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SkaldingDelight

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A member registered Dec 15, 2019 · View creator page →

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(it would also make the awesome explosions visually pop more)

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I love the 3D pixel art, seeing the buildings change perspective as i was moving actually prompted me to spend about 5 minutes just appreciating the visual style.

QOL comments however, I feel like the background (dirt and roads and the world itself) Is so over saturated and rich in color I literally cannot see the enemies or bullets or my targeting reticle at a glance. Most encounters with enemies i had were surprised when something suddenly connected.

There's a real lack of contrast between the environment and the game play elements.I'd be a rookie compared to the level of development you're at but I've been an artist for a long time and I'm struggling with visual clarity. Especially on a desert level (yellow) with my bullets (also yellow) with no way to do anything about it. If i was color blind or had issues with yellow/red, this game would be visually impossible to follow. I say all this cause the visual style is absolutely gorgeous and the gameplay is great and those two aspects are in a bit of a conflict, bringing down overall experience a bit.

Even if there was an accessibility option to increase the size of the reticle and targeting graphics around the enemies it would be a step to help this particular point out without even touching the saturation and contrast of the world

but I feel like the contrast and saturation of the levels should be adjusted for your beta/prerelease versions.

Pretty amazing demo. Visually stunning and a unique game. I have some thoughts that are really just Quality of Life comments to make but the game itself is something im excited for.

Ambitious! I like how this would be the first game to actually achieve the old Maxis promise of building a city and building homes for your sims down to the room. Interesting demo so far!

There's a lot of great stuff in this game. If you plan on expanding it ever I'd love to see what the rest of the game would be. I was fully invested.

I live in Orlando and Just found out about the jam. I hope to be there this Sunday to help vote and play on some games!

There's no way you made this on a steamdeck, I'm totally under utilizing mine xD

I didnt miss too much but getting out of bounds on the third day really added to the mystery

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I love this. The only thing is with surreal games like this I'm never sure if I actually broke it or it's intended. Right now its day three, and instead of completing the find your desk task I went into the door in the storage room that was unblocked and it was just, empty? no exits or anything so I'm gonna restart and see How day 3 should have went
*Managed to find the exit?? now i'm back in the main section...

I think i broke something by not following the tasks lmao

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As an incremental game, I find myself spending most of my time waiting for big upgrades. Thats not an issue with your game, but my feelings towards the type of game itself. I love the art Direction and it's an enjoyable game I ended up playing with anime on the 2nd screen.  I like how theres limited resources on the map to erase so theres a subtle amount of strategy that discourages spamming houses instead of building up to bigger buildings.

the upgraded buildings with new little features is a huge win, 10/10 graphic design

I appreciate it! I'm so glad that my games are starting to become enjoyable for players!

Fun stuff! I managed to hit a reset bug in level three where it didnt refill my life bar or open the scroll but thats okay I had plenty of fun

Hey buddy, good entry! I won't focus too much on constructive criticism since there's already a bunch given. I love the story and setting you put to the game. It frames the actual Platforming section very well making it very surrealist. Hope to see more games from you.

Theres a setting on the itch edit page for HTML you have to set thats not so intuitive. or at least I  had  to for my projects;
"SharedArrayBuffer"

Fun game! I made it to round 50 to see if it would break in any way and it's too polished for that. if you're open to some feedback this is a game that could use a drop shadow under the enemies so i can track where they are better. I could also say that the bullet spread was pretty high for the machine gun and somewhat high for the shotgun. I love the art Direction on this game, great stuff.

whoa, mech games on the front page of itch? I gotta check it out.

I need to branch out into 3D myself. this was a really clever blend of what you know and trying new stuff.

Ah thanks! Now that I got some hard play testing in theres some edge cases popping up like yours or a crash at the end of the game. Hard to catch but good to know when it happens.

I wanted to do a swiff sound cause it felt  more realistic but it honestly was atrocious. I'm glad you liked the game and sound direction.

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I'm glad you enjoyed it. The end of levels is too often? Would you suggest it should be like the game over screen where its a continue or shop option rather than just the shop?

It means a lot! thank  you!

You had some great work too! Thanks for playing my game

I love this game, one of my favorite styles of puzzle games.

You guys are great, I'm so grateful to have the positive feedback and know people enjoyed this game!

Fun  stuff! Great stylization~! 

Given the feedback from you on my game, I thought this was going to be a longer game and had more thematic elements than "Erase the enemy". given that your game is about erasing the enemy's pixels I would suggest an Autofire, given how fast you shoot already. Another thing is that the hit boxes for my bullets and the enemies aren't very forgiving meaning most of the game was spent aiming than platforming or exploring the levels.
That being said visually it's a nice game and I love to see more from it. My biggest take away would be to make the game involve more Erasing mechanics rather than just framing "do damage" as "erasure"

Given the feedback from you on my game, I thought this was going to be a longer game and had more thematic elements than "Erase the enemy". That being said, given that your game is about erasing the enemy's pixels I would suggest an Autofire, given how fast you shoot already. Another thing is that the hit boxes for my bullets and the enemies aren't very forgiving meaning most of the game was spent aiming than platforming or exploring the levels.
That being said visually it's a nice game and I love to see more from it. My biggest take away would be to make the game involve more Erasing mechanics rather than just framing "do damage" as "erasure"

Good feedback! Everything you said is a good point. Seems like youre an avid gamer and i had a feeling this game would be too short and easy in that regard, but I've had a lot of game jams that people never saw the ending of because it was too long or boring. It's good to know I'm getting closer to a balanced experience.

Fun game! I know its been said before but a drop shadow is the only thing missing from the more 3D levels. I enjoyed this one a lot.

Solid dungeon crawler, I'd love to see where this game could evolve to

Thanks! Safe spotting was an issue in my last game so it ended up being a good way to be on theme and help that problem.

Here again to say this really is an awesome tool to use.

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I must be, clearly, Cause the winning strategy that worked for me is very much opposed to how i feel minesweeper should be played and thats okay this game is different but I am an avid fan of minesweeper as a game and this takes away from the design of minesweeper i've come to enjoy. I've watched some videos of other people playing, and the strategy seems more luck based than logic based which is not what minesweeper should be.

Thats meta knowledge, and I think having to lose enough games to understand each of those aspects makes for an interesting dungeon crawler game, but not a very fun Minesweeper game. Forgive me for feeling this way, but this feels like a puzzle game like memory cards and not a puzzle game like minesweeper.

I like Minesweeper, and it's okay that people like this game. I don't think people play traditional minesweeper as seriously as I do, which is why I have a strong opinion. I don't mind that people like this game, but I have a genuine complaint about the the design of the game because I feel its against the spirit of minesweeper itself. Again, I don't really expect people to agree with me, but the arguments given against me fail to respect my own feelings on the game. In fact, most of the points against me make it seem like i'm being unreasonable to articulate the differences in the games I enjoy and this one.

Thanks for being open to the conversation, I like this game a lot.

Theres really, very few non lethal guesses. way less than a traditional game of minesweeper. If you disagree, then i believe you don't play traditional minesweeper very often.  I could beat an expert Minesweeper in under 10 tries, and 5 minutes. This game required a literal blind luck pick to get enough health. This game requires about half a dozen blind picks to get the xp needed to win. It's not a well balanced game in my opinion and I don't want you to argue with me that i missed something.

I got my preproduction and MVP done, let me know if i should reach out to you on Discord or otherwise

I've gotten an MVP i like enough to follow through, I'll reach out to you on discord soon!

I beat it, and theres honestly no reason why there should be that many blind guesses to win. 

I beat it. My opinions still stand.