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up2018129(RobertJohnson)

27
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A member registered Oct 23, 2020 · View creator page →

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Cool proof of concept, was starteled by the inverted controls initially as I wasnt expecting them and it controls rather well

Looks great like how the player moves and rotates to match teh direction you are moving however it is a bit confusing imediately and a litle bit distracting the reticule seems acurate however its a bit dificult to hitt eh enemies as they move too fast and in a diagonal so you have to kind of aim where the will be which is difficult as you can use the reticule to estimate it very well

Movement was good however you could have normalised the movement to prevent the player from moving at 2 times the speed in a diagonal and at one point the shooting broke slightly as one of teh guns started firing the projectiles up and to the left for some reason otherwise good job

Aiming is not as claer as it could be so it is easy to miss becasue of that and becasue of the weired movements that the player makes along the defined route other than that its enjoyable

cool idea unfortunately the game is too clunky and seems to function the way it wants when it wants and the music cuts out when you change to the blue lizard thing and you can get a kind of double jump if you swap and hit space  when your on the ground doubling your jump height

Art style is a sort of all over the place and the game could use some explaining and could do without kicking you out of the game wehn you fail a level and instead just replay the one you failed, and  the game controls well and feel good to play

cool please use point no filter to stop your sprites from being blury   and the attack could use with being sped up and the movement could use some slowing down as you can basically miss sections fo teh stage by just moving to the right over platforms and the player gets stuck on the walls (use 2d physics materials on coliders and set teh friction to be lower so they slide off walls insted of gettingg stuck(you can also use moore than one collider on a single game object))

It was rather broken the controls needed explaining the jump button was a weird choice and the second level was basically imposible also please use point nofilter in the future so that scaled up sprites dont go blury

Played well, however the enemies often got stuck on each other making the rest of teh level impossible or jumps were too dificult to get done and the  game seemed to jitter when moving backwards expecialy in the first stage

animations on the player would have worked better if you had done teh same thign as the enemies and I noticed that you had the projectile get destroyed upon colidiong with anything including antoher projectile and your jump seems to funciton of OnCollsionEnter2D alowing you to jump on the undersides of platforms and just slide up the sides of them if you are touching them but dont change direction models and 2d looks a bit wierd when the models are just floating on nothing and health pickup is something you can jump off appart from those things its a nice little platformer

Dificult to make to make jumps as collision on the player isnt very clear and you have to jump at the last second for jumps makes that dificult otherwise controls fairly nicely and the options button is confusing as it seems like it doesnt effect anything

Very responsive and infuriating good job, spikes would be better if they only killed from landing on the top of them and the vertical momentum canceling on the dash is weird

is unfortunatley lacking in features such as upgrades or a real reason to continue clicking really and the audio option in teh main menu isnt functional as it lowers the volume in that menu and only that menu so when you click play it is back at full blast also buttons were difficult to differntiate by on the menu itslef

could do with an audio slider to lower the volume a bit in game and a larger play area as it is a bit small and cramped feeling especially when the buildings start to ammass in large numbers as you continue playing but all in all nice enjoyable clicker

cool aestetic the asteroid like moon moving on and offscreen is a little distracting and off putting and it is a bit of a shame there isn't much visual feed back when you buy an upgrade such as a book for the planets that you own(know its a rather large ask but the art was nice to look at and would have like to see more of it or different planets every so often)

looks cool shame it is only in a small window that you can play in like that the increment is shown in when clicked next to the mouse but I personally dont understand the UI or how to get to the upgrades

Cool game love the animations for the damage indacators and the UI elements however find it confusing that you have a main menu button that closes the game but not a pause menu button that takes you to the main menu or that contains a quit button 

works well however it is not entirely clear what each of the upgrades do like how the cursor changes when you hover over the wheat field as it helps to let you know what to click onto increment the score and that there is a cycle of time as it is a nice ambience along with the hay bales that acumulate in the background

Cool game fits theme however the main menu has a couple of issues where the options button didnt seem to want to open an options menu for me and the quit button crashes the game in the browser liked seeing the sprites change when upgrades were bought as it was good visual feedback also like that you can see how many clicks you average a second

Fits the theme, works well but have found that sometimes after clicking an upgrade and then click another it seems to remove from the counter even though you dont have the required points for it and I presume get the upgrade awell which is rather odd

Works well looks good and simple to understand however the audio is rather overwheleming so slider for it would have been great  as it is rather loud.

cool concept easy to get to grips with but dificult to fully control somewhat due to the different hieghts the characters jump at so sometimes when you need to do two jumps rather quickly they become disjointed causing more problems but that is likely on me than the game

Works rather well stamina for blocks works quite well with the problem that the inputs for the attacks are slightly too fast for the recovering player and there is no pusishment for the attacking player that hits a block so I feel that it is quite likely just a game of who can mash the fastest without activating the block function by registering to key presses in a single frame as I asume that your attack inputs are read through the update method

Cool little project but it is dificult to time when you are supposed to press the spacebar as you cant see where the player character is in trelation to the ground below which isn't helped by the camera as it is always tileted to one side and is not looking down enough to help gauge the playeres position abouve the green stips

Works well rather however is dificult as when the car leaves the ground you lose all control, jerky camera and somewhat sharp steering contribute to that factor otherwise great

Cool Well executed however civilions+robbers move a tad too quickly from the get go and they come in a set pattern so having some element of randomness could have worked well

Problems with spawn positions and the end of the world, instead of moving the player forward and leaving the rest of the world spawned in the whole time you could have made it so that you left the tops and bottom of the mape still and moved your obstacles from offscreen toward teh player then destroyed them when they were no longer in view and the same goes for the collectables