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philRaco Indie

121
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A member registered Mar 02, 2019 · View creator page →

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not at all, your project looks awesome

amazing feature!!!

geniunely can't wait for january

VERY COOL

YOOO THATS SO COOL

its peam

why are you guys rating this lol

I WISH THIS GAME WAS LONGER ! its very fun to speedrun it, if it was like 3 times as long it would be amazing. As of now it doesn't feel like you can scale your build much sadly. But still pretty fun!

Wow

This is the game to end all games.

It's the last week of the jam, very fun stuff!

How are your projects coming along?

I 100% agree with you mr. Zary

i really liked when scruffy said "the", extremely inspiring

thanks for le feedback mr. null, controller support doesnt work in this version since it was before i figured out how to fix my weird joystick support, I do get the defaults are uncomfortable, do you have a suggestion for default controls?

Hey Wesley, thank you a lot for playing this version of 'Round The Mind!

Your feedback is extremely appreciated and I saw some concerns you had about game design, the structure and general gameplay of the game. I'll go into detail about basically every point you talked about.

Do note that the version you played is a year old, and the newest version does come with changes I will detail in the bullet points below.
As for your comment:

  • The dash move being wild  to control is intentional. I wanted it to feel like it's a move that you really tame and become acustomed to and as the developer, I can basically control it how I want, but I do understand your position that as a new player it feels really hard to control and that the hold and release system doesn't feel quite appropiate for it. It's understandable, however, considering the more advanced moves that are able to be pulled off with practice, the hold to release system works better from my own testing. I will however try to make the dash much more responsive to player input to not feel completely uncontrollable when first playing the game.
  • Tutorializing moves is a big problem that even the current version of the game (v0.5.1b) has, I completely agree with you. In a demo releasing this December, I want to rework the current first level to actually tutorialize that different button combinations make the player character perform moves, on top of adding an option with all moves the player has performed to show them how they can do them again.
  • The game's health system works like Super Mario Odyssey's: there is no health, your only punishment is losing coins/bolts. As with the advanced moves, the December version will teach this to the player.
  • The bar you saw in the trailer is under Options -> Accesibility -> Diegetic Indication. If you turn that setting off, the bar will appear. From internal testing in my discord server people wanted a more diegetic indication that was closer to the player sprite. In the version hosted here, that is the case.
  • As of v0.5.1b, there is controller support! I would advise waiting a few days up until i release 0.5.1f as I'm improving joystick movement and fixing a bug where the controller font buttons wouldn't show up.
  • I'll gladly make it so the game starts for the first time in windowed. As for the Alt + Enter issue, there should be a fix for it in 0.5.1f too.
  • The "double jump" is actually only one jump. It functions like an infinite coyote time. (Again, tutorialization needed, wait for December demo for that)
  • The version you played had a really unfinished version of the first cutscene, which is why you felt confused. Again, can't stress this enough, December demo.
  • That music fade out glicthed should already be fixed in the current version!

Reiterating, thank you lots for playing this experimental version, if you want to follow the game as it progresses further in development, following the main page for the betas is a good place to do so.

Have a nice day!
- philRaco

freaky

i dont know how to feel about this

so ture...................,

this is the g8est review of all time

glad you liked it!

yeah, i accidentally deleted the end screen on the updated version, so here it isif you are curious about it

Pretty good! I think the best part of the game is the risk reward dynamics with rocks, and how sometimes they can lead to energy. The gameplay in general is solid and simple. Sound design also is nice!

However, the music starting from the beginning every time you start the game certainly hurts the experience a bit. Not the "a bit" tho, otherwise the game is pretty solid!

I like it! The core gameplay is fun and simple and the aesthetic reminds me of old ZX Spectrum games. Music is also quite nice.

I did encounter a few weird bugs, like the character moving on tis own in the shop, but apart from that it was fun!

i love how the cat ate itself

spoilers: sussy wussu

yay

Have you?

"titled" pickle game
very funny honestly

TURE :pensive:

this is the frog of all time

rolly rolly rolly
honestly it wasnt bad, i liked the last puzzles most and it was a good spin on the sukoban genre

pretty decent bullet hell!

yep, it's very fixed!

literally teh hardest game ever. left me crying for longer than peppa pig for the nintendo ds

well, it's called not making the game in unity haha.
glad you liked the game though!

Thank you!

Thank you lots! Glad you liked the concept and game and yeah, we definitely needed a bit more time haha

yes! dont expect it to be ported soon but it will definitely be released for linux somewhen - for now you can use wine or playonlinux

ah yes, my favourite track from the ost, all midi files only

thanky!

nope same thing here