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Vinícius Hoyer

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A member registered Aug 08, 2022 · View creator page →

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a caveira funciona bem como pressão psicológica, dava até pra você ter feito aquele lance de tipo "sempre fique no mínimo a uma certa distância do player, a caveira também podia andar reto até o player, fazendo com que curvas e seções da pista que fazem uma virada de "90 graus", e seguem "reto" depois uma chance da caveira correr atrás tbm

é, acho que me faltou alguém para jogar pra eu achar ele mais divertido, mas a ideia parece bem boa, parece algo que eu ia gostar de jogar com alguém 

achei mto ruim ter que clicar E 428 vezes toda vez que eu morria pro jaque, ai eu parei de jogar,  achei meio esquisito a caixa de fala estar do lado esquerdo da tela e não centralizada (e maior), o texto as vezes se sobrepunha com a borda do balão, o que era bem estranho de ver.

Eu sempre prefiro jogar um jogo sem BGM e com SFX do que sem SFX e com BGM, então me incomodou bastante a falta de som dos ataques do jaque sem lanterna,

também não entendi porque você deixou o portão de traz aberto se não era pra eu ir pra la, fui pra la e fiquei passeando na água uns segundos antes de ir pra onde você queria que eu fosse haha.

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a parte inteira de audio do jogo ta muito boa, o game loop é bem divertido, eu só me vi começando a ficar com dor no dedo de tanto clicar, não fiquei muito feliz com isso, mas é um jogo bem divertido, acho que o jogo ia ficar mais divertido se eu não tivesse que ficar clicando dez vezes por um saco de lixo só, acho que se fosse um click por saco ia ficar mais divertido, eu me vi clicando mto no botão lá e eu não vi o porque de eu ter que ficar apertando tanto assim, poderia virar mais um jogo de agilidade de clicar e combinar os insetos do que um pseudo cookie-clicker 2048 kk, mas o jogo é divertido ainda com minhas criticas.

outra coisa é enfatizar as consequencias de não conseguir atender os desejos do gato, pessoalmente eu não vi consequencia nenhuma, tinha alguma?

EDIT: fechei o jogo sem ver nem o tempo, nem a quantidade de corações, achei que o jogo ia continuar infinitamente, e minha mão tava cansada, por isso parei

pontos automáticos por comecar o game sem o volume no máximo e já com o slider de volume ahha. Sem falar que a BGM também é mto boa, e os graficos s~toa bem legais também,

gostei da apresentação do tema do ataque ir mudando, bem pensado.

o game feel é um dos melhores que eu joguei até agora na jam, eu talvez só faria o personagem andar um pouco mais rápico, ou diminuiria a altura do pulo, não sei nem justificar porque que eu acho que isso faria ficar melhor, mas fica ai uma talvez sugestão. Dito isso, o ataque meele é bem ruim, principalmente quando a gente compara com a qualidade da movimentação, o fato de que não temos feedback auditivo para os movimentos do personagem também é bem um vácuo bem ruim no pacote como um todo, pessoalmente eu acho que prefiro jogar um jogo com SFX e sem BGM do que o contrário.

e eu  também achei meio ruim o fato de que não existe nenhum tipo de telemetria sobre quando e onde esses pedaços de madeira vão cair, achei muito punitivo por motivo nenhum.

os sons são bons, mas são meio repetitivos, fica a sugestão sempre que você só tiver um som pra tocar de efeito, altera o pitch do som um pouquinho logo antes de tocar pra adicionar variação, vai cair melhor nos ouvidos :)

ah, e teve uma vez que eu soquei a parede e o level desapareceu, me pegou de surpresa haha, achei um bug engraçado, mas não consegui replicar kkkk

não fica muito claro que a abobora é um inimigo e não só parte do cenário e isso é bem ruim, também não deu pra entender que o saquinho de papel era o objetivo do jogo, então quando eu cheguei lá e a tela deu um fade pro outro nivel, demorou mto mais do que eu gostaria de admitir para entender o que tava aconcendo, acho que faltou: feedback sonoro, para eu chegar a conclusão que pegar o saquinho de papel era o que eu queria fazer, e faltou dar mais destaque visual para o saquinho para a gente relacionar ele como um objetivo, acho que o que te faltou foi uma progressão de fase melhor, se a primeira fase fosse só um reto onde você corre pro lado sem obstaculo nenhum e pega o saquinho ia fundamentar melhor na cabeça do player qual o objetivo do jogo.

então, o controle do carro é bem ruim pra fazer ajustes finos, né? você tenta corrigir um pequeno erro na trajetória e do nada cê ta dando um cavalo de pau, achei meio ruim, também senti falta de urgência, mas os visuais são bons

gostei mto da arte da sombra, sabe? os risquinhos ali? bem estilizado legal, mas ficam aqui minhas criticas/pontos de melhoria:

  • feedback é bem ruim, o jogador tem que entender o jogo só jogando, não lendo a página do itch, pra eu entender o que eu precisava fazer depois de morrer eu desenhei várias linhas erradas que não da nem pra apagar, nem pra voltar atrás, ai ficou uma bagunça minha seção.
  • quando você coloca "flappy bird"-like, eu fui na espectativa de que um click fosse dar um "boost" mto maior para a altura do morcego, descobrir que eu tinha que clicar e segurar foi um desafio, e eu acho que esse não é o desafio que você quer que o jogador tenha quando joga seu jogo, acho que só de trocar a animação do morcego para algo que pareça que o morcego ta "struggling" pra ganhar altitude com uma resposta imediata ao click já melhoraria BASTANTE o entendimento do jogador sobre como que funciona o seu jogo.
  • achei o loop do jogo bem maçante, não achei mto divertido, a ideia em sí é boa, eu gostei da interpretação do tema, mas achei que a aplicação não estava a altura da ideia. Acho que se o morcego voasse um pouco mais rápido, e ao invés de ter que desenhar a fase, se a fase fosse revelada pelo sangue do morcego acho que o loop ia ser menos impactado pelas duas fases da gameplay, provavelmente só ter a fase de voar fosse ser melhor para o "pacing" do jogo

enfim, perdão pela quantidade de inglês aleatório no meio do review, estão faltando-me as palavras haha

OMG, that is simply gold, amazing work

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you know, great art and sound and level design, and boss design, and all and all the praise you deserve, that said the only thing that got me kinda turn off by the game is that it is more a game about memorizing the enemy pattern instead of properly react to it, we got very VERY little time to react to what's happening, to the point of it not being possible to do it (react), only to memorize and act after having already died at least once to the pattern, if you move forward with the game, I'd give more time for the player to telegraph what the movement of the robot will be. Like the big laser eyes could have a longer "chargin-up" animation, the little laser I think it's on point, the fireballs that come are also good, I'd just make the fire-wall more distinct from the fireball attack, and the flying up to you, in all fairness, just need a little more time between it appears in the screen and the attack connecting, also a way to telegraph where the robot will be flying in the screen would also be great.

That all said, if that's really a "memory" game you were going for, you've hit the nail, the game is, frankly amazing.

Also, the machine is like, REALLY scary haha, legit will have nightmares

damn, you are correct, we totally forgot about it, we kept putting it off 😭😭😭 feels bad, but thanks for playing ❤️

cool, similar idea to what we did :)

quick and fun to play :) 

I'm horoughly impressed, this is art

probably the same effect of cookie clicker ahah

love the sound of the neck breaking haha, can I even say that on the internet?

I decided not to limit the rockets because it was fun to just spam rockets into the sun, the spraying and praying and stuff, so it's kinda intentional! glad you liked (I find the last level super hard to beat haha)

that was the first idea I had and thought it was really good, but I couldn't execute, try my team's submission too :) we went to a diferent direction of the idea

THIS IS AMAZING, omg, I love it 

Thats a very very cool game, congrats

that was very coo

cool atmosphere , beautiful little game, cool nice idea, but I couldn't get what that whale-like thing was, found 18 terminals, didn't understando the rest

very pretty, but I couldn't understand if I was doing damage, if I was taking damage, if I was damaging the robot, or what, kinda confused, but very pretty

What a shame! it runs better for me with hardware acceleration on the browser, otherwise the desktop version should work better :) 

try the orienteer mode, it's much closer to a "game in a wide term", and I found it to be very fun to learn how to navigate, I would also recommend you change the settings from "3m" to "1m" in "stride distance" (which determines how far you go with a single "forward step", there was a lot of text to read before I understood any of what I was seeing on the screen which is a very big barrier of entry, but ultimatly there is fun to be found in it.

I think that if you like the feeling of getting lost in metroidvanias, or even more specifically, orienting yourself on hollow knight without the compass charm, you can have fun playing the orienteer mode. I also didn't have much fun playing in the "explorer" mode, it was just too open ended for my tastes, but the orientieer mode, as it states in one of the PDFs provided, it aims to simulates the experience you have in real life on, IIRC, competitions of how to orient yourself.

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I actually have a lot of criticisms to provide:

  • the more you get hit, the bigger you get, this means it's easier for you to get hit again, you have to think that if the player is taking damange, getting bigger means it's easier to take more damage, so the worse you play, the harder it gets, which is not a good system to have in the game as it disincentivizes the player on getting better
  • I can shoot as fast as I can click my mouse, which is not good, if you are not gonna limit the rate of the gun, you might as well make it be a machine gun and make the gun keep firing if we keep the button pressed, otherwise, the only think I will gain from playing the game is tendinitis from rapid-repetitive clicks
  • I don't link that it's quite unclear how much bigger the enemy will get when I shoot it, think about it: when a enemy gets close, I have no choice but to shoot it, but shooting it will make it bigger which will lead to me taking damage which is not good. A better system would be: if the player is not shooting the gun, you run faster than when you are shooting, so when an enemy gets too close I can make a decision on whether I should shoot or run to prevent the damage I would take
  • I also don't like how the game has no end to it, you have a gameplay loop, but the score is only limited by how much time I wanna keep playing, if you add a time limit to the game, or instead of getting -30 points you just die, I think it would lead to a game that is more fun to play/compete.
  • also, I don't like that the enemies spawn without time for me to react to their spawns, they appear on the edge of the screen, but they run so fast that I don't have much time to react to them, I think it would be better if they were, either slower, as it would leave me time to react to ther spawn, or if the screen would warn me a second before they actually spawn so that the player can have the sensation that there are more skill on the play instead of blaming bad RNG of receiving a hit when you are just running from a red eye.
  • also, instead of letting the eyes get bigger on hit, you could make they grow based on time of their existance, that way we can teach the player that if they let the eye exist for too long, it will just get bigger and bigger which would make it both easier to hit to amend the problem the player has created for themselves, but also it incentivises the player to try to get rid of the enemy as soon as possible to control their threat

despite the several criticisms I had, I had fun playing it, got a score of 236 before realising the game would have no ending and my hand was already several clicks away from being tired, so I just stopped  

good call, thanks for the feedback

personally I really liked the maze, the level of difficult of the maze, and SPECIALLY the "compass" system (the little lights tha keep showing the direction you need to go), this is something that I really miss in so many maze games where you are just lost as to where you should head to. I think no minimaps are needed, but I think you knows best what you wanna include or not in the game :)

I felt that the traversal is very slow, something we have to thing as designers is like, the engagin part of the puzzle, is thinking of how to solve the puzzle, then we have to consider the time the player takes from "ideia" to "input", and a maze is kind of a problem in this sense.

I felt that I had an idea, like "oh, I need to get there, so I just need to follow this walls, and I will probably get to the place I wanna go", but the walk was so slow, it kept me disengaged with the gameplay, if you need to walk this slow, we need to make the traversal more fun in and of itself.

For me the moments I had most fun was when I was falling a pit, and needed to grab the edge of the wall before taking fall damage, but those moments are few and far between.

Also I got kind of discouraged to explore some plcaces due to the sole reason of the effort it would need to come back to where I was.

Those are my impressions, good game tho, I love the way the inteface feels like those old games from master system and the likes, it was a throw back.

I got really confused at the start, like, I don't know what is an obstacle, what is a enemy, and what is a point, it's missing a more clear tutorial, just try not to do a tutorial in written form, the interactive ones should be better :)

the controls are very frustrating for me, all the actions I want to take are spread all over the keyboard which doesn't offer me a satisfying experience and I can't seem to rebind the keys. Other than that, great game, my mind was kinda blown by everythin in it, keep up the great work

did you try orienteer mode? I thought it was the most fun one

hey, thanks for playing, what was the highscore?

doesn't run on browser or linux, can't play it :(

very cool, much like, suck design

the very low resolution :sweat_smile:

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  • I really like the soundtrack for the mazes,
  • doing all for of them was kinda boring tho.
  • I think that the first one and the third maze were the same
  • the boss in the end made me very excited
  • I didn't like that the step sound was too loud,
    • and the tempo for the steps never aligned nice with the BGM, which I think was a missed opportunity
  • thanks for the linux version :heart:

very funny

cool game, I found the jump to be very annoying tho

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doesn't run on linux :( (as in: I can't play it, not that it is really a problem)