Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Prosperf

13
Posts
A member registered Sep 08, 2020

Creator of

Recent community posts

This game looks great, sounds great, and I enjoy the mechanics. I almost wish you fell faster, though, but I realize that would require a big redesign of levels. Overall, really felt like that sort of thing that could turn into a full-on sold game.

This game really highlights that I am bad at games. I like that. But what I really like, is the mechanics *chef's kiss* real interesting stuff you have going on here. It didn't feel great to me controls-wise, but I am sure that could be improved given more time. Overall, very cash money. Keep up the interesting ideas!

I really wanted to love this one for bringing my school trauma back to me in one of the few moments I am trying to escape it while playing games on my PC, but I couldn't really figure out what was going on.  It felt nice, though.

I don't know what exactly was happening, but Russians/Ukrainians started talking to me and came to respect me, so I loved it. The hit boxes on some of the powerups did feel a bit off, though. I might recommend making them bigger than they actually are.

I really liked the art and movement, but the mechanic of gathering wood is a bit too common in games today, so I was kinda bored right from the start. Still, design-wise, it felt really good!

Thank you so much for the feedback!!! Honestly, the skills screen is the sloppiest part of the entire game. I wanted to add like text under each one explaining what they did but I was in the last couple hours, so I devoted my time to testing what was already there. Also, I'm heart broken that the baby quest didn't work consistently. It bugged out once in my testing as well, but I could never replicate or figure out what it is. The code runs each frame, so my guess is that it is a frame skipping thing. Again, thanks so much and I'm super glad you liked the throw mechanic. I loved working on it and building all the different parts of the game around it.

I could have been tricked into thinking this was a project carefully crafted over a much longer time span than just a week. Cannot over describe how fantastic this game was quality wise. However, I think perma-destroying the key when falling is a little harsh. Re-spawning it might have been better, though, I could just need to get good. Also, the hit box for the spikes seemed to be slightly bigger than the sprite itself, which was frustrating. Overall, fantastic game that I gave me front page of Newgrounds vibes but with better graphics.

Adored this concept, but I felt like splitting the time line almost hurt the player more than it helped.  Spinning in a circle on top of your original crystal seemed to be way to strong. Still, I think this concept could be expanded even more to create something really unique.

This is a masterpiece. The originality is unparalleled. Only thing I think could be improved is making the final boss harder.

I don't know if I missed something, but I could not figure out how to progress. Also, the sensitivity was a little high. However, the sounds of the game were fantastic and the lighting was extremely spooky. 

This game looked good, but it really reminded me of plenty of games I have played in the past. I think some unique twist would have been great to see. Also, the Simon sprite kind of felt out of place. Still, overall, was designed really well and felt very "complete."

I love the style of this game as it reminded me of Zelda II. Super interesting game concept, though I wish it could have been used more or have a more clear purpose. I felt like I could do fine in the game without it. Also, the beginning was slightly confusing for me as I did a point and click thing where the first level I ended up in was not actually the first level I am pretty sure.

Great art. Especially loved the menu and main character sprite. Would have loved to see what more game play would have been like.