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alx222000

5
Posts
1
Following
A member registered Jul 03, 2018

Recent community posts

Neat game, keep working on the balance.

bug report: cleared all the colored orbs from the field, leaving only the ones that change on hit, and the game didn't know what to show for the next spell. Mechanically it still seemed to work fine.

Hi, I have feedback.

Nice idea for a puzzle mechanic, and had a bit of fun with it, but I turned off the timer at level 15. It just felt unreasonable, especially since the controls are quite stiff.

Actually, I noticed a weird thing with the controls, the wasd keys move on release, but the arrow keys move on press. I don't believe this was intentional, and in a game with a tight timer, controls behaving properly is important.

(Note: After playing a bunch more and writing this whole comment, I went back to level 15 and tried it with the timer again, and it didn't give me as much trouble. perhaps I got used to the control issue. Anyway, I'm leaving the rest of this comment as is, because it may still have some value, and I don't have the energy to figure out how to rewrite it)

Was wondering if the game needed to be two handed, as you could use Q & E for diagonal movement.

Also, does the game actually mention R is reset at any point?

Was wondering why the timer was on by default, rather than a challenge option, as I think beating these levels with the timer is going to be about memorization, rather than split-second thinking. I mean, I probably would have quit at level 15 if I couldn't turn the timer off.

As it is I got to level 54 before I got bored. Now, it's good that you left some margin for error, since you were designing with a timer, but with time to think, it started getting a bit easy, and the levels wanting you to repeat actions (eg. mirror levels) didn't help.

Still, not a bad try. I hope you find this feedback constructive and keep making games.

Neat game, the fact that it organically hints about the trick to the player is good design.

But, I have to be that guy and point out that to be a roguelike requires procedural generation/randomness. Simply having a lack of checkpoints/saves is not enough.

Nice reimagining of a classic game. And I even beat this one. The rotation, horn and of course, health, were good additions.

Neat game, I just want to point out an issue I had.  I feel like I wasted time running around not knowing what to do because I didn't realise the wall jump had become available for purchase.

Also the flashing lights before bosses felt a bit harsh. Might want an epilepsy warning.