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Sheinort

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A member registered Jun 21, 2021 · View creator page →

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A simple prototype with interesting mechanics, but needs more polish. Due to the fact that the rhythm display itself is shifted to the bottom of the screen, and not tied to the cursor, it becomes difficult to understand the rhythm, you have to grope for it, which is frustrating. (You can make the beat display part of the environment, like wall ripples, but anyway it should be more readable then current version. 

It's also worth adding an effect or a specific color when exactly the beat (placement window) occurs. The current display is not enough). Also, the camera movement did not work for me, so I could not complete the first level. 

One more thing, the easiest way to complete the levels is to stop the cube on a jump tile or between 2 gates, then build a further route, and then release it from a trap and repeat. With such gameplay, the game feels very frustrating, as the rhythm aspect becomes a mere hindrance. It is maybe worth somehow turning off this preplanning feature or making it more difficult to execute in order to make the game more interesting. 

It is also worth considering expanding the window where the player can place the object, since the current window is too small for starting levels. For example, you can look at OSU, and its 1-2 star circles and their bit and window. 

But in general, a very cool idea and not bad execution for a prototype, but still there is a lot of work to be done.

"Realtimeness" was great addition, not just for you, player simply needs a little bit more control.

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Very creative, live level design xD. Well-thought-out and intuitive puzzle systems,  great job here.
Thing: due to the fact that the mobs are constantly running around, it is often difficult to place them in a certain position, adding to this the inability to plan in a pause, A LOT of frustration and lack of control are added to the game. A possible solution would be to add a "load radius" so that mobs AI  will only launch when the player gets close enough, this  also can tell player when placement will -1 to fair stat. (but this is just a suggestion). In general, solving puzzles in real time adds frustration, whatever you do, even with simpler ideas (I have a real time puzzle game myself).

The art and music fit, but the first is still in the prototype stage. Anyway, this is super fun and interesting, best puzzle game for me so far in terms of mechanics potential. 

And yes, difficulty curve isn't really here xD

P.S. Don't quit working on this game pls :)

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Really fun idea for multiplayer game, where players take turns and constantly switch roles.

In this format though there is a problem in game design, player kinda has conflicting goals:
In the boss phase to complicate and trick hero, but in the hero phase player wants simple and clear pattern to avoid.
In the end: player wants to kill hero in simplest way possible, to evade then in the simplest way possible. And this isn't fun.
If player decides to complicate game situation game works wonderful (this was my first try), but if player wants to win game breaks and becomes boring (and this happened on the second try).

Example of winning : first round player shoots from middle right, then in the evade round player moves in the bottom right corner. Then in the boss round player shoots at the right corner etc. See how boring it is? (also you have almost no reason to use abilities if you play to win)
Random actions at the start of the round help with this, but problem is still here . And i really don't know how to solve it without multiplayer. With second player there is real reason to complicate situation for hero, and game shines.

But anyway, very good work, with art and audio too, but background music would be great addition. And the sound of the start click is slightly shifted to the left.

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Accidentally deleted post below xD
The control over the wizard does not feel very responsive, there is also a bug in the control: if you constantly press the jump near the wall, you can climb up endlessly. The tutorial does not mention the ability to triple jump. The visual style is generally ok, but it doesn't feel like something coherent. The gameplay idea in general is not bad, but it feels rather tedious. Overall, not bad, but needs a lot of improvement.

Very nice idea with decent implementation. The only complaint is that the gameplay is very simple, I would like something more from the fights themselves (adjusting the arena, leveling the boss, etc.), so far it is enough for 5-10 minutes of gameplay. If i understood correctly attacks only go through when the hero is on the ground, which is a bit frustrating, maybe it was worth expanding this window to the beginning and end of the jump. Overall good, but very small game.

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We understood too late that this small tutorial isn't enough, and placing text to explain wasn't a good solution, we really need to work more on actually teaching mechanic. Thank you for playing 
P.S. When you shoot and hit an enemy with the last bullet of an ammo type, all empty ammo is reloaded.

Cool game prototype, it needs a lot more polish and visuals but gameplay is already fun and allows for interesting puzzles. One thing that i would like to see:

Highlight of the axis of rotation and movement. To make it clear where you are rotating or moving the object. You can simply enlarge circles and axes when the player hovers or clicks on them.

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Impressive amount of polish, but gameplay is kinda blant. Seems that there is no deep puzzle element to it and without that game becomes boring really fast.

Thank you for comment ). Doing things in the last second was part of the plan to make puzzles more mechanically difficult, so you would need to come up with plan and then execute it, but fair point. 

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The style is great, the cover image looks especially good, I don't think it could have been better. The game as a whole, from a visual point of view, is done very well, there are no complaints here.

A small note on the controls design. It would be more intuitive if the hero assignment menu would also open when you double-click the left mouse button on the quest marker (on the map).

Matching the character's personality trait to the task is a bit of a guessing game of what the developer was thinking. I would recommend using classes or specializations in such cases. It's much easier to logically understand that children can be found by a ranger (hunter) than hot-tempered. And here it’s easier to think about which classes are responsible for what + it suits the style of adventurers, guilds and quest givers. So far, periodically you have to play by the scientific poke method. (but maybe its just my problems and classes would not do any better, than there is need to some additional system to clarify what character is good for what)

Tutorial, I would like to see it. The player immediately finds himself between a bunch of quests and running out of time. It was worth doing at least the first couple of quests with a huge time reserve, and letting the player study the mechanics in a more relaxed atmosphere.

As already mentioned in another comments, I would like to see a progression system with an ultimate goal.

Despite the above, great job, it's not easy to do such a visual style in 2 days with generally finished gameplay :)

I really like the game style and art, but there are 2 complaints about the gameplay itself.

1. The game continues to break, in the build thrown into the comments and on the page. Also, read the rules, it is forbidden to upload additional builds even in comments.

2. As far as I understand, the gameplay loop itself is to drag the card from one place to another, which is boring.

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When placing a cross next to the quest master, the game breaks and does not allow you to set the quest masters or delete them anymore. But i catch this only 2 times, then it is disappeared and i can't replicate it.

It is very illogical that you cannot heal units in the original city and you have to die when you take the 2nd level.

Units intermittently ignore your orders for no reason, sometimes a unit just walks off to the dragon in the middle of the way.

And is it a feature that your 2 units can fight with themselves? complicates automation a bit and annoys.

The visual style on the other hand is very good, as is the music. The basic explanation and art is also great. The concept is interesting, the main gem loop is a bit boring though and comes down to farming this type of unit, then this one, then this one. Of course, kill 10 skeletons, 10 slimes and 10 wyverns, but it gets boring pretty quickly on both sides of the role.

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Fun game, would like a bit more complexity in enemy types, or maybe different power ups, to add variety in game situations. But great work, especially visually

Restart button would give player incentive to give up early, you can work you self out from different situations if you understood mechanic, and more level is complex more different ways you can pass it (we find part of them after posting xD).  So its a trade, but probably restart button would be good addition in this way: cart is speeding up 10 times while you press it, can also help skip waiting time if it isnt you 1st time on the level.
Recharge happens when you hit with last bullet in the ammo, and this is almost whole game idea, so i probably could add abilities, that let you recharge or delete all enemies, but this will ruin puzzle element or just end up mandatory to past puzzles. More ammunition can give more room for mistake, but puzzles are design around 3 ammo, so 4 can actually make them a lot more difficult.

Yep, you were cleaning, with the cart, with you *half dead* body, with ammo.  Doesn't really make sense but is a punishment that boss gives you after you lose to him. 
Frustration: we were doing levels in the last day, so have not had time to test the properly, and do a lot of them, so we end up dark soulsing them, so player can learn what he doing from trying. Maybe was better to just turn down difficulty

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I really liked the visuals, and the cutscene at the beginning adds a good atmosphere. However, this is where it all kinda ends.

  1. I would very much like at least music at the time of the gameplay.
  2. The gameplay itself is just a waiting simulator, if there is any mechanics that the player must prioritize the given tasks, then it is not obvious. As a result, the only thing the player does is transfer tasks from one place to another, which is simply boring. This concept would fit well with the urgency of the messages, their location and dependence on the terrain, suitability for certain adventurers, etc. Like This is the police, but cut down to bare minimum.
  3. I would also like a more solid story in the issued quests (rescue the cat, then comes the quest to find the missing cat from the grandmother, then the dog that has been torn up, etc., to build stories of what is happening in the world while you are in the guild)

Overall great visual execution, but boring gameplay design

The first line is cut off on the home screen.

A fun idea, I would really like more depth in the gameplay. Perhaps the ability to plant several, or bonuses for the number, or for example a modifier for frequent planting (something like that exists, but is hardly noticeable). I would like to improve the camera control, the visibility is poor, it is better not to keep inverted Y by default. But anyway gj.

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Take it from the perspective of someone who has a high tolerance for motion sickness.

This is the funniest game so far.

Wow, your style is great. Everything is very stylish, themed and works well with each other. The music is fun, but I would like a variation (not for the jam, but in general), gets tiresome after a couple of runs. The starting intro, the button I didn't press, and other little gags and details work very well too.

The car controller is cool and fun. There are only issues with the collision handling, it feels very simple and plastic. And what is the number in front of the steering wheel? It's definitely not speed or gears, and if they are, it's so poorly done. But overall very cool.

I recommend on 1st mission to remove the timer, or at least make it huge. The player at this point just learning the game and the rush over time is very frustrating and creates an uncomfortable environment for learning.

Another thing about the timer. Maybe we should make it so that while in the car, the timer slows down, because at that point the player is essentially trying to guess which item fits better. And if there were about 5 options, there would be enough time, but with 20 different items and their descriptions it's already hard to figure out in a minute, but you only have 15 seconds.

The situations themselves are fun, but at this point you're often trying to guess what the developer was thinking in that situation, 50% of the time there is no intuitive answer. Maybe you should add an additional explanation from the person who asked for help, in plain text. For example in level 1: "Help! My cat climbed a tree and does not come down!", something like this. There will be more understanding of what's going on. (5th (maybe) mission, balloons, what was going on there xD?)

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The voicing is good, just like the start of the story (you could really tell the same thing from the inside, while the character is running to the rescue route, not beforehand. It would be much more interesting and atmospheric to listen).

But I had a problem, I could not boot into the 3rd scene. I mean, I had a black screen, but I was poking at some object. Maybe the screen "unfading" didn't work. On the second try i couldn't boot even into 2nd scene.

Played both versions on Quest 2.
Player collider is too big, too difficult to reach objects, since you are standing half a meter away from them.

Many of the items are poorly configured position and rotation when taking (more in v1 than in v3).

Helmets are an interesting idea, but in this implementation they block too much of the view. I recommend thinking about removing the middle part and leave only the sides of the helmets.

For quests, a tracker in easy accessibility is almost mandatory.

Optimization suffers, especially close to light and in transition zones between 2 assets. 

The atmosphere itself, the music and the castle look cool, good work here. But next time I recommend to concentrate on the main gameplay, think out and execute an interesting idea for it, and then deal with the visual part.

Yes, it is completely custom, but used some tutorials and ideas from donion tech, highly recommend them.