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stillveganbtw

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A member registered Jun 29, 2021 · View creator page →

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That was my intention with the music. Thanks!

Glad you like it!

Thanks!

Aww thank you!

I really appreciate it! I was worried the variety might have been overwhelming since they're not common knowledge so I'm glad its on point.

Much appreciated! I figured that using russian folk music would give an immediate Tetris feel. There's also a B-theme if you click the button in the top right which is  a midi version of"Hava Nagila". 

I'd be happy to add some more index pages with some specific info! I originally intended on having the species name and point value but its quite hard to get a lot of text in such a low resolution. To satisfy your curiosity though, the list of species I used is as follows:

Agaricus Bisporus(Button Mushroom)

Agaricus Bitorquis(Pavement Mushroom)

Amanita Caesaria(Caesar's Mushroom)

Amanita Muscaria(Fly Agaric)

Amanita Phalloides(Death Cap)

Flammulina Velutipes(Velvet Shank)

Galerina Marginata(Skullcap)

Laetiporus Sulfureous(Chicken of the Woods)

Morchella Nigra(Black Morel)

Omphalatus Illudens(Jack o Lantern)

Phallus Impudicus(Stinkhorn)

Pleurotus Ostreatus(White Oyster)

Thank you so much! Yes, the music I did too. The only things I didn't make were the coin sound, the jump sound and the mona lisa(I scaled down a real image). I'm happy you like it, I am unfortunately having a bit of creative block with it and have been more motivated by other ideas but I do intend on revisitinf it

Honestly it's hard to tell what's intuitive or not when I already know what to do, so it's a great bit of feedback! I think I could clarify the use of it a bit regardless, if I can make it say "next turn" instead of "next" that would probably be clearer.

I didn't really know what to do for the cover image but I just thought mushrooms with motion blur would be hilarious. I'm actually aware of the generation behavior, originally I wasn't sure how to check every block to see if there was at least one good mushroom but I can certainly program that now. My original solution was the little button mushroom button in the bottom right which skips turns and I had actually forgotten about that until now. I'm really glad you like it though!

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Hi, thanks for the detailed feedback! To address your concerns:

The tearing of tiles is an engine issue unfortunately, I'm going to do some research on that but I believe it has to do with the upscaling of sprites. 

I thought the slow fall tutorial was straightforward but I can make the signs bigger if that helps? 

You're right actually I probably should add more sounds.

The jumping on skeletons is actually completely intended, they aren't even enemies really. I thought it would be neat to use them in a lot of different ways

The shuriken controls should just throw in the direction you're facing, unless you played an older version? In the tutorial, did you have to go into ball form at the end to sneak out of the safe room?

I've really never seen anything like it at all, I love it

Pretty fantastic, you took one interesting mechanic and allowed players to learn it well to do very cool tricks. The game itself is a bit hard just because of how free the movement is but the instant retry makes that not frustrating. I didn't realize that the star system was related to killing aliens at first, I assumed it may have been about doing it in fewer shots but I figured that out fast so its not a big deal. I would like a retry button at the level end so I can redo it to immediately get all the stars. The music is very fitting and the art is spot on. I love that the aliens have multiple death noises.

I'd like if there was just some kind of obstacle or enemy. Something I have to avoid, otherwise the game basically plays itself. When you open the update screen the game keeps going in the background. Some sound would be cool. I like the axlotl itself it's very cute and I enjoy its little phases

Thanks! I really appreciate the interest you've shown in my project since the start. Right now I'm cleaning up my code and working on the player controller but once I've tightened that down I'll be working on the Camelot level!

Thanks so much for the play and review! Your feedback is pretty spot on, the music will probably improve as I do since it was my first time making any. The inability to jump during sneak mode was a choice to prevent using the reduced gravity to jump higher but I can probably write something to handle that. I might change the red skeleton to be black and put a sneak sign because none of those were ever intended as enemies. The first two are specifically just moving platforms. As far as other stuff, more directions through the level and for combat and some work on the player controller for easier sneaking and dodging.

Thanks so much for the feedback! You can use the skeletons as platforms to cross deadly water but I think I probably didn't explain that mechanic as most people have assumed they're broken enemies. I'd like to incorporate them into the platforming more and hopefully fix the problem with them shaking when you walk through them. I'm going to add crouching to the player to help with dodging the paintballs and possibly just make the shuriken use movement inputs since it gets a bit complicated. Beyond that, health bars and checkpoints definitely. I may make coins health pickups since they just exist for fun right now.