Skip to main content

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

rydoq

6
Posts
A member registered Apr 14, 2021

Recent community posts

art/animations are very good. level design is just corridors so I wouldn't call it a metroidvania, just an action platformer. combat feels like it's missing a crouch attack or combos or something to spice it up. game's also pretty buggy at the moment, couldn't get out of one animation's end pictures so I had to restart the game and that was frustrating. think it was the owl but I don't remember for sure, was something earlier on at least. that made me not want to lose to anything which isn't any fun in these games. it's also not clear that you'll respawn at the beginning of an area rather than at the start of the game. gold requirements are too high, I went through the whole thing destroying what I could and only got enough for one picture which sucked.

anyway, shows promise, but won't play again in its current state

that's the lil pumpkin guy. i don't think he belongs in a lewd game, lol

(1 edit)

you could try out bug fables if you haven't. it's pretty cute. https://store.steampowered.com/app/1082710/Bug_Fables_The_Everlasting_Sapling/. guess it's on itch here too but it's quite a bit more expensive here

very good. you really didn't have to go as far as to make 3 different death types, that's a level of polish that's rare af to see in a jam game. lots of nice little touches like that in here. as for critiques, personally i would have the "use aim for melee" option on by default if using the mouse; i beat the game before i found that was changeable. to me at least, that type of aiming makes a lot more sense for an action game than attacking where you're facing

(1 edit)

if you really want to get into pixel art things, you should look at the difference between 8-bit graphics and 16-bit graphics. right now your tileset is 8-bit, quite reminiscent of some of the older pokemon games for instance. some artists prefer a 16-bit aesthetic like the JRPGs on the SNES--that one typically requires a lot of work to get it to look great, since you can't have empty swaths of a color like you have right now for instance.

it's your game so do what you like, but imo you should keep the 8-bit graphics for the overworld and make 8-bit sprites for the characters and items and things to match it. it's much less work and less frustrating for a first time game dev

of course you don't have to do actual 8-bit palettes and whatnot. just use the style. unless again you wanna get really into the nitty gritty of the pixel art. up to you

since the only part of this that matter are the graphics, I'll only comment on those. the map is nice enough, seems to follow the "three tile rule" or at least it doesn't seem overly repetitive. UI will obviously change late in development as per usual dev cycles so it's okay for now. but i believe there is an option to disable parts of the UI you're not going to use in RPG Maker, though it's been years since i've looked at the program. if you're not gonna have stuff like magic/skills then you should turn that menu off for instance, something to think about.

biggest bit of feedback is that the player sprite does not look like it belongs in the world. besides having crushed pixels itself, its own pixels are waaaaay smaller than the ones in the world. make it consistent one way or another (either resizing the world or resizing the player) and you'll have a much better looking game.

i'll keep an eye on this