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10jū

36
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1
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12
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A member registered Jun 04, 2022 · View creator page →

Creator of

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There’s no bug, I just didn’t see the burnt shrimp as it kind of blended in with the pan.

The paper dolls are awesome and had some neat animations. I only wished I could pickup a weapon on collision in addition to looking at the weapon for picking up as the limitation made it difficult to scoop on the fly. keep it up and good job!

This game has some good bones. I haven’t played the original though from what I’ve seen and remember from other castlevanias the aesthetics and music are on point. However, I do have some suggestions. Maybe add a meter resource for the flying mechanic so the player is forced to use the mechanic sparingly and allow hit collisions to pass through more than one enemy at a time if the enemies are bunched together. I hope you continue development on this project. I’m curious to know what engine you used to make this?

Thanks for the feedback, much appreciated. I have a dialogue system that I didn’t get to revamp which should be able to assist the player since I plan on Rockman breaking the fourth wall although the art of engaging tutorials is something I have study more. Thanks for playing!

I enjoyed playing this game. The aesthetics and overall design is lovely. In tutorial I was able to draw a knife but when I played as the craftsman some tools(knife, mallet, etc) weren’t available during battle which did make it difficult to manage but I still had fun. I’ll try some other classes to see if the problem persists. Great job and keep it up!

First you have to rotate out of the rock pile. I apologize I forgot to mention that.

The music is great and adheres to the tone of the atmosphere. I suggest informing the player to not shoot the deer to increase UX. Well done!

This is a pretty cool concept. I can see each fish having its own unique minigame to catch it if you decide to continue. Keep up the good work!

This is a pretty cool concept. I can see each fish having its own unique minigame to catch it if you decide to continue. Keep up the good work!

Thanks for playing. Did you try fullscreen?

This game is a lot of fun and well designed. I did encounter a bug after burning the sushi where it would not let me cook any more. I’ll try to reproduce the bug more to give you more insight on what’s happening on my side. Great game!

This game was well designed throughout and fun to play. Puzzles are very engaging and the combat is unique. I suggest detailing the tilemap to have more of a sense of direction or perhaps more variety(pics on wall, rug, etc) so there isnt much wandering around the puzzles and unnecessary doublebacking. Briefly, I felt like quitting when I couldn’t find the secret garden. Also, you may be aware of this already but there’s a small bug when you fall off the map where the player doesnt resize back to normal. This game has great potential, I hope you guys plan on expanding until completion. Keep it up!

First this a very pleasant platformer and I love the ninja paranormal spin on it. The level design really stands out as it is well-paced, challenging, and fun. However, there is a game breaking bug once your life zero’s out that forces player to menu splash screen. Personally, I would like more variable speed and jump, or attack momentum in the controls. Currently, the controls feel too snappy but fit well for a speed platformer. The art is great and feel very gameboy but some of the design lacks contrast(I am referring to the dark mountain and mc outline) it makes it a bit difficult to see what I am looking at and little off putting to play. Adding an outline around player or changing the background color in that area could help show the environment better. Good catchy soundtrack! I understand that time limits ideas. Regardless, great job and keep it up!

I see what you mean. Thanks, I’ll add that to the notes. I have no direction on the bars style yet but that will improve the design

The project is called supajutsu meaning the art of SUPA. SUPA refers to the universe I have created for each playable project on my page. The overall art is incomplete but should give you enough to critique. I’m lacking feedback and would like to know what works, what doesn’t, and any suggestions. Anything helps.

https://tenju.itch.io/supajutsu-proto

Thanks for playing and for the feedback. I apologize about the tutorial as I do need to get better at making them. However, one of the main flaws with the tutorial is that the data from the configfiles is being saved and loaded from an improper location, data needed to turn off tutorial. If you’re interested stay tuned for the update.

This game has a cool concept and implemented well. I have three suggestions to improve gameplay. First, think about comfortability when designing local multiplayer controls, mainly Shadow’s controls are a bit congested. Next, add more than one door on some floors or give the player the ability to choose which floor to create more versatile play. Lastly, I think you are using the transform to move characters, moving with addforce, or not handling collisions properly as I was able to run off the last floor through the collider with the Light character. I think rigidbody2D.MovePosition should fix this issue. Good stuff and keep creating.

hey,

i have an update for this game. if you would like to try it out let me know.

Thanks for playing and for the feedback. When you mention gravity are you talking about when you leave the particle ring or when the rock wall ring inside moves you? There are also rocks that are designed to blow up on you and push you in a direction, so maybe that could be the issue. I believe I fixed what you’re talking about just not sure what you exactly mean.

I designed/tested most of the game on my monitor which is a lot brighter than my computer screen and realized the darkness and other problems too late. I’ve updated it quite a lot this week which has changed the feel for the better and fixed a majority of the problems mentioned and unmentioned.

For instance, spamming charge is a necessary skill as the boss rocks can now dodge after the first health bar zeros out. Also, it helps collecting items or getting out of danger when dash bar is low.

I haven’t played this version since I’ve uploaded. I’ll have to download it to see what you’re entirely talking about.

It’s funny to me that people find it trippy as that wasn’t the aim for the game. I only wanted the map to move to the music. Thanks again.

The overall feel is stunning and the gameplay allows for a lot of creativity. My only suggestion would be to change the point direction for the bubbles in the tutorial so that the player has a better grasp on what is being said.

Very cool concept with simple and neat art. It took me a minute to test the attacks playing solo. Definitely would play with friends. Good job!

Thanks for playing and for your feedback. I didn’t give myself enough time to implement any dialogue which would’ve helped with the confusion. I’ve already implemented some visual cues to help the player know when they’re damaging the boss. I’m curious if you were able to hurt the boss enough for him to fly around the map?

Thanks for playing and I appreciate the feedback. I’ve already made a bunch of changes and it will definitely be more polished once I’m able to update.

This game is awesome and has very satisfying feel! I’m digging the visuals. For more control maybe you can add power ups or acceleration to destroy more blocks and move enemies.

Thanks for playing and for the kind words. Once I add the dialogue I believe that should help guide the player as I plan on letting Rokku essentially “hold your hand” through the beginning.

This is very unique and fun. I can see this game being used in schools with fun teachers.

Good stuff! I like the music, art and overall feel. Although, I was able to clear a stage by sitting in the death menu then spawning to defeat the boss. I was expecting the bullets to be more limiting. I wish I had more control of the bullet rate. Keep up the good work.

mine is incomplete. Feel free to leave some feedback anyways

https://itch.io/jam/bullet-hell-jam-2023/rate/2060086

https://tenju.itch.io/u-kinda-stink

Well Done! It reminds me of an arcade shooter. I think the shield needs a boost or item drops to increase as it felt too limiting. The art is consistent and the design is fun. I like how the shipmates keep you engaged.

thanks for playing and the feedback. I’m glad you enjoyed something within the game. I apologize I didn’t get to finish. The map does move to the beat so that when the sound is low the map becomes confined and expands when loud. I see few games do this so I gave it a go. This is why there isn’t a WebGl version because the AudioSource api I use to make that effect aren’t supported. 

Thank you for the feedback and thank you for playing. That’s my fault for not adding enough tutorial elements. I will add those elements in the update next week. Although, in the most recent update I made the moving platform to have “stickiness” so Rokku moves with the platform upon landing. Would you mind checking out that detail out and let me know if you come across anything else? Thanks again.

Hello,

Thanks for playing and for bringing that problem to my attention. I have a few solutions. I just have to feel out which works best. I’m going to work on it today. If you find anything else that feels problematic please let me know.

hey,

Thanks for the feedback. The mushrooms will be used to make ore but I haven't implemented it into the crafting system yet. The mushrooms pay a heavy price so you can carry nothing else after carrying one.  At the moment you'd want to avoid the mushrooms at all cost and avoid the spores from growing by hitting the cap before the stalk sprouts. The branches from the trees are the only materials that can be crafted, only because I haven't finished many of the tools ore unlocks. Were you able to pull up the crafting Ui?  I apologize for the convolution. I didn't leave enough bread crumbs and I'm not a fan of the conventional approach to tutorials. Let me know if that helps or not.