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Yeeteth Von Yeetenheimer

12
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22
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A member registered Aug 15, 2020 · View creator page →

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Recent community posts

bombs? There are no bombs in the game

visuals, effects, and audio are incredible and makes for a tense experience, but the controls feel very unresponsive. I like that you click with the mouse because that makes it more tense and difficult as opposed to just using the keyboard, but it feels like you have to click 10 times to move once. It seems intentional since you are able to move faster when the monster gets closer, which is a cool idea, but it doesn't feel great to use the rest of the time.

Good level design and variety of obstacles. Hit box on spikes feels a little too big.

Like the added goals of getting gems. Jumping feels clunky, would prefer if you jumped and feel slower and could hold jump button to go higher so have a little more control over your jumps.

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Good game quite polished! 

Enemies have good telegraphing, I like the animations (like the head jiggle  as they walk). Cool Doom-style story.

Found the player's head bobbing uncomfortable. Mouse is kind of unresponsive ( not sure if because it's web build) Checkpoints would be nice especially after arenas as those are the most annoying parts to play through after you die. I fee; like the sword attack sound effect doesn't fit the rest of the game's audio; it's kind of chiptune where everything else is realistic.
I like how the bosses heads fall off to indicate progress.

Excellent use of the tiles, nice color scheme and asset placement.
Enemies need some kind of sound effect when they spawn or are about to attack, sometimes they would spawn behind me and get free hits in because I didn't know they were there.
Mages seem to be impossible to kill with melee without taking hits; maybe longer pause time between attacks would be good?

Good game wish there was more!

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Very cool entry!  The combination of horror and typing was really cool and clever. I like the mechanic of being chased across the letters. Probably the best entry I've played so far.

I wish there were more checkpoints though, I died after getting fairly far and it felt tedious going through everything again. I think your devlog said the intro chase part is supposed to determine how difficult to make the game, but I tried deliberately losing as soon as possible and didn't notice much difference in game difficulty.

Also is the game supposed to end on the section about "I got charged with murder"? It went really fast and killed me and the game closed. Saw you mention on your devlog there was an endless mode but didn't see an option for it in game.

nice devlog btw! Would be nice if you could upload a playthrough so we could see all the parts in the game most people might miss. Like does the intro sequence end? I never was able to beat it

Edit: nevermind just saw you had a playthrough vid

Cool little mario kart clone. Has a nice retro vibe that works together well with the visuals, sfx, and music. Cinematic intro is really nice also. I like the strategy element of collecting gems to permanently boost your speed, but it's also kind of unfair because if you start towards the back you're guaranteed to lose since the first couple of rounds the bots will collect all the gems before you can reach them. Would be nice to have some kind of balancing elements like maybe gems are better if you're farther behind or something.

Nice devlog btw, very informative and interesting!

what engine are you using? can you do a web build?

Cool and good overall experience, good ramping of difficulty from tutorial to fighting enemies to the boss fight.

I felt the movement was too slow, especially on the ground. I wish you got more air dashes instead of jumps when you picked up arrows. Multiple jumps didn't feel that useful compared to the airdash.
I liked the tutorial, except for the signs, as it wasn't obvious that you could hit them to get more information. I also wish you didn't have to play through the whole tutorial every time you died, would be nice if you started right at the kind.
Visual style was very nice, did you use crocotile for it? Also liked the music a lot, fit the game very well.
Found it annoying that shotgun bullets disappeared quickly, had many times where I was trying to shoot the boss with it and it wouldn't work, making me think the boss was invulnerable. Addition of a crt mode was cool, but I think the chromatic aberration effect was a little too much and hurt my eyes if I enabled that mode.
Liked the story elements of you killing the king and his family(?) to claim the crown.
Overall pretty solid entry.


Liking the undertale dialogue sfx. Opening Cutscene and story were funny. Liked the bubbles as they taled. wished gravity  and underwater movement were faster.

some bugs: had a bug where if i was running and rescued my girlfriend I would slide off the edge and die during the end cutscene and have to replay the level. Doesn't run in firefox, but works in chrome. Dialogue ended too quickly sometimes and cut off words.

Nice use of layers and parallaxing with the visuals, overall color choices were good. Some of the level blocking with graphics was kind of inconsistent; you'd have nice tiles, and then solid blocks of color sticking out next to them that looked strange. Animations are nice.

Couldn't get past the moving platform level since you move to slow to be able to catch up to it when going over obstacles.

Clever idea but plays kind of janky. Jump physics are awkward and hard to understand. I like the idea of using different potions to change your size and shape to get into different areas (also really like how the level busts apart if you get to big next to objects), but level design is too unforgiving; if you grab the wrong potion in the wrong order you get stuck. I like that the potion size/shape indicates what it will do to you. If you explore this idea more in the future I think it would be good to start with simple levels that only have a couple potions and then gradually get more complicated.

Visuals are really nice. I like the minimalistic stars in the background and the space travel scene. Planet graphics are cool as well. Quite like the animations, especially when you exit to the surface. Tunnelling effect is well done.

sfx and music are nice but sometimes feel like they don't mesh well, since some sfx are chiptune, some are realistic, and the music is hidef as well.

Story is simple and cute and adds to the game.

Gameplay takes a bit to get used to. I ended up losing a lot of early levels by pressing the wrong button too soon. Also there's a bug where if you press to move right before a tutorial dialog appears you will immediately go to the surface and lose as soon as the dialog disappears. The landing sequence on each planet is nice the first time but gets annoying after you die and have to restart and just want to start playing the game. Once you get used to it it is fun to figure out an optimal strategy for each planet; also appreciate the dotted line that appears as you change height, definitely makes it more intuitive to play. 

One thing I'd suggest is making it more clear how much integrity a planet has. I like the mechanic as it adds strategy but every planet has the same size bar and you have no idea how fast it will go down until you start playing, requiring you to kind of trial and error levels the first time.

Overall pretty solid entry, I'd say it does best in terms of polish and visuals but needs more on the engagement side

thanks!

I think I fixed the lag, could you try it again and see if it still happens?