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WayneMakesGames

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

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Cheers man, in terms of something being missing, there were a couple of aspects we had planned but that didn't work out in terms of time. One was the option to customise your plane, the second was the addition of a mushroom level (shown in the thumbnail) and the third was a near-miss system where you would get more points by barely dodging an obstacle.

Hopefully that helps a bit?

Playing through this I couldn't believe it had been done in two weeks! Excellent work with the models, animations, and effects.

The gameplay is one of the best I've seen so far, the looping is a really nice touch and there's a clear goal from the outset.

Who made the fish model by the way? I want them on my team next time xD

Amazing work!

Nah man it was our bad, forgot to make it public...

Pretty sure it's fixed now, but we need someone else not on the team to make sure of that

I like how much the game keeps you on your toes! The switching between horizontal and vertical platforming is a very nice touch as well. 

The art and animations are well put together and fluid, though it's worth setting a standard window /tilemap size early to avoid the mixing of more and less detailed sprites.

Other than that I had no issues, great job!

Very cute music & art style, the controls, animations and movement flow very well with the level design, too.

Only a couple of minor issues, such as losing the ability to shoot after a certain amount of resets, and occasionally being unable to jump backwards?

A nice mix of 2D and 3D art & animation, amazing work!

I don't appreciate being gnomed, but I could totally see this being a 5 star rage game! nicely done

The characters and music are super impressive and the concept of a dungeon rush is well executed, it keeps you on your toes!

All I'd say is that the pacing is slightly off towards the middle, once you've bought the first boss, all the other upgrades other than sharpen are out of your price range until you've made it through maybe 5 dungeons? 

I'm glad there's still an element of danger to it though, these games are no fun if you can just romp through, amazing work!

At first everything seemed cluttered around the screen, but once you adjust it's actually a very fun game! The art is polished and fits well with the aesthetic and the theme, with the occasional cars being a nice touch. 

Having greyed out unlockables is an amazing idea, it really gives the player a goal which is difficult in this kind of game.

The gameplay works well and has good pacing, all I'd say is that clicking the sell button yourself eventually becomes pointless since the game plays itself faster than you could ever click, so maybe a powerup that makes you sell more with each click would be useful.

Exceedingly British, as it should be. Nice work!

Thanks for the feedback man, it seems a lot of people are thrown off at first by the lack of normal movement. Obviously since I made the game I was used to using the somersault kick to move around, but it's not immediately intuitive. 

In terms of a more fully fledged version, I was planning on using a similar mechanic to this in a full RPG at some point (obviously with more freedom of control) where encounters with enemies put you into a Mortal Kombat style fight.

This is very well put together, the art style is unique, highly polished and true to the inspiration, nicely done! 

I especially like the integration of the scene in the animated, it gives the game a good goal. 

All I'd say for improvements would maybe be to have No Face stretch and contort during the jump, to make it extra creepy.

Cheers bro! :)

Thank you, and yeah man I completely agree,  one of the main aspects of fighting games is to be able to dodge & counter your opponents attacks on the go, but this kind of turned into a "wait for your opponent to do something" sim. xD

This game looks amazing, it's such a unique art style!

But does anyone mind letting me know what the player looks like? Maybe I'm blind but I can't seem to see it when I play.

This is one of the first times a game in this style has actually been relaxing instead of extremely frustrating, great work!

The basic mechanics work very well, and the art is a cute mix of pixel and soft faded background. 

Only improvements I can think of would be a counter of your progress somewhere and maybe some different looking obstacles?

The art style and splash screen are very nicely polished, and the concept and execution of the controls are intuitive and well carried out, nice work!

I see you managed to capture the extreme preciseness required of flappy bird esque games, seeing as it's supremely difficult to get consistently. 

Only improvements I would add would be to give some randomness to the way the gears move, allowing some replay value after completing the game.

Other than that it's well put together, I'll be attempting to complete it soon! ;)