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A member registered Jul 29, 2019 · View creator page →

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Thank you for the comment! We did have some issues setting up the level blueprints, but for the rest of the game we opted for a mixed blueprint & c++ approach. While it did help keep our blueprints tidy & avoid some data conflicts, it also slowed down iteration speed.
Nonetheless, we're glad you enjoyed the look of this project!

Thanks for your comment! Yes, we did run into some issues as we were packaging the project, invisible mouse cursor being one of them, in addition to the power-up spawners.

Thank you for the feedback, we're glad to hear you enjoyed playing, and I'm particularly happy you found the car controls to be adequate! The train can also be quite the trickster at times!

Thank you for your feedback, we'll be sure to keep on working on this project!

And good luck with your own submission! 

Thanks for playing our game! As is often the case during game jams, getting the game out had to take priority. However, readability and refining mechanics is something we've had a look at improving and will release an improved version after the jam ends - thank you for your feedback, it was very useful!

Initially, this seemed like such a chill little game... and by the end, I was frantically closing windows - definitely got a chaotic feel to it, good work!

I've been considering starting a campaign myself, and these maps seem like just the thing to get some exciting encounters going! Lovely stuff!

Thank you very much!

Thanks for the feedback! I agree that more balancing would have been needed for the game to play out like I initially intended :D

A very nice take on the theme overall, with a very pleasant artstyle to match! I will say, however, that I don't know how I feel about the game being so open ended. Finally, I personally found that being able to destroy enemies by just hitting them with the blunt side of the sword was a bit counter intuitive, but this may just boil down to personal taste.

Thank you so much for the feedback!