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XpBarq

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A member registered Aug 20, 2024 · View creator page →

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I like this, but it feels like its early days. You need to lean into the lighting more, really push more brightly and dimly lit sections, strong color choice for the lighting used too. Audio effects and dialogue would contribute a great deal of humor- tossing in some generic mook gossip to listen to is a big plus. At this stage, even including it as small closed caption style text at the bottom would still deliver the idea, without needing to put in placeholder voice acted dialogue or pay anyone.

Please lean all in on the sex appeal. Not every guard needs to be a big titty Doberman, but I wouldn't complain if there was plenty along that line in your final release. On that note, different guard types - denoted by being different characters (Doberman, Cat?, etc) with distinct idle/ at work silhouettes would go a long way to clearly informing the player what sort of threats they need to look out for, while leaning into your strong character design skills.

Maybe a hub area for relaxing and socializing with NPC's/ clients, and a shopkeeper for upgrades? I only suggest this, because whenever I see your stuff the most appealing part that comes to mind is your unique characters.

I played on windows and did not have issues advancing up to the tuna level btw.

Idk what version of Godot you're using, but please use the AudioStreamRandomizer resource for things like item pickup sound effects. Just pitch shifting randomly on playback will make the sfx much less grating. You can also use it elsewhere for other really repetitive sound effects for the same benefit.

Controls nicely, but there is nothing overwhelmingly standout at this stage, I think one of the next things you need to do is give the game a more concrete identity outside of its platformer mechanics. Some game "juice" would be also pretty positive to work in at this stage, especially given the games more stylized nature. Stuff like pushing walls when you try to walk into them, ledge teetering, etc. Some simple particle effects (like dust while running, poofs in the air when air dashing, etc) would help contribute to good game feel, while being easy to swap out later.

Reminds me of the OG Haydee in a way, with the slower paced exploration and platforming, but I don't think it pairs well with the sheer size of the levels, at least without something else to do between platforming.

Good character design. Good taste. Could have a nicer butt, I won't complain, I assume it isn't the final model anyway, given the simple visual state of things.

I also did stop playing early (the drifting dead crabs section), I wish there was at least a simple placeholder method of determining current HP value, and that there was some way to restore a hitpoint or two scattered around.