before reappearing, that way the player can focus on where the action is occurring.

Room 9: I died the most in this room, mainly due to the last super jump before the door. You could probably chock it up to me being bad at the game, but I do think controls played some part in it. I could easily do the same maneuver while going left by holding left + down + jump in that order but I couldn't the same while going right. While going right I had to instead quickly tap the respective keys, making sure to let go of each key before pressing the next. This made the maneuver lopsidedly trickier/easier. Since this is a platformer, controls matter very much so this could be worth looking into.

Finally, I occasionally clipped into walls. I don't know how or why it occurred but I just had to walk away from the wall to get out. Thanks for reading my blog.