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Vladiator02

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A member registered Nov 04, 2020 · View creator page →

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I like the trail and the mechanics work well, but I think you're not sure what to ask of the player. Do you want players to navigate avoiding obstacles and only hit the goal? Probably have some fail condition or forced reset. Do you want players to hit all the obstacles for points? Maybe count their moves and have a par like golf. At the moment I'm getting points but they don't really mean anything.

It was nicely polished but I still have the same problems as last week. It's hard to know what you're doing and where to go, and I don't know if I reached the end of the game. I like that you added some context to the story, and the scares are also nice. However, before I thought the player character might be some child and that's why they're so short, but now that they're some contractor, their size is a bit hard to believe.

It does have voice but it don't think it fits the theme, the game would've functioned without the anime opening playing. The arrows aren't really mapped to the song which trips me up, makes it less rhythm game and more just timing. Some feedback to tell me if I hit the key too early or too late would also be nice.

School life is very different than back in my day. I like the idea and the voice acting is really funny but there's not much gameplay to it, you're just spamming space and holding W. Maybe some limited resource or timing challenge could've done the job.

The game looks good and the voice lines work well but there's not much game to it, you're just listening and following instructions. Feels more like a job. Also there's not much feedback in the count aliens part. I never knew if I did it right or if the mechanic even worked.

Good looking game, plays and sounds really nice. I couldn't figure out how to progress though, and I did try for 20 minutes. The height of the character is really small, is he meant to be a child? That makes it really hard to see the first key and I looked for it for quite a while. And the jammed door part I couldn't figure out at all. I feel like the voice, although it adds to the mood, does nothing to answer my questions. You could've gotten more out of it. You could've gotten more out of the diary too, maybe give clues if the player is stuck on one objective for too long.

It was a fun game. There's nothing preventing me from rhyming a word with itself though which is a pretty big rule oversight.

Great art but the game doesn't seem to work. I can see how moving with the mouse is weird input but the other controls in comparison feel pretty standard. Maybe you should just unload everything on the mouse, you could rotate with mouse wheel and fast look with right click. Something like that.

I think the input isn't weird enough. It is unusual but it's still WASD with extra steps. Also there's nothing that pressures me into mastering the input system so you're not getting the most out of it. Consider a timer, enemies or other challenges that require the player to use the system effectively.

I like it. It's quite difficult and I like that you used acceleration rather than making the movement instant. Add some scaling difficulty to it and it's a decent highscore game.

Fits the theme but it's unfortunately easy to cheese by only using two keys next to each other. It could do with something to incentivise the player to use the other keys, maybe some orbs the player needs to collect and spawning more than one dangerous orb at once. 

Hitboxes are my main problem with this game, the character gets stuck a lot. Maybe some rounded edges around the platforms could've improved this, and the hitboxes on the slimes should be way smaller. The dash and moving boxes are nice. The visuals are nice but the background and foreground don't mesh and it feels really weird. I also don't get how this fits into duality, unless I'm missing something?

Hitboxes are my main problem with this game, the character gets stuck a lot. Maybe some rounded edges around the platforms could've improved this, and the hitboxes on the slimes should be way smaller. The dash and moving boxes are nice. The visuals are nice but the background and foreground don't mesh and it feels really weird. I also don't get how this fits into duality, unless I'm missing something?

Very simple but satisfying mechanic and the level offer enough variety and difficulty scaling. I don't know what you could do to make it better other than more levels. Maybe some upgrades to the physics so moving platforms don't get you stuck? But that's a very minor complaint.

I like the combination of pinball with the... Bennett Foddy genre. It's a challenging game but doesn't feel unfair and I did feel like I was getting better in the few minutes I played it. I also really like the style of the menu. I don't think the use of collectibles that need precision didn't mesh well with the game though. 

Decently fun game but could do with something that made it more replayable. I have no clue how to do to get a higher score other than press the 2x button right at the end. Also the popping sound is satisfying when there's a few balls but when there's 1000 it gets very annoying.

I see how it connects to the theme but there's no challenge. I imagine Kleptomania in the real word is not this much of a breeze. 

You seem to have made a digital version of twister. I don't see how this is a ritual and I sort of get the reference to anxiety but that's not translated to gameplay. 

The fling mechanic is satisfying and could be carrying a game. Just sad that this one has no win/lose condition or relation to the theme.

Great art and I like the idea of gambling as a ritual. It needs some win/lose condition though. Maybe a target rent that you can't reach just with daily income? 

Also the slot machine is way to fair for a real slot machine. Breaks the immersion.

Either I'm too stupid or the triangles are broken so I can't complete the ritual. Also the very dark gems are very hard to tell if they are on or off.

Otherwise the goblin was very annoying which I imagine was intended. If you leaned more on the hectic aspect, maybe added some mechanic that made you scramble to find how to complete the next stage of the ritual while the goblin was messing up your previous one, and a fail state that punishes you for taking too long (it could even be that the goblin regenerates health) then it would've been a nice experience. 

I have a feeling you started with voice acting and went from there, which if true, was a great idea. Otherwise a little bit easy for a detective game. Doesn't help that the correct option is the only one you can click, i expected you to yell at me like Gordon Ramsay if I got it wrong.

Hopefully Scene 2 builds on the predecessor.

This is the Emily is Away of Dark Souls >3

Good art and the game is enjoyable once you figure out the websites you need to go to. Didn't understand the password puzzle though.

Good art and music. I think tracking ghosts through walls to farm points isn't intended. Otherwise playing it by scanning different windows is enjoyable. Also not convinced that rat exists.

Good art and music. I think tracking ghosts through walls to farm points isn't intended. Otherwise playing it by scanning different windows is enjoyable. Also not convinced that rat exists.

Interesting idea combining the theme with platforming. A bit easy to cheese since you can spam the same platform to get points and you can sit on the first platform forever. The score displayed at the end is also bugged. Nice art tho.

I feel like the pendulum mechanic and the angry birds fling mechanic don't mesh together well. Also, a win screen would be nice, my efforts don't feel appreciated :(.