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SerfaBoy

16
Posts
A member registered Oct 22, 2019

Recent community posts

Yeah the rhythm is an interesting take. I know that in Sea of Thieves, when you successfully land a cannon ball shot on another ship, that it plays a slightly different tune for each successive hits, which creates a kind of melody. Great work here mate!

The visuals in this are really clean, and the gameplay is easy to understand but difficult to master! Considering you don't really aim with the mouse, I wouldn't mind seeing the shoot button tied to a keyboard input as disconnecting the part of my brain that thinks "Aim with the mouse" is tough!

This was really enjoyable to play, I particularly loved the tunes of hitting the walls or the bricks. To make it even more enjoyable to break a dozen at once, maybe each brick could be a single chipbit note of a catchy-tune, so the more you manage to break in quick succession, the more of the tune you get to hear.

I also really loved the visuals, the old school curve of the television. I did find it a bit difficult to track the shot with the astronaut flailing around though!

I think some more research into pinball machine layouts needs to be done, as the placement of the flippers, and the general flow of the board, doesn't work well. 

Good game, I liked the soundtrack and the controls. It wasn't very clear when my health was getting low aside from the counter at the top. More feedback or sound when hitting an asteroid or getting shot would be a nice touch.

The idea is also good, about being the bad guy, but how you acquire points doesn't necessarily match this. You still get points for destroying asteroids, like the original. I think focusing more on what it means to be a bad guy in Asteroids, and how you might win that, would really raise this to new levels!

This is really ingenious. I love the concept and think this could go really far. Would love to see a mid-game shift where the roles are reversed and you need to reach a goal in the 3d world by manipulating the 2d one!

Perhaps that would help. But I appreciate that part of the "problem" of the trolley problem is that you don't have much time to decide and have to go on gut reaction. 

This is an interesting take on the theme, though I think it's probably more "evil" than "relatively evil". 

The mischief meter is nice, but it seems to be a limited mechanic. Once full, I don't see a way to decrease it. Balancing the mischief with a point system would be good.

I also managed to run all the way to the left and fall of the map.

I would have liked to be able to smash the telephone, preventing the cops from coming in and extending the time I could cause chaos.

This was an all around good experience. You certainly nailed the theme!

This is certainly a unique take on the theme. Great use of ambient sound. As some other comments have mentioned, there are quite a few bugs and some room for improvement. Overall, a spooky and sombre experience. Keep up the good work

This was a good use of the theme. It could use some more sound effects, even some music.

One thing I found confusing was the lose-states. I didn't realize there was a set amount of butterflies I had to kill or I'd lose. Would also like to see some stats for the various weapons. I didn't know if I was using the best option for my goal!

Good work on delivering this!

This is really interesting! I love the random nature of it, with the added small amount of control with the dice rolls. I think with some refinement that this could make for a really addictive mobile game.

Perhaps expanding it out into a "board" to really embrace the dice and game quality. Choose what path/route you take. This is an exciting idea you've created here in such short time.

Did you make the assets yourself too? It looks great!

An interesting take on the theme! Giving me the choice of whether to be evil or not was a great touch. Would like to see this fleshed out a bit more! Good submission 

An interesting take on the trolley problem. I would have appreciated more time to read each person's attributes though! I like the meta-philosophy here of trying to guess what the developer (you) thinks is the best choice to make.

I love the graphics and the physics. Might need a scoring system or some kind of objective to help bring in the focus. Makes me interested in how this concept could be applied to other environments. Sitting too close on public transport? Standing right next to someone at a urinal? Keep up the good work!