Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Studio Boreli

11
Posts
2
Followers
A member registered Apr 27, 2023 · View creator page →

Creator of

Recent community posts

Hey GrayBardGaming,

We are glad that you had a good time. Thanks for your kind comments, we have put so much work into the game, every nice comments makes it worth while.

About finding the starbase, you'll be happy to learn that there is a scanner on the ship that points out the interest points. It's E on the keyboard or B on an XBOX controller. We added the mini-map to our to-do list a while ago, you can expect it in the next month or so.

Thanks again!

Thanks a lot for your review and comments!

Here's some notes based on your message:

The visual/audio indicator when damage is received is definitely in our to-do list.

Some people find the controls difficult on their first few games, so we're happy that you managed to make it work on your first game. 

We have 7 weapons in the demo. We should have 14 weapons and 11 systems when we release.

The fact that the music was absent is definitely a bug that was introduced in the last week, we're investigating.

We're really glad that you liked it and we hope that you come back to it in the future!

Thanks for the kind comments, it's really a passion project for us so it means a lot!

One of the next step is to scale enemy difficulty based on the player strength and item levels. So you will never have a too easy run (nor too hard).

If you have the time and you can screenshot where you saw the text, send it to us here or via Discord and we'll check it out! Also, did the music cut off suddenly or it did not transition between songs?

Thanks again for playing :D

We're glad that you had a good time!

A story is definitely in the pipeline somewhere. We are also talking about adding more control schemes and movement options.

Thanks for playing and for the nice comments :)

Hi!

To be upfront, I'm not your target audience, so I didn't play enough to really rate the gameplay/the mystery. That being said, as a fellow dev, there are things that I can review without playing the full game :)

I really liked your UI, the menus were well thought off, the navigation was intuitive and it worked without any issues.

The audio was pleasant, the SFX well placed and diverse. It fitted well with the scenes.

It might be just a personal taste, but I found that the backgrounds didn't fit the characters well. I think using real images with a filter could have worked with characters with a different art style, but I think anime backgrounds would been better here.

I liked the writing, it can be hard to write dialogue and set an ambience, but you did it well.

Thanks for your submission and good luck with your game!

Assuming you use Unity, you could start simple by changing the sprite used in your particle system, use a square one. If you want to push it further, a quick search found this nice tutorial:

Hi!

I couldn't play the main game because I was alone. The trailer looked intriguing so I was disappointed. A single player mode could be cool!

I tried the practice mode and was surprised by the complexity. Do you have a tutorial in the main game to help you learn step by step the combinations?

I could navigate the menus and noticed a few things that you might want to know:
The number of players needed a random amount of d-pad presses to change, not just one.
The SFX default value was at 0.
There was a lot of framerate drops in some menus and transitions, I have a good computer so I was intrigued. I found out you have a frame rate slider with a default of 10, if you insist in having it, set the default to 60.
In dictionary, it seems impossible to change modes to move to Add without erasing the last letter.

I would love to try the main game based on the trailer, I hope you consider it in the future.

Thanks for submitting your game!

I really like the humor of your game. It doesn't take itself too seriously and it's refreshing.
I loved the GB aesthetics, the character and monsters design. Your music and FX were great too.

I would personally desaturate the color of the grass a little, it's very intense! I also expected to walk behind the two block trees, it could be nice to reduce the size of the collider.
Also, I know it's a GB era inspired game, but saving anytime could be cool!

When I started your game at first, my first taught was "What's up with that font??", so I laughed when your messaged popped up telling me to install the missing font :D

One last thing, it's probably good for you to know about screen ratio support. My main monitor is ultrawide (32:9), it was really stretchy. I was able to play windowed, but I couldn't resize so it was quite small. I couldn't make it fullscreen on my secondary monitors either.

Thanks for the experience. I had a good time!

I enjoyed my run, I finished the three stages. I think you have a good theme, I liked the main character and the little watermelons.

Personally, I think your game could benefit from more consistency. If your game is mainly a colorful pixelated retro game, instead of a realistic scream when you die, you could put a really short jingle. When you jump on a monster, you could have sharp pixelated particles instead of blurry diffused one.

I had fun playing, thanks for submitting your game!

(1 edit)

Hi Hythrain, we just finished watching your stream's recording and it was a lot of fun. All your comments were very constructive and we were able to learn a lot from your experience with our game. We learned that the use of the Shift key for going faster was not that obvious, but we loved the part where you found it at the end. Your comment for the knock back is noted, it could be a good way to be a little more forgiving with the players. For the music, the only stock track in the demo is the Game Over one. All the music in the menu and gameplay is licensed from the artist Tonebox.

Thanks again for playing, your awesome feedback helps us improve our game!

P.S.: We fixed the second control mode in 0.2.34

Hi Barribob,

Thanks a lot for playing our game and taking the time to give us such constructive feedback.

For the controls, we will add different control schemes and add side-thrusters for better movement. It will give the player more flexibility.

Your comment is noted for the player taking damage. A vignette, SFX or more effects on the ship are all considered.

Thanks again 😊