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alexy369

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A member registered May 04, 2021 · View creator page →

Creator of

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I actually tried to put the direction indicator at where the players pickup the object.

It just goes off when the object rotate. Tried rotate the indicator with the object, at some angles it works, at other angles it just flying around.

At the end couldn't figure out how to implement that and just go with putting the indicator at the centre.

I like the idea of building your own metroidvania map.

The control is very slippery, maybe try to change movement speed during different attack animation.

The art is a bit messy. Could be a good idea to add outline to characters to make them stand out more from the background.

I need a tutorial level to teach me how to score. Tried jumping into the opposing goal with the ball, does not work.

The atmosphere is good. I think the scene can be darker. It is too easy to just run through most enemies and reach next room. A darker scene would make that much more difficult. 

The combat is not rewarding enough, adding hit pause and knock back on hit would improve the combat feeling. It would be nice if enemies drop some potions or other stuffs.

The third weapon is a little weird. Feels like it hit twice but only hit only once. I think it would be better to make the prepare attack animation less impactful.

Thanks. I want to add more levels but can't think of something more fun and challenging with existing limitations.

I felt that too when I am play testing. But didn't have enough time to figure out how to manipulate Godot's physics yet.

The closer your cursor is to the object, the slower it moves. But this may not be obvious enough, I think making the direction indicator scale with velocity is a good idea.

The closer your cursor is to the object, the slower it moves. Maybe I should make it more obvious.

Yeah, I am not so good at art. The current assets took me a lot of time to draw, and I couldn't find assets with similar style. So I just come up with something simple.

Thanks, I was actually hoping the backpack could add more mobility, not just fly faster.

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Thanks.

Turn out the bug is due to FindGameObjectWithTag function, now it is fixed. Iwill avoid using that from now on.

(2 edits)

2022-12-03 (UTC 8) Fixed the upgrade system bug, no you won't be fully upgraded at the beginning.

Is a non english cliché allowed? given  that I will put some explanation and context in the description section.

You got it

The power of compounding!

What can I say? perfect level design, perfect art, perfect sound.

The invisible pill was meant to be risky because the player cannot see the character. However, allowing them to shoot without disabling the invisibility certainty destroy the risk. Which we should implement but somehow nobody mentioned that.

Thank you for playing.

I will certainly look into that bug. I hope gmtk will allow bug fixing during voting period in the future.

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Thank you for playing.

Thank you for playing.

(1 edit)

Thank you for your feedback.

Those collision issues are actually intended. They were inspired by Cat Mario. But I agree that we should put some small visual clues on those trap.

And maybe the down side of the pills aren't obvious enough, so the player may not need to manage the risk of taking pills.

Thank you for playing.

We planned to make a metroidvania game but it turn out to be too much work. So we only made the first level metroidvania like and the rest just a platformer.

This game has a really nice feeling. Everything is smooth and feels right. And the mechanic is addicting.

One exception is that the rule are too harsh.

For example, I would expect I can either put a red/green dice or a dice with 4 in the blue circle. But I cannot put anything in that position, not the red 4 nor the green 5.

 

Thanks for playing.

There is no proper path to the goal. If you can get there, it is the proper path.

Thank you for playing.

I am still learning pixel art and next time should have better color theme.

We have similar idea about the game mechanic, but your execution is so much better. Really great job!

Thank you. Will working on improving the movements.

Noted, thanks for your advice.

Thanks for playing btw.

Thank you for playing.

Thank you for playing.

Thanks for playing. Sorry for not replying, I felt burn out after the submission and decide to take a long break.

Thanks for playing. Sorry for not replying, I felt burn out after the submission and decide to take a long break.

Thanks for playing. Sorry for not replying, I felt burn out after the submission and decide to take a long break.

Thanks for playing. Sorry for not replying, I felt burn out after the submission and decide to take a long break.

Really great game. The art, the music and the mechanic works perfectly.

Would love to have a check point near the sakura tree. It looks so special compare to other environment objects, feels like it could tell a story if the main character respawn under it.

Also, in my opinion, a shorter game with appropriate health setting is better because player is more willing to play again and again that way.

I think the area could be narrower. Sometimes two cloud are too far away, at the two end of the screen, I cannot jump to other one. 

Btw the art work is pretty good.

Is it not work when near the edge of platform?