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Nic Stokell

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A member registered Jun 23, 2024 · View creator page →

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great work! I love the un-seriousness of this entry! 

I'm not going to rate this game simply because I genuinely do not understand what happened, I kept clicking on cards until I won both bosses. I liked the visuals and the music was nice. I don't have any feedback simply because I didn't get it. as someone who also made a game most people didn't get I'm sorry I couldn't be more helpful to you. I'll wish you luck regardless as this was very well polished!

I struggled a bit with the keyboard controls but it is incredibly clear that this game succeeds on all fronts and I am astonished I didn't see it until now! 4-5 stars across the board except for controls as I didn't vibe with them. Great work!!

my biggest gripe was something quite small all things considered but unfortunately it really hampered my enjoyment. the sword as a pointer is just too big, having to move my mouse under the menu buttons and play upgrade roulette wasn't great for me. I hope others enjoyed your work more than I did!

thanks for playing! The inability to cancel an action was an intentional decision however from feedback it is not a popular one (I intended to have players seriously consider who they where going to choose) so I’ll be sure to allow players to cancel in a future version do you have any screenshots of the troubles you faced while attacking because it sounds like a new bug to me and thanks for bringing it to my attention! Could you clarify what you mean by the mage only facing 2 directions? That also sounds like a bug to me but I’m not sure. Either way thank you for the comment it is much appreciated!!!

didn't get very far but had a dumb grin playing the first boss, this concept of a cowboy spinning a knight around was quite fun, ill be sure to replay it!

interesting game! I never considered snake to be a boss rush but here we are! I wish there was a way to direct my attacks (or that I figured out how to do so) because the clockwise and anti-clockwise controls make it hard to aim. the game looks great and sounds pretty funky!

amazing work 5 stars across the board!!

great use of theme! art looks great the player controls well and if I was better at these type of twitchy platform shooters I'm sure I would've had a much better time 4-5 stars across the board! (PS I saw the YouTube vids :P)

once I kinda got a handle on the controls and the teleport mechanic I found I was having a much more enjoyable time! the music was funky as hell although it was quite loud. very good use of theme but I think I might of broken the realistic orbit it kept shrinking until it became 4 vertical lines however this could just be a result of the version I played so I'll ignore it for my rating. Great work!!

I loved the N64 look of the game and I feel I would've had more fun if I was able to work out how to recharge! is there sound with the opening cutscene? if there was that didn't play for me but I have sounds that don't work on some browsers either so I get it. Great work!! it was a pleasure to look at your game!

thank you for the rating and kind words! I would love to take a look unfortunately I am on Mac and there doesn't appear to be a web version or Mac download available. if you can create a Mac/web version I'd be happy to take a look!!

will be sure to take a look! Thank you for the kind words!!

I don't get it... and as a fellow tactics game Dev in this jam I've heard that a lot as well. if you're in the server id love to Sit and watch you play it and listen to you explain the mechanics before I rate it. I think I'll love this game, the art is incredible! the music is funky! animations look great I just don't understand how to play properly or how to hurt the boss. incredible work and I go by Nic in the Boss rush server if you'd like to reach out!!

I loved the concept of shooting the energy generators to keep them spinning to keep your energy up! very creative and subtle use of theme. the music was a bit jarring at first but I got into it as the first fight went on! I felt I wasn't doing any damage to the boss a lot of the time and didn't really understand why. ether way great work and I am surprised you don't have more ratings!

thanks for sharing your work! if I may suggest that the player moves fester as it felt like it was almost impossible to outrun the boss! the music could also do with a polish unfortunately. 

great work! five stars across the board except for controls as I did not understand why I was doing no damage to the boss. probs a skill issue so I won't hold that against the game too much! I hope you are proud of your amazing work!!

Thanks for the complements and the feedback! The arrow was a solution to two problems.

1: as it is isometric your party members can be completely obscured by the boss the arrow allows for you to still interact which is especially important for back hits

2: for the player sprites to work out their dinstance to the boss their hit boxes needed to be quite large as a result two player spites that where a square away from each other would overlap meaning you’d click on the wrong character.


in future creating a second hit box and allowing the player to click on both the character and the pointer would solve this gripe that you and others shared!

Thanks for the insights on U.I! As I’d never seen a game quite like mine I kinda winged the U.I and made decisions regarding that that made sense to me! I’ll be sure to keep that feedback in mind for a follow up as you aren’t the only one to mention it. 

Also the reason rotate is its own action is to  adhere to the theme better and elevate directional positioning as its own action  for better attack damage and defence resistance. Thank you for the time you spent on my game and I’d be keen to look at yours when I can!!

im glad you can appreciate it and thank you for the kind words! yea the tutorial needs an overhaul. I'm surprised you found the combat to be slow and I'm not entirely sure I agree with that, given what I've seen watching others play they did seem like they were almost struggling to keep up and that the game might be to fast if anything. but I'd be happy for you to elaborate if you have the time.  there is music but some browsers don't play it for some reason :/ . either way thank you of the rating and comment!

stellar art and I loved the tonal shift! after lowering the games settings it ran well and was playable (M1 Mac so bonus points for a Mac version). personally while I feel the weapon wheel was a great touch and fits the game great I wish there was more ammo and it didn't happen as frequently. other than that great work! the entirety of my other complaints can be boiled down to "skill issue" lol

Thank you for the kind words! I really appreciate it!

I thought I rated this game before, sorry about that everything is great and I'm pleased to say the Mac version works!

rated 5 stars across the board! exilent work! if I was to nitpick id say id wish the stage background also rotated but I can completely understand why you didn't opt to do that.

thanks for the reply! Based on the confusion people have a reworked tutorial is the first thing on my list should this game be developed further! My game is designed around a Mode system meaning that: 

In an Attack mode, the knight will do more damage and defence is lowered everyone else will do less damage

Balanced mode, means that the rouge does the most damage and the mage and the knight do slightly more damage and have more defence but not to the same level as dedicated attack and defence modes. 

Magic is the same as attack only swap knight with mage


and defence lowers everyone’s damage but reduces damage gained (to the point front attacks do no damage)

There is no specific abilities as such the game is based around swapping to the right mode for character that is in range to do the most damage possible.


actions are a build up and can only be done when out of range of the boss. Once the bar is full it will do a large attack for attack, balance and defence or heal a large amount of damage in the case for defence. Changing the mode prior to the build up will cancel the attack and waste AP. 

This is my take on the Paradime shift from Final fantasy xiii 


either way thank you for your good faith question and if you choose to reply NOVA with this mindset I hope you enjoy yourself! If not thanks anyway for looking at my game and rating it!

do you still feel my game is:

“tortuous puzzle of game design choices I cannot comprehend or stand by.”?

I appreciate the clarification. But reading your comment felt very much like you expected this game to be something it wasn't. it felt angry and wasn't overly pleasant to read first thing in the morning. personally if I were to ask the same questions I would never use "YOU" as it feels more like a personal attack against the dev as opposed to asking "why is spin its own turn".  clearing the air and approaching these questions at face value. yes I am proud of my work. the classes are important in regards to the modes system. simplistically it boils down to:

attack mode = knight does more damage 

balance = all do more damage with an extra boost being given to the Rogue

magic = mage does more damage

defence = all do less damage with the added benefit of taking less damage from the bosses

why is rotation its own turn?

simplistically it boils down to making it an equally important to moving, attacking or using an action. this is to both help it relate to the theme of spin and to elevate the importance of positioning when attacking or taking damage from a boss as yes positions party members to hit from the sides and the back was something I wanted to focus on.

what's the deal with the arrow?

the arrow is both a technical and game design decision. due to the hit boxes of the party members and their ability to work out their distance to the boss and weather they are in range, they are quite large. this leads to trying to click one party member while accidentally hitting someone else. the game play reason is due to the size of the boss it can completely obscure the party member. creating the arrow allows you to engage even if that party member is not visible. for a follow up I would add a secondary hit box to detect if the player is clicking the party member as well as utilising the pointer.

as for the last question I am a fan of the games that inspired NOVA. but those games aren't what you're thinking of. my greatest inspirations for developing Nova where Final fantasy Xiii and The last remnant. (games that if you've played id suspect you wouldn't be a fan of) while this game may look like into the breach in some ways the actual games to inspire my work weren't into the breach or final fantasy tactics.

1: why did you HATE my game? I’ve seen some of your more critical reviews and they did not have nearly as much venom?

2: that’s it I don’t have anymore dot points

In all seriousness I do enjoy playing my game and yes my game design choices where intentional and I stand by them. Talking to others there are plenty of things I could change and there are hills I’m not going to die on for a follow up (eg allowing players to cancel a party member selection). So yeah? Why do you HATE my game?

to be complimented by you guys for my art is exceptionally humbling. Thank you so much! 

art is incredible and the spinning of the level with a gravity switching mechanic is very well done I did feel the bosses attacks a bit tricky and it didn't feel overly well telegraphed. there were definitely a few moments I said out loud "wait what hit me?" As I've said in almost all the posts so far this could entirely be a skill issue. overall an exceptional game and I hope you guys are proud of it!

thank you for your encouragement! I'm glad you enjoyed the art that means a lot! I have downloaded the APK for your work and will be sure to take a look at it!

na man it was the first floor I didn’t even get past all the people lol, purely a skill issue! I’ll try again tonight 

alrighty! I loved it, the art was incredible and the large low res sprites were really nicely animated! the music was good too but it definitely felt a bit uncanny with no sound FX (note please let me know if there where sound fx files present as I understand web versions may not play all sound files but I did try on both chrome and safari). the controls where good if not a little floaty. The implementation of the theme felt very surface level though. overall an amazing submission! you should be very proud of your work!

loved it even if I didn't manage to beat then first floor lol. I love the theme being more than skin deep and I'm pleased to announce that the Mac version appears to work as I encountered no issues form what I played (which wasn't much). to any Mac users you need to allow it to launch from privacy and security in the menus. 

the art looks amazing! I love the concept of the spinning slot machine. I did not beat my first boss but I feel that's more a skill issue than anything! Great work! 

just a minor update to fix two game breaking bugs. stay Tuned for the next game in the series!

this is such a cute game. I love the fact there are at least two path ways to the goal. one thing I noticed however is sometimes there would be a copy of the player at the last door you exited from.

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Thanks for clarifying that the camera issue was due to the web version. I was beginning to think it was a weird stylistic choice. I love the animation. The art is really well done with a nice bit of squash and stretch being a cute touch. Thanks for sharing your work!