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T-Pose Interactive

12
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A member registered 80 days ago · View creator page →

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Generally the gdd looks good, but theme interpretation of the game is a little light in my opinion

The gdd is also more of a roadmap than a document of what you have now. You don't have to mention you don't have something implemented yet. It helps you plan and remember what you want to develop into the game and can be shown to others if you want to show off what you're creating

The development timeline's contents are great, but the the pacing is too short. You're going to be spending a lot more time to make it a finished product. Besides the time to implement everything, you will stumble upon roadblocks that will take you many hours to solve, even on a simple issue sometimes, so depending on the size of the final game and especially if you're not working on the game full-time (6 hours a day or more), set the development timeline to at least half a year.

Alright, glad I could help. I'll be checking out the gdd!

The scope is small enough to make a complete experience. The movement could use more work, but the mechanics, levels and music make for a decent game.
(5 seconds before the deadline, nice)

The design document wasn't modified, so this is going to be a quick disqualification.

The animations are nice, but the combat is very unresponsive. Despite the lack of a narrative this game could have good potential. Not sure how the game fits the theme of the game jam though.

Simple, but working concept. The mechanics work, but there isn't too much to it. The scope is kept to a very manageable level which is good, lots of games get too big big of a scope and bloat up to an unmanageable project.

Very charming art, I especially like the main menu art.

Interesting idea. I didn't get far as I think I lost a box behind one of the buildings and couldn't get to the apothecary. Visibility behind buildings could be implemented. The interactable objects don't reset when you start a new game or reload the page which stumped my restart attempts as well. Space also works as an interact button making jumping next to the boxes hard.

The character design and music are really cool and I like how the monologue is implemented! 

The game runs very roughly, freezing almost every time I shoot the guns. I'm sure the gameplay would be fun if it ran well. Very interesting ideas and I hope you keep working on it!

Thank you! The level design and character movement really could've used more work, but with the limited time and our personal lives it was a challenge to get everything done in time.

A very good implementation for the shadow and alchemy mechanics! Fantastic end result for being done in two weeks. Everything seems to work just right and making potions gets more smooth as you get familiar with the recipes and where ingredients are.

Very nice concept. You could put RTS into the genre in the GDD, as it's close to being one. The summons pathing could use some work.

Interesting concept, but it's hard to grasp what the next combination should be, which is often the issue with these kinds of games.

Sick game. Definitely lots of item spam and it's unclear if items stack or they have levels with the numbers next to the icon. It gets very easy to kill things very quick, but at the start it takes a very large amount of hits to kill enemies. Definitely a cool concept