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Refractal

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A member registered Aug 09, 2020 · View creator page →

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Thanks for the thorough feedback! I had some apprehensions about that first room. The idea was to force players to backtrack past an enemy they already killed to teach them the enemy resurrection mechanic, but you are right that there are too many other rooms that are red herrings forcing the player to get lost/frustrated.

The lighting/stutters seem to be mostly attributable to it being a web build and runs more smoothly in the windows build. I'll have to do a balance pass looking at ammo quantity/placement and the key placement in that first room.

Thanks for playing the game and providing feedback! My intention was that the player would need to aim down the sights of their weapon to aim accurately, but I can see the desire for a crosshair even if it gives the shooting a bit of bloom as a tradeoff. Yeah, damage feedback makes sense. I was considering adding some blood effects, but the web build was being a little finicky and there's only so much you can do in 2 weeks ;) .

No worries, best of luck!

Very cool, the most visually impressive entry I've seen so far!

Really like the atmosphere of the game!

The core loop is there, but once you get a few upgrades it gets a bit repetitive. I like the cute little submarine!

Fun little tower defense game. It might be worth considering adding a cooldown on the basic traps as the first few rounds were just me clicking as fast as possible to flood the lane. If that's the intended gameplay maybe let it place multiple while holding left click?

Interesting concept with some fun gameplay. Half the time when the game starts a sub is literally touching you so it's hard to get out unscathed. maybe add a distance check on spawning?

Fun game! Looks nice with some deep mechanics. The knife combat sometimes felt a little bit off. Maybe more visual indication of the hurt box due to how precise the timing is when fighting, or just making it slightly bigger?

Thanks for playing the game and providing feedback! Yeah it's hard to strike that balance between atmospheric and not being too slowly paced.

Just got my game submitted. It was a lot of fun developing the core mechanic and it was an interesting challenge to create my first narrative game. You explore an anomaly at the bottom of the ocean using only sonar to navigate.

I'm looking forward to seeing what you've all been working on this week, good luck to everyone and good job for getting a game submitted!