Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

CreeperXD

40
Posts
2
Followers
A member registered Jul 31, 2020 · View creator page →

Creator of

Recent community posts

I like the idea of using a "scaling gun" to clear out a path for the character. I like that the level contains multiple paths and there are multiple ways to clear parts of the level,  The game is difficult, and unfortunately I think it is also very frustrating.

My suggestions to improve the game:

1) Add an option to reload ammo immediately. There are parts of the level where you need multiple ammo to clear at once. While reloading immediately is possible by using up remaining ammo, it takes some time to do so, which players may not have at all times. Allowing immediate reloading thus allows players to be more ready at all times.

2) Split the level into multiple smaller levels. It is very frustrating to play a long level with no checkpoints, along with the sudden dropping of objects near the end which I did not expect. With smaller levels, the frustration from having no checkpoints is significantly reduced, as well as allowing the possibility of introducing gimmicks (like the aforementioned object dropping).

3) Larger field of vision. I feel like with the current field of vision, players need to plan out the moves faster, which can worsen the player's aim, especially near the end. Having larger field of vision give players more time to plan and thus make the game less frustrating to play.

The aliens are challenging and hard to defeat but they are fine since you can dodge their attacks. Except for those worm-like aliens, I hate them. They could phase into walls where you literally cannot damage them at all, and when they attack, they do so at ridiculous speeds, which is very frustrating to play against.

Thanks for your feedback!

Thanks

Thank you for your feedback! Now that you mention it, I do agree that I may have made the screen too big for a lot of people, which I didn't think of initially since the screen size of the computer the game is developed on is quite big itself. Will keep this in mind next time

The gameplay is fun

One minor complaint: the obstacles do not stand out well against the surroundings, giving them contrasting outlines will be nice

Nonetheless, good game!

I wish each session can be made shorter, as I feel like it is taking way too long to get enough money to upgrade once the upgrade levels are high enough

The ocean feels empty, especially considering there are encounters. Having something to show during encounters will make the game a lot more interesting

 Not a bad game, but could use a lot of improvement

Being able to look at the next orb directly is an interesting idea, since it's easy to get disorientated in the level

I like how despite having the control to look at the next orb directly, most of them are placed in a way that you have to navigate around obstacles to collect them, so it isn't boring

I like the models, such as the red jump scare things (don't know what it is exactly), which is disgusting, but I guess is expected inside a belly

Good game!

Short and sweet game! Everything in the game is just nice, especially the humour sprinkled in it

Thank you

Interesting game mechanics! 

I suggest breaking up the tutorial into 2 parts, one teaching time warping, one teaching freezing time. Currently its teaching everything in one go, which may be overwhelming for some. Give players opportunity to digest what they learnt

Don't know if it's just me, but I find the game to be too hard due to the precision required, and so I didn't finish the game, unfortunately

A quality of life change is to allow players to skip dialogues, having to read the same dialogue after dying is very annoying

A game with interesting ideas and potential!

The art for the game looks very nice

A minimap would be nice, as the maze-like map and almost identical rooms can make it confusing to navigate

I like the design for all enemies except for the ranged one. It shoots immediately after spawning and its projectiles are too fast. It doesn't help that the game has no audio at all, so you can't even know when it spawns offscreen and attacks, making it very unfair

Nice game, could use some improvements

The gameplay is simple, though the hitboxes of both the player and the enemies don't match their sprites by a lot, which is slightly annoying

Unfortunately, there is no audio at all

Not bad for your first game, considering you did everything yourself too!

Thank you for the feedback!

2 interpretations of a theme? Nice!

The story is very intriguing, though I wish it was a little longer

Since this is a horror game, music can really set its feel, but there is no music in this game, if it even exists

The sound effects is a little hard on my ears though, not sure if that's intended

Cool game, could definitely use some improvements, especially when it comes to audio

Hi, could you describe your problem in more detail?

Thank you for your feedback!

A very nice game, everything in this game is just good

The different types of enemies makes combat interesting

The dark surroundings with the glowing crystals and enemies is beautiful

I also like the fact since the level is slightly tilted, crystals that drop from enemies on will roll down automatically so every crystals can be collected

My only complaint is the ranged enemies' projectiles can go through walls

Good game!

Thanks for the feedback, glad that you liked it!

Thanks for the feedback!

Thanks for the feedback! Mind elaborating more on the formatting?

I'm not a huge fan of rage games, so I didn't complete the game, unfortunately

However, I like the idea of making the ground slippery so movements have to be precise

Not sure if it's intended, but when the character is not on ground, they can't change directions at all

Thanks for your feedback!

Enemies are diverse in their functions, making combat more interesting

Game is well paced with combat and resource gathering periods

There is no music at all though, which is a little weird considering this is an action game

Nevertheless, good game!

This game reminds me of Limbo and Inside by Playdead. Unlike them though, this game provides more movement on the third axis, which I think could make for better storytelling and puzzles.

I find it slightly annoying that I get stopped in the way by seemingly small objects and invisible walls. I wish the interactions with the puzzle elements can be better, for example currently the "wires" that opens the door has no indicator when is it close enough to a specific "socket" to be plugged in, which is slightly irritating. I hope the controls can be explained somewhere, especially since the character can sprint with the "shift" key, but it isn't as intuitive as the others.

Also the story is too short please have more stuff thanks.

Overall cool game, some user experience upgrades and more story would greatly improve it.

Fun puzzles. Being able to swap places with a bacteria feels a little confusing at first but definitely makes for some interesting levels. Personally I want an indicator of what the bacteria's next moves are, though that may take away some difficulty.

Graphics and audio are nice.

Impressive that everything is made from scratch. Good job.

Extra gameplay features will definitely make the game more interesting. I actually have few of them as ideas, however they're scrapped due to time limits. Would definitely want to bring them back when I get the chance to.

That is a mistake on my part for not implementing a pause menu to have the settings changed mid-game. I actually didn't find the said sound hard to listen, but I think I would change it since I didn't spend much time on it. I do agree there should be an option to toggle the animation completely, thanks for suggesting that.

I myself would like to work on it more, however I'm currently in busy school weeks, so the progress would be very limited. Will want to eventually have the game be updated.

I appreciate your feedback!

Simple yet fun.

The friends could probably use some feedback like a visible health bar and hurt sounds when they're hurt, to show that they can actually die. I actually got the impression that they're invincible before being proven wrong brutally.

Also, good job on making everything by yourself during the jam.

Gameplay is very unique and fun. I like how the timer just indicates how much time left the assassins gets more aggressive instead of losing, which just makes the situation even more tenser. Though I wish the player spawned on different locations every time.

Graphics is just perfect.

I'm pleasantly surprised this is a jam game considering how complete and polished the game is. Perhaps different locations, more levels or even a story mode would make this a must-play for me. Hope this game gets popular.

The gameplay is unique, and I like how stronger cats can only take one hit from weaker yarns, which really forces you to have a mix of weak and strong cats, and not just the strongest ones all the way. The graphics and audio are superb as well.

My only criticism is that I struggle to find a reason to play for an extended amount of time, for me at least. Otherwise, this is a fantastic game.

The core gameplay is fun, especially if one has lots of emails unforwarded it could get frantic quickly. More types of emails could be added, for example one that requires multiple people to work on it.

A quality-of-life feature that could be added is the employees' progress bar so you could prepare to forward an email to them in advance.

There is a minor bug where an email would be generated on top of an existing one, so when selecting it there is a chance that the other one is selected instead.

With some work on the graphics and audio, this could be a very decent game. Keep it up.

This is such a unique idea.

I like how there is a subtle effect that assists the player to locate the target.

I hope the story can be expanded.

I find that having to read the note again after failing slightly annoying, and I wish there is an option to disable it. I also experienced some lag when playing.

Overall a very nice game.

While it doesn't follow the theme, I really like the concept of painting someone with their favourite colour to progress.

The splatter mechanic is very unique, though it could be a little bigger to get the corner blocks painted much easily. I would definitely want a puzzle adventure game that uses this mechanic. Hope you can continue working on it.

The idea of a pigeon poop being heavy enough to push a button and hurt a person is definitely amusing. Also why can't farting do anything to the rebel pigeons? Come on, it would make it actually useful! The puzzles are fun and I definitely looking forward for more.

However, I do want to point out that the controls can be a little weird. The pigeon sometimes refuses to fly up when I instructed it to. Pete sometimes just lags (I'm not sure how to properly describe it, forgive me).

Overall a very decent game, some bug-fixing and more levels would be a very welcomed addition for me.

Nice

I'll comment based on the criterias along with the score I gave out of 5.

Game Design: 4

I feel like some of the tutorial levels can be merged together. For example: levels 2 and 3 can be merged together to introduce the fire element, just like how the water element is introduced in level 4.

The Codex and the control page while in a level is not obvious; they're not immediately made known to the player until they click on them.

I have a slight issue with the Rock: in the game page it's depicted to have 2 different sprites for being walkable or not while chaoised; while in the game it's depicted to have the "walkable" sprite as long as it's chaoised, regardless if it's broken. This can be a little confusing since the tick on top of a tile blends with the mentioned sprite. Level 10 illustrates that perfectly.

Seems like it's impossible to get "Gold" in level 1; I can only finish the level with at least 10 moves, not 9. Not sure if that's intentional though.

Fun: 5

I'm craving for more levels, so I guess that's a good indicator that the game is fun(?)

Innovation: 5

It's quite rare to see a hex map game, for me at least. The interactions/mechanics are quite fresh to me as well.

Theme: 3

A demon wants to chaoise the world by occupying or destroying tiles... guess it's chaotic.

Graphics: 5

...wow.

Audio: 4

Calming- suits a puzzle game.

Conclusion

A really solid puzzle game, along with a level editor! Though the level editor could use some more work like being able to load levels through their code, having a decent one working in 7 days is astounding.

Oh and I also have made 2 levels; their code can be found in the comments section.

Here are the 2 levels I created.

Riverside village: 

ew0KICAiaWQiOiAwLA0KICAibmFtZSI6ICJSaXZlcnNpZGUgdmlsbGFnZSIsDQogICJzdGFydCI6IHsNCiAgICAicSI6IDAsDQogICAgInIiOiAtNA0KICB9LA0KICAicmF0aW5ncyI6IHsNCiAgICAiY3UiOiA2MCwNCiAgICAiYWciOiA1MCwNCiAgICAiYXUiOiA0Ng0KICB9LA0KICAibWFwIjogWw0KICAgIHsNCiAgICAgICJxIjogMCwNCiAgICAgICJyIjogMCwNCiAgICAgICJlbnRpdHkiOiAicml2ZXIiDQogICAgfSwNCiAgICB7DQogICAgICAicSI6IDAsDQogICAgICAiciI6IC0xLA0KICAgICAgImVudGl0eSI6ICJncmFzcyINCiAgICB9LA0KICAgIHsNCiAgICAgICJxIjogLTEsDQogICAgICAiciI6IDEsDQogICAgICAiZW50aXR5IjogInJpdmVyIg0KICAgIH0sDQogICAgew0KICAgICAgInEiOiAxLA0KICAgICAgInIiOiAtMSwNCiAgICAgICJlbnRpdHkiOiAicml2ZXIiDQogICAgfSwNCiAgICB7DQogICAgICAicSI6IC0yLA0KICAgICAgInIiOiAxLA0KICAgICAgImVudGl0eSI6ICJyaXZlciINCiAgICB9LA0KICAgIHsNCiAgICAgICJxIjogLTMsDQogICAgICAiciI6IDIsDQogICAgICAiZW50aXR5IjogInJpdmVyIg0KICAgIH0sDQogICAgew0KICAgICAgInEiOiAtNCwNCiAgICAgICJyIjogMywNCiAgICAgICJlbnRpdHkiOiAicml2ZXIiDQogICAgfSwNCiAgICB7DQogICAgICAicSI6IDIsDQogICAgICAiciI6IC0xLA0KICAgICAgImVudGl0eSI6ICJyaXZlciINCiAgICB9LA0KICAgIHsNCiAgICAgICJxIjogMywNCiAgICAgICJyIjogLTIsDQogICAgICAiZW50aXR5IjogInJpdmVyIg0KICAgIH0sDQogICAgew0KICAgICAgInEiOiA0LA0KICAgICAgInIiOiAtMywNCiAgICAgICJlbnRpdHkiOiAicml2ZXIiDQogICAgfSwNCiAgICB7DQogICAgICAicSI6IC0yLA0KICAgICAgInIiOiAyLA0KICAgICAgImVudGl0eSI6ICJncmFzcyINCiAgICB9LA0KICAgIHsNCiAgICAgICJxIjogLTEsDQogICAgICAiciI6IDIsDQogICAgICAiZW50aXR5IjogImdyYXNzIg0KICAgIH0sDQogICAgew0KICAgICAgInEiOiAwLA0KICAgICAgInIiOiAxLA0KICAgICAgImVudGl0eSI6ICJncmFzcyINCiAgICB9LA0KICAgIHsNCiAgICAgICJxIjogMSwNCiAgICAgICJyIjogMCwNCiAgICAgICJlbnRpdHkiOiAiZ3Jhc3MiDQogICAgfSwNCiAgICB7DQogICAgICAicSI6IC0xLA0KICAgICAgInIiOiAwLA0KICAgICAgImVudGl0eSI6ICJncmFzcyINCiAgICB9LA0KICAgIHsNCiAgICAgICJxIjogMSwNCiAgICAgICJyIjogLTIsDQogICAgICAiZW50aXR5IjogImdyYXNzIg0KICAgIH0sDQogICAgew0KICAgICAgInEiOiAyLA0KICAgICAgInIiOiAtMiwNCiAgICAgICJlbnRpdHkiOiAiZ3Jhc3MiDQogICAgfSwNCiAgICB7DQogICAgICAicSI6IC0yLA0KICAgICAgInIiOiAwLA0KICAgICAgImVudGl0eSI6ICJncmFzcyINCiAgICB9LA0KICAgIHsNCiAgICAgICJxIjogLTMsDQogICAgICAiciI6IDEsDQogICAgICAiZW50aXR5IjogImdyYXNzIg0KICAgIH0sDQogICAgew0KICAgICAgInEiOiAyLA0KICAgICAgInIiOiAwLA0KICAgICAgImVudGl0eSI6ICJncmFzcyINCiAgICB9LA0KICAgIHsNCiAgICAgICJxIjogMywNCiAgICAgICJyIjogLTEsDQogICAgICAiZW50aXR5IjogImdyYXNzIg0KICAgIH0sDQogICAgew0KICAgICAgInEiOiAtMSwNCiAgICAgICJyIjogLTEsDQogICAgICAiZW50aXR5IjogImhvdXNlIg0KICAgIH0sDQogICAgew0KICAgICAgInEiOiAyLA0KICAgICAgInIiOiAtMywNCiAgICAgICJlbnRpdHkiOiAiaG91c2UiDQogICAgfSwNCiAgICB7DQogICAgICAicSI6IC0yLA0KICAgICAgInIiOiAzLA0KICAgICAgImVudGl0eSI6ICJob3VzZSINCiAgICB9LA0KICAgIHsNCiAgICAgICJxIjogMiwNCiAgICAgICJyIjogMSwNCiAgICAgICJlbnRpdHkiOiAiaG91c2UiDQogICAgfSwNCiAgICB7DQogICAgICAicSI6IDAsDQogICAgICAiciI6IC0yLA0KICAgICAgImVudGl0eSI6ICJ0cmVlIg0KICAgIH0sDQogICAgew0KICAgICAgInEiOiAtMSwNCiAgICAgICJyIjogLTIsDQogICAgICAiZW50aXR5IjogInRyZWUiDQogICAgfSwNCiAgICB7DQogICAgICAicSI6IDEsDQogICAgICAiciI6IC0zLA0KICAgICAgImVudGl0eSI6ICJ0cmVlIg0KICAgIH0sDQogICAgew0KICAgICAgInEiOiAtNCwNCiAgICAgICJyIjogNCwNCiAgICAgICJlbnRpdHkiOiAicm9jayINCiAgICB9LA0KICAgIHsNCiAgICAgICJxIjogLTUsDQogICAgICAiciI6IDQsDQogICAgICAiZW50aXR5IjogInJvY2siDQogICAgfSwNCiAgICB7DQogICAgICAicSI6IC01LA0KICAgICAgInIiOiAzLA0KICAgICAgImVudGl0eSI6ICJyb2NrIg0KICAgIH0sDQogICAgew0KICAgICAgInEiOiA1LA0KICAgICAgInIiOiAtNCwNCiAgICAgICJlbnRpdHkiOiAicm9jayINCiAgICB9LA0KICAgIHsNCiAgICAgICJxIjogNCwNCiAgICAgICJyIjogLTQsDQogICAgICAiZW50aXR5IjogInJvY2siDQogICAgfSwNCiAgICB7DQogICAgICAicSI6IDUsDQogICAgICAiciI6IC01LA0KICAgICAgImVudGl0eSI6ICJyb2NrIg0KICAgIH0sDQogICAgew0KICAgICAgInEiOiAtNSwNCiAgICAgICJyIjogNSwNCiAgICAgICJlbnRpdHkiOiAiZV9lYXJ0aCINCiAgICB9LA0KICAgIHsNCiAgICAgICJxIjogLTUsDQogICAgICAiciI6IDIsDQogICAgICAiZW50aXR5IjogImVfYWlyIg0KICAgIH0sDQogICAgew0KICAgICAgInEiOiAtNCwNCiAgICAgICJyIjogNSwNCiAgICAgICJlbnRpdHkiOiAidHJlZSINCiAgICB9LA0KICAgIHsNCiAgICAgICJxIjogLTMsDQogICAgICAiciI6IDQsDQogICAgICAiZW50aXR5IjogInRyZWUiDQogICAgfSwNCiAgICB7DQogICAgICAicSI6IC0zLA0KICAgICAgInIiOiAzLA0KICAgICAgImVudGl0eSI6ICJ0cmVlIg0KICAgIH0sDQogICAgew0KICAgICAgInEiOiAtMiwNCiAgICAgICJyIjogNCwNCiAgICAgICJlbnRpdHkiOiAidHJlZSINCiAgICB9LA0KICAgIHsNCiAgICAgICJxIjogLTEsDQogICAgICAiciI6IDMsDQogICAgICAiZW50aXR5IjogInRyZWUiDQogICAgfSwNCiAgICB7DQogICAgICAicSI6IDAsDQogICAgICAiciI6IDMsDQogICAgICAiZW50aXR5IjogInRyZWUiDQogICAgfSwNCiAgICB7DQogICAgICAicSI6IDEsDQogICAgICAiciI6IDIsDQogICAgICAiZW50aXR5IjogInRyZWUiDQogICAgfSwNCiAgICB7DQogICAgICAicSI6IDAsDQogICAgICAiciI6IDIsDQogICAgICAiZW50aXR5IjogImVfZmlyZSINCiAgICB9LA0KICAgIHsNCiAgICAgICJxIjogMCwNCiAgICAgICJyIjogLTMsDQogICAgICAiZW50aXR5IjogImVfZmlyZSINCiAgICB9LA0KICAgIHsNCiAgICAgICJxIjogMSwNCiAgICAgICJyIjogMSwNCiAgICAgICJlbnRpdHkiOiAiZ3Jhc3MiDQogICAgfSwNCiAgICB7DQogICAgICAicSI6IC00LA0KICAgICAgInIiOiAyLA0KICAgICAgImVudGl0eSI6ICJ0cmVlIg0KICAgIH0sDQogICAgew0KICAgICAgInEiOiAtNCwNCiAgICAgICJyIjogMSwNCiAgICAgICJlbnRpdHkiOiAidHJlZSINCiAgICB9LA0KICAgIHsNCiAgICAgICJxIjogLTMsDQogICAgICAiciI6IDAsDQogICAgICAiZW50aXR5IjogInRyZWUiDQogICAgfSwNCiAgICB7DQogICAgICAicSI6IC0yLA0KICAgICAgInIiOiAtMSwNCiAgICAgICJlbnRpdHkiOiAidHJlZSINCiAgICB9LA0KICAgIHsNCiAgICAgICJxIjogMiwNCiAgICAgICJyIjogLTQsDQogICAgICAiZW50aXR5IjogInRyZWUiDQogICAgfSwNCiAgICB7DQogICAgICAicSI6IDMsDQogICAgICAiciI6IC00LA0KICAgICAgImVudGl0eSI6ICJ0cmVlIg0KICAgIH0sDQogICAgew0KICAgICAgInEiOiA0LA0KICAgICAgInIiOiAtNSwNCiAgICAgICJlbnRpdHkiOiAidHJlZSINCiAgICB9LA0KICAgIHsNCiAgICAgICJxIjogMywNCiAgICAgICJyIjogLTMsDQogICAgICAiZW50aXR5IjogImVfd2F0ZXIiDQogICAgfSwNCiAgICB7DQogICAgICAicSI6IDQsDQogICAgICAiciI6IC0yLA0KICAgICAgImVudGl0eSI6ICJlX3RodW5kZXIiDQogICAgfSwNCiAgICB7DQogICAgICAicSI6IDUsDQogICAgICAiciI6IC0zLA0KICAgICAgImVudGl0eSI6ICJ0cmVlIg0KICAgIH0sDQogICAgew0KICAgICAgInEiOiA1LA0KICAgICAgInIiOiAtMiwNCiAgICAgICJlbnRpdHkiOiAidHJlZSINCiAgICB9LA0KICAgIHsNCiAgICAgICJxIjogNCwNCiAgICAgICJyIjogLTEsDQogICAgICAiZW50aXR5IjogInRyZWUiDQogICAgfSwNCiAgICB7DQogICAgICAicSI6IDMsDQogICAgICAiciI6IDAsDQogICAgICAiZW50aXR5IjogInRyZWUiDQogICAgfSwNCiAgICB7DQogICAgICAicSI6IDAsDQogICAgICAiciI6IC00LA0KICAgICAgImVudGl0eSI6ICJwbGF5ZXIiDQogICAgfQ0KICBdDQp9

Dagger:

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

Thanks for your comment!

You're right, feedback is almost non-existent in the game, which can be confusing at times. I'll put this higher on my priority list next time so I won't run out of time implementing it.

Now to explain about Chaos Effects due to lack of in-game feedback(below text may contain spoilers)

Chaos Effects happens every time after enemy's turn but before player's, which randomly applies either a buff to the player or a debuff to the enemy. Below is the full list of them:

Chaotic <EffectName>Actual effect
EnlargementPlayer MaxHP 100
Blood supplyPlayer CurrentHP 200
HardeningPlayer Defence 75%
BloodlustPlayer Attack 25
ShrinkingEnemy MaxHP - 100
(if their CurrentHP exceeds their new MaxHP, excess HP is trimmed)
Blood drainEnemy CurrentHP - 200
(if their CurrentHP is 200 or less, it's only reduced to 1, so they won't die from this)
SofteningEnemy Defence - 75%
NightmareEnemy Attack - 25

Thanks again for leaving constructive criticism!

I'll comment based on the criterias along with the score I gave out of 5.

Game Design: 4

I've noticed that you can occasionally hit people that are behind you. So if you just stand still while spamming attack, you can survive for quite some time, since you heal for every kill.

I like that out of the 3 possible people, 1 of them is passive, making them viable if you are low on health.

I see there is a lower and an elevated area, but I didn't notice them until I got near them.

The difficulty increase is not noticeable, if there is any.

Fun: 3

As mentioned above, since the difficulty doesn't increase, if you played the game for long enough, you will be so skilled that it's nigh impossible to die. As such, you get bored easily if you played for a long time, though not if you just played for a short time.

Innovation: 5

The idea of bystanders being aggressive towards you when you assault someone is quite uncommon- the other one I could think of is when you hit a zombified piglin in Minecraft.

Theme: 4

"KOs"... what a (pun)ch! Anyway, since people are hostile towards you as soon as you hit someone, the scene indeed gets chaotic quickly. A (fist)astic interpretation!

Graphics: 4

I feel like it's a hybrid of arcade and that block game. Looks good.

Audio: 5

I see some people commented about that punching sound, and I can say the same about it. Everything else works fine as well.

Conclusion

The main issue I had with the game is the lack of difficulty increase. Other than that, the game is pretty decent. Keep up!