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TheJonyMyster

18
Posts
1
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A member registered Aug 04, 2019

Recent community posts

This game has looked hella polished for like, a year. Not to rush you, but im curious what's left to add that's kept this game on hold so long... i wanna play it!! im excited!! wah!!

I would assume so. Try and remove all permanent objects to get a nice clear "NO!!" screen :)

amazingly, this is the first one in a while that i was actually able to beat without any guidance

neat!

It's tricky

not a fan of the part in gold sword where you lose progress if you miss. the controls arent nearly good enough for that lol. i was at abt 5 minutes and the rest was just that single part where you have to fall and "reach for it". had no idea what i was doing wrong. great game other than that unnecessarily frustrating part. all the other difficulty felt fair

interesting idea but its not really playable, things keep spawning on top of me or too close for me to get a look at them before they get me

yeah the control scheme isnt exactly optimal, for reasons like that and also because not all computers have a right ctrl button. you should probably aim away from function buttons like ctrl in your control scheme.

i dont have a right control button

but now that i think about it this doesnt reeeeally fit the theme? the player can move two directions, and side scrollers that dont let you move backwards have always been a thing. your subversion comes from turning that into a mechanic rather than a hardware limitation. ill give it an in the middle for theme adherence

ah this was cool but i want more! so much potential here i think. loved the feeling of discovery when you let the player find out that the left side of the screen is a usable wall

now imagine this with moving obstacles

really cool game! i find it helps to move the camera and the player at the same time so you dont lose the player too easily, but its also fun to move the player while completely off camera. really neat concept and execution!

fair enough

couldnt figure out how to win, i tried refreshing the page, that sent me to the start of the game. then i tried walking back to the first room from the end, also did nothing. convinced there is some button or function i am unaware of

now i know what im about to ask for is basically impossible but, a playable tutorial at the start of this game would go a long way. i found myself ignoring most of the mechanics at the early phase of the game as i could easily weave through the enemies, and i didnt fully understand why they were turning purple sometimes (figured it was just an animation). it was only once things starting getting more complex that i actually started to make connections with how the direction i was facing would work. i ended up lasting for basically forever since i only stopped because i had seen the full difficulty ramp up. this would do a bit better imo if there was less health to fall back on.

to be completely honest this seems to only fit the theme by letter rather than spirit, as the leading mechanics have to do with taking damage to get ammo and changing your direction to block hits. sure theres only one ammo but the game wouldnt be fundamentally different if you could store three bombs. and the fact that theres only one screen isnt really a subversion with these kinds of asteroids-esque games. its a cool idea, obviously not expecting the full polish on it, giving it a 5 on originality and 2 on theme adherence.

the constant chase and the way werewolves react to you standing still really ups the pressure of not being able to shoot while moving and vice versa. i would love to see this in something a little more complex than a wave by wave zombie shooter in the void but conceptually this is really cool and i dig it. love the health meter via screen color. tricky game !

there is some cheese where finishing a level with an extra item carries it over to the next stage. speedrun strats. but yea this rules great entry