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zera0

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A member registered Aug 09, 2023 · View creator page →

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320 on first try. Not bad lol

Short but cute story. I felt that it could've been longer,  implemented more worldbuilding and maybe some puzzle mechanics. But it's still neat as is.

Found an expoit where I somehow aligned myself between lanes, so I can run uninterrupted. Since enemies are limited to the 3 lanes, the in-betweens and even the side bushes are extremely safe. Also, I could sidestep beyond the bushes and fall into the void and game over'ed. Maybe add some wall collisions at the side?

Other than that, I cant really comment on the other stuff since my laptop runs the game really slowly even on low graphics. Goodluck making more games

A quirky Pacman-inspired game, to say the least. First of all, I'll at least commend you for putting the effort of drawing most of the game by hand; the only preset visuals are the score display and the "yellow things." There's also the recorded sound effects and wacky looping music, which gives the game more personality. If I had a genuine critic about it, it's likely to be the ghosts' AI, or probably lack thereof. They have very random movements that you'll often get cornered between 2 or 3 ghosts who happen to wander into your direction. Cherry was also pretty underwhelming since it's a one-time bigger pellet that moves. Game could also use more levels, lol.

Overall, pretty meh parody game. Decent attempt at making it, I guess? Goodluck on future, more original game projects.

Despite the fight experience being really difficult, in terms of the creatures' behaviors, I think it's neat. Definitely difficult to deal with, but it's cool to see more games where the enemies also fight each other. The concept, afaik, is not really implemented in many adventure games, yet it makes sense when there is a clear species variety in the game's world. Wondering how you'll implement these enemy behaviors in your future projects.

(btw, idk if I missed the metroidvania part of this game or not, lol)

I'm actually a bit stumped. I assume there's a way to move quickly after activating the time slow thing, but idk what it is... any hint is fine

Holy hell, the visuals look astonishing. Animation variety is pretty limited, but the animations that do appear are very simple yet fluid. Love that you implemented a spear platform mechanic, since it makes the game feel more sensible and down-to-earth. 

Story seems pretty interesting; a woman who seeks heirage(?) from laser dude. I wonder how you envisioned the rest of the story, since you did say there's supposed to be a level before this fight.

If there's something I saw that needed more work, I think there lacked a bit more "helpful" vfx/indicators during the second half of the fight. The arena laser sweep only had a 1-2-3 kind of indicator from the boss sprite; that means you dunno what's going on when you run to the other side to dodge. There's also the bombs not showing an explosion effect when attacked. I may just be wrong, but for me the bombs just disappear when I attack them.

But yeah, aside from the previous paragraph, fight was great. I almost no-hit during my 2 win attempts, but the experience was cool. Looking forward to the updated version.

For an initial demo, the hand-drawn graphics is awesome. Animations are solid, the background is eye-catching, and the enemy sprites look cool. The astronaut arms could look more alien-y, maybe add some sacs/tendrils similar to the ones in the environment.

The prison area is pretty big, so it's good that many of the "dead ends" are pretty short, leading me to the boss room. I hope there will be some hidden areas somewhere, hiding a power-up, some resources, or lore stuff.

Overall, neat introduction to the project. If you're still working on it, looking forward to more updates. If not, then it's fine too. 

I assume the gameplay ends after getting the glide animation

Beautiful visuals and enchanting music. The atmosphere is established really well. The animations present are fluid and natural, tho I did notice there were some weird ones, like the missing glide animation or the falling animation sometimes not playing (always happens when dashing after a wall jump). 

There's also a bug where when you dash while climbing, you can press the opposite direction and the game still thinks you're facing a wall, retaining the climb sprite.

Other than that, awesome game. Would love to see the world expanded on, maybe learn more about Zeri or where she is. Keep up the good work!

I'm Pomu!
(Btw, camera was pretty jittery, lol)

Ayy, no problem. I'm aware of the fact that, when starting on smth, feedback is pretty helpful. And I'm glad my feedback was helpful to you. Goodluck and godspeed. 

That was awesome. Animations are great and fluid, visuals look cool and immersive. Boss was balanced and fun to learn. There are 2 things I don't find great; they're just minor, though, don't worry. First, Idk why you can only restart when you die; hope it's fixed in future works. Second, the jump height is pretty inconsistent. Unless it'll be important somewhere in-game, you can just have a high tap-jump height. Other than that, I had a great time, and looking forward to the rest of the game.

Отказ от ответственности: я не говорю по-русски, поэтому использовал Google Translate.

Это действительно потрясающая графика. Анимация персонажей и врагов плавная и плавная. Пистолет одновременно забавный и очень мощный; Возможно, зажатие левой кнопки мыши сделает его более сбалансированным. Цель проста, поэтому я не думаю, что предметы коллекционирования необходимы.
В целом хорошая простая игра.

Game feels quite slow, despite the timer at the top-right. 
The story deserves some chuckles, for sure. The characters' personalities and relationship definitely show in their dialogue. However, it gets plenty upsetting when I reexperience said dialogue every time I die. It also doesn't help that you can't skip it.
The art helps enhance the atmosphere, and the animations are very detailed. Too bad the movement is a bit wonky. The jump has a weird trajectory to it that looks more like a triangle than a semicircle. The animation of the melee attack and the damage itself won't quite sync up.
Gameplay would likely stay the same with or without the soundwave gun, tho the gun is pretty cool. You didn't need the 5 slots of chime bullets since there are less available; perhaps it's a hint to a next level? Idk.

Overall, i-it's okay? I imagine it as the start of a story with eventual continuations. But I don't wanna plant those expectations on you. Just know that I'm personally interested in the larger story, if there's any. Anyway, good luck on future devving.

This is such a cute game, lol. Music was my fave part, it was catchy and uplifting, the art was adorable. Colors maybe could've used some more contrast, but it's understandable cuz of the palette limits. But yeah, nice short game.

Game was so buggy it's actually hilarious, lmao. Not hating, man; actually had giggles while exploring what was essentially 4 rooms. 

Now, the visuals are amazing, really gives off that futuristic alien planet atmosphere especially the 4th room. The music also helps immerse myself into the game. 3 of the rooms are of course unfinished, but well done on the parts that made it to the game.

I personally am not used to this specific controls; mostly when "shift" is dash and "space" is jump, I'm used to other controls being in J, K, L, somewhere nearby, or the mouse buttons. But again, it's just personal preference.

The elephant in the room is the camera. Other commenter already brought it up, so I need not say more about it.

What made this a fun(ny) experience for me was finding the out-of-bounds places. Not just the obvious pitfalls with blue background; there's also a collision bug when using the dash and crashing onto different places in the map. Sometimes, I even get stuck in the wall itself, not the outside. Plus, the dash animation goofy as hell, lol.

You were heading in a good direction, only held back by time constraints. Would've liked to see the full game you had in mind. Nevertheless, neat game-ish.

The visuals are insane. The health bar being the character's limbs is a nice concept. Tutorial pop-ups are understandable. Boss fight was cool and fun af.

The normal keybinds are pretty weird, but it's a good things there is keybind configuration. I encountered a bug there, tho. When I keybind a button that's already assigned to something else, it turns to "No Button" and stays like that. And yeah, the controls with the "No Button" won't work.

The regenerating rocks in the boss fight could've been the standard for the rest of the game. It would remove the need for a refill button and still be balanced. I personally think passive refill is even better.

All in all, neat game. Could use a few more improvements, but is heading in the right direction. Goodluck on next game.

Nice game. Simple, for sure, but it delivers what it promises. Like the other commenter said, would be nice if keybinds are customizable so players can use what they're used to.

So far, game is great. The animations are very fluid, dynamic, pleasing to watch. Simple color contrast; I like the artstyle. Controls are responsive and movement provides a lot of options.

That said, combat kinda challenging in a bad way. I agree with another commenter that it feels quite hard when enemies are tanky and you've 1 hp. The game feels very fast-paced, so having to be careful cuz of 1 hp kinda takes away that freedom to use the cool abilities and zoom as much as you want to.
Another small problem was the butterfly's color; it blends too much with the already blinding white background. It takes you by surprise and instead of being able to recover, that surprise from the butterfly usually occurs when you're already hit/dead. I hope smth can be done with it.
Last one is more personal opinion: Don't really like the zoom in after getting hit. It's a bit disorienting and kinda doesn't make sense. I do atleast appreciate the auto-respawn after; since I'm dying a lot, not having to click respawn every time is a plus.

Can't quite finish the game right now, slightly cuz of those butterflies. Would love to see the rest of the game once these issues are tackled.

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I hope the following things I'll say doesn't discourage you. I'm all in for people making games for people's enjoyment, but I'm gonna review it honestly as an action story enjoyer:

  • Concept is simple, a 2D one-floor wave survival. However, difficulty doesn't seem to really increase as the run continues. After a few waves, zombies stop increasing. No new threats appear, and the players only gets stronger and stronger. Simple, perhaps overlooked solution would be increasing the zombies as the run goes on. If you're feeling ambitious, add more types of zombies; even more ambitious, adding boss zombies after certain waves.
  • Story was straightforward, but needed a bit more, imo. Something uniquely yours. I assume the story isn't a major factor in the game so I won't get into it too much, but yeah. Some names would help, even if a little bit.
  • Jumping seemed pretty unnecessary, not just cuz there's no second floor to jump to, but also cuz the jump itself is so low that it doesn't make a difference. One big improvement, i think, would be making the jump higher. By itself, it would give players an escape option when they're surrounded. You can expand on it after that, like platforms, enemy mechanics, movement upgrades, etc.
  • Shooting gets tedious when you have to continuously click; I'd suggest being able to hold down left-click just for QoL, tho if the tediousness was intended, then I can't do anything about it, lol.
  • This one is just a personal preference, but button placement could also use some work. Since the attack button is left-click, the WASD keys are more likely to be used for movement. With the right hand on the mouse, it would be more convenient if the other buttons were near WASD. "Upgrades" could be the Q, E, R, or F key, and the potions could easily be the 1, 2, and 3 keys above WASD. Of course, feel free to do what you see fit.
  • About the upgrade prices... I'm indifferent about it. I think there's smth strange about it, but someone else may have a different opinion. 

And that's all. If you read this, thanks. And if you consider it helpful, even better. I wish you luck on game devving, if you're still doing it.

It's bugged, unfortunately. After moving to the first transition, the character is immediately somewhere in the right with an enemy floating in the middle. I hope it's somehow fixed; can't give feedback if can't play.

Apologies, but I can't quite remember how to recreate the bug. All I remember is it involved me spamming buttons. Perhaps dashing while gatling laser? I'm sorry but yeah. In any case, goodluck with developing the next levels.

Really cool game, no pun intended. Instead of being a permanent addition to the moveset, you made the special attacks and other skills into consumables, which made the simple combat more challenging. The art is great, tho of course there's room for improvement. 

A suggestion I'd like to give is to move the "Frostbite" skills to right click. The attack button is already left click, so it would be more convenient in my opinion. All in all, neat game that could be expanded on.

Really immersive experience. The design is super cool and atmospheric. Map was big enough to allow for a bit more exploration, even tho there's one clear end goal. Was confused at first with the Mission Milestone at the right, but learned later what it's for. Simple upgrades that are enough to make the next run uniquely different. Props to you. Def deserved the high ranking that you got.

Neat take on a metroidvania; making the different paths accessible from the start only after every dive. There were some weird bugs like the strange collisions at corners while going up, or that the weight belt always drop near the start even after deeper dives. But other than that, great game.

The game's resolution is pretty weird tho. It never really fits on-screen, even after zooming out maximum. Altho I was playing on the browser version; hopefully the download version is different.

Story is pretty funni. The artstyle is really unique, fits the comedic nature of the game. First time I've seen smth like it.

Checkpoints are well-placed; there's always one where it's needed. 

The movement is kinda hard tho, purely because of the momentum feature. Was hard to traverse the narrow spiky tunnels, considering there's a breath timer. Maybe smth can be done to it so it's not as annoying?

The 1st area was pretty meh. It went by too fast because of the arrows, making the path easy. Only way someone would ignore the signs is if they wanted to explore more, like me. Removing the arrows would be great, imo

In any case, nice short game.

Funni small game. Certainly has a wacky appeal that got to me. Every element had a purpose while staying mostly on the house aesthetic. 

That said, some parts are pretty slow. The crouch animation and dialogue could be faster. Otherwise, neat game.

stuck at the bottom of the dracula room. jump is too short. otherwise, happy halloween.

Encountered a bug where I became invincible. I haven't even gotten the shield upgrade; my end screen said "Power-ups Found: 4/5". There's also the slight inconvenience that dashing cancels the charge, though maybe it's intentional? Dashing through an elevator/teleporter retains the dash distance, which is kinda weird but doesn't affect the gameplay as much.

Other than that, solid game. Story was interesting, upgrades were well-placed, controls were very responsive (i could even gatling fire lol), designs are cool, environment may need some more going on but still not bad, bosses could be a bit harder tho.

Looking forward to more levels in the future :D

Glad my feedback was helpful! I didn't know saves could be bugged sometimes. The more you learn, I guess. Goodluck on your future projects!

Nice, simple game. 

Hoped there was more to the sword than killing enemies and breaking the 2 doors; it became a bit unnecessary after the 2nd door break. 

The movement took some getting used to because it felt too fast and sudden; got the hang of it tho. There were times when a button got locked into being held down. 

Appreciated the "auto-save" near campfires and quick respawns.

Sadly, I still encountered the out-of-bounds bug.
I had a thought that maybe it was too crowded in the room, so I killed all the enemies first before recreating the bug; still ended up out-of-bounds.

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Thanks for the update. The wings work now, and I got to fight the second boss. The background looks really cool, and the attacks are challenging enough. Was still beaten by sword spamming tho, lol.

I like that the feather shot can only be used by dealing 3 attacks to enemies without taking damage. It prevents cheesy zoning and acts like a reward for being good at melee. I was confused at first why I couldn't use it, but after spamming every key, apparently feather shot is "J", not "L". I thought it was gonna be the "Strong Wings" incident again, lol.

Pretty lost on where to go next, actually. The path to the second boss was pretty much a one-way road, so idk where the third boss is.  I probably missed a doorway when I was going to the Aegis blessing. 

But I sometimes encounter a bug where whenever I respawn, there's a chance of me just spawning out of bounds. I tried finding an opening even tho I know it's completely closed off. Falling to the blue void just seals my fate there. Basically, out of bounds = a lost save file.

I also encountered the bug in the doorway at the bottom of the room right before the first boss. The bug usually after I got the double jump, and when I pass through the doorway, I always end up out-of-bounds in the 3-orbs blessing room.

I'm sorry I can't show images of what I'm talking about; it would've made the comment make more sense. For some reason, I always get "post: body: expected text between 1 and 20480 characters" when I post a comment with images. I hope I describe the bug well enough tho.

Apologies. It seems that I still can't post images in the comments. I'll try again later.

I'll leave the feedback for when the G-Forms link is open. For now, got some bugs for you:

  1. Attack sprites got jumbled after the ice dragon(?) fight. Aside from the HP bar, there was also a pink version of the pumpkin. Idk how to recreate the bug, unfortunately.
  2. I got softlocked in the map because of the Ice Wreck warp mirror. Also, isn't the warp on the rightside room, or am I wrong?
  3. Will this lead to somewhere in the full game, or is it a visual bug? That's actually how far I could walk in, too.
  4. The UI is usually above the character sprites, so this image is weird lol.
  5. Does the menu only have the map right now, or is it bugged? I couldn't look at "Abilities" and "Inventory." Map could also use a player icon, similar to the icons when using the warp.
  6. This just happened while I was writing this bug report; the game just won't open now?? It's stuck in the title screen, and pressing any button doesn't work. Perhaps the game got too shy about the bugs and locked me out, lmao. 

G-Forms isn't accessible? Idk if it was an accident or... Anyway, just letting you know.

Great puzzle adventure game, and nice cliffhanger at the end lol. Could see some neat mechanic interactions showing up for the full game. We may even get to know more about Zigmundo and his split selves, Ziggy and Mundo, further in the story. 

I do wanna clarify tho, if the wooden blocks restrict the character swapping? It was confusing when it happens occasionally lol.

Good luck with further development.