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TheFieryEmber

20
Posts
A member registered Jul 01, 2023

Recent community posts

Really good presentation and a fine concept but the gameplay loop gets old far too fast and doesn't have replayability. It's way too easy and doesn't have enough mechanics to make the game interesting. I don't think it fits the theme either. You could say that it is because part of the game is keeping the ball out of the goal, but it's not the main focus of the game. The focus is murdering the players. It just doesn't work for me. 


Remember, the most important aspect of a game is design. Not graphics or music.

This is easily the best looking game out of the bunch. A few minor bugs and quality-of-life changes I would have fixed and made such as blocking out a research tile after it's implemented or resetting the timer after hitting the AGAIN button (whoops). But overall I have minimal complaints about this game. Really, really well done.

There's a bug where when you hit AGAIN the timer doesn't reset. :P

The concept is really simple, but everything else is top-notch. Sprites look adorable, and I like the touch where they change every time you move, music choice was great, and there were no bugs I could immediately spot (although the narrow gaps and top half of the blocks being safe but also not safe made me feel cheated numerous times throughout the game) Really good job.

Use PeaZip and open with that. You'll be able to find the .exe in there.

Great presentation, but lacks good design. The platform is impossible to jump onto so you have to cheat the AI into believing that you were able to by placing the coffee on the edge of it. Remember, it's important to playtest the game before going further to ensure that a level is both possible and bug-free. The "hide it behind the text bubble" gag was pretty good though. It also would have helped if there were more things you could do to make a level more difficult for the AI like maybe being able to drag and drop the letters in the title of the game to use as platforms. Do not be afraid to think outside the box and take risks.


Needs music and other SFX. 

Oh wow, I found a tiny gem! The concept is intuitive and intriguing, and the gameplay is fast-paced. Really good job with the sprites, probably the best I've seen in my feed so far. If there were only a few more levels and mechanics to make the game a little more interesting and chaotic, you'd have perfect marks! Criminally underrated game atm, let me get you some more people in here.

There are only 3 levels. I think you got stuck on the last one. The trick is to use your superior movement speed to your advantage. Remember that your spacebar can attract enemies with your meow too. Keep trying!

The game isn't half bad! I like the concept and the dynamic between day and night works well. I understand the art and music were not original, but they were well-chosen assets nonetheless. Could've used a bit more space for the player to roam around in and the ghost's AI wasn't smart enough to check corners, but that's just nitpicking. I think it would have massively benefitted the game to have the character constantly moving around even during the day to collect something like an item or coins so that when night hits they're in a lot more danger. Great job.

Turning the platformer game into something of a puzzle could be an interesting idea. I think the presentation of the game could have benefitted from original characters rather than using Mario's though. In terms of design, making Mario slightly faster than Bowser would have allowed you to make better puzzles that require you to keep Mario at a distance to where he can't catch you throughout the entire level. I can just keep moving and Mario will never catch me with the speed the same as it is. The music doesn't fit the game at all and gets old fast. If it was something with a faster tempo to make it feel like a chase that would have been much better for the tone of the game. Coding wise it works alright, but there are a few bugs. One is that Bowser can get stuck in the walls since when he runs right you can see that there are a few pixels that can appear behind him in the animation allowing you to clip into the wall. The second is that if you run in any direction toward a wall, Mario can never reach you. He just stops. Not entirely game-breaking as once you move you're generally dead, but still.


Don't be afraid to take risks and get more creative in your design. It will make you need to think outside of the box for your code and the game much more interesting for players. Keep going, my friend.

Wow. This game is amazing. You took the concept of reverse snake and made it into a bullet hell management game where you use your enemy to disable other enemies by luring and escaping the jaws of death by a hair. Incredible design.  The difficulty is spot on and each level bringing new surprises and enemies leaves me wanting nothing. The music is a bop and the sprites are very well polished. I can see this game easily ranking among the top. Well done!

Honestly not that bad! The concept is creative and the art style almost reminds me of looking in at an old TV set or an arcade cabinet. The music loop needs polishing as it feels all over the place and gets old fast but it's chiptune and I understand that can be hard to work with. The gameplay is a bit wonky but the goal is, for the most part, clear. If there were a way to affect how the hero moves such as making a more durable option of an item to place or walls to force him to move around them it might be a bit easier to get into. Placing each of the crystals in the corners in an X shape makes the game pretty easy to beat after bashing my head into the keyboard a few times trying to speedily whip out a crystal before they were instantly destroyed. If everything had just a tiny bit more health and gave the player a little more control, it'd be a really fun game to play. I feel like having dedicated levels would have benefitted the concept a lot.

Hey, at least you got something in. My team had technical issues by the end and couldn't complete ours. Coding takes a lot of time and dedication to learn! Keep going at it. <3

Ah man you weren't able to playtest your game, were you? There's an impossible jump like 4 platforms up. :/


Also, I'm unsure how it fits the theme. Seems like another platformer to me. Good effort.

You get 3 of them before needing to touch the ground.

The concept is definitely interesting, I think I've seen games of this sort before, but there are not enough monsters to make the game interesting. The beast is OP, slimes can be useful when paired with a beast, and the speedbug just straight up sucks. Which is disappointing because I wanted to have a blitzkrieg attack style in the game. If I had maybe two or three more monsters and a bit more interesting level design, like needing to attack in a certain pattern or being able to collect buffs along the way or break towers for extra money that'd be all this game needs to be very fun. Your music and sprites are spot on though.

Game plays fairly well, there were a few places where the ball could get stuck, and running over a lit track and turning it off makes me feel a little robbed at times especially since there isn't a whole lot of control given to you when you're in the corner. The art style is funny and I enjoyed that a lot, weird dialogue though. This game reminds me of the rocket dice cheating game that was featured last year.  Overall pretty well done for 48 hrs!

The idea is really basic but if implemented correctly it could be rather fun. I've played many variations of chess like bughouse, antichess, random chess, etc. and each of them has something that creates a small element of strategy to them. Shotgun King is also another amazing game that uses chess as a basis for intricate puzzles. I definitely recommend you give that one in particular a play. For this variation, you just keep your queen relatively safe, kill their queen and win all their pawns like the wayward queen attack. It could be just that I come from an experienced background in chess, but it's far too easy. Maybe if there was only one pawn on each side, the game would last longer and take a lot more thinking. Or if a random piece became the "king" for that specific game which would give your game overall a bit more replayability. 


Criticism aside, this is well-polished in terms of presentation and feel. Seriously one of the best I've rated in that department so far. Good work!

The idea has potential, but the execution is far too simple. If I was throwing the words I typed at a boss or got a little bit of a *ding!* every time I put out a word or got in a hit it might have been a bit more interesting. Or if the player were able to obtain a power-up by spelling a certain amount of "X" lettered words. The player is just left in a void of their own thoughts trying to come up with another word to use and with minimal reward far too early on in the game's run. There's no real catch to the game, it's just type words until either you or your opponent gives out first. Personally, I just needed a little bit more to keep interested.

This game is innovative and charming. It's a bit random and relies on luck to win, especially on my first few tries, but it is fun to experiment with different items and combinations. A concept I could see being taken far in a fully-fledged release.