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Poostaq

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A member registered Feb 15, 2020 · View creator page →

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The graphichs, vfx and sfx are so coherent, that i was astonished. It was so well made. 
Bosses were a bit boring after a while, and XP points didn't matter at all (or i don't know what they matter for) but as a quick dopamine rush, its perfect!

Small bugs here and there but overally very polished submission.

Feedback:
- Bosses could use some thematic approach - why Dog boss is standing and Easter Island Statue is flying? 
- Music tracks are banger, definitely one of the strongest points in the game.
- Spinner is spinning a bit too slow for my taste, and having attack bar be tied to health bar is a bit punishing mechanic (you can't commit to fighting since you have to constantly mind that small error in movement might cost you a game if you aren't conservative with shooting.
- SFX are glitching if there are more sfx sources than one - which became very painful when i had 4 drones and was healing on a platform.

So my favourite parts were spinner design and music. The rest is just a solid work. 

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I really love the length you went to give feedback, all of which I agree with.
The state of the game is like this because we overscoped and ran out of time. Thats why it is in such a buggy state and VFX/SFX is very "limited". We have plan to expand upon those elements as soon as i fix those pesky tooltip problems. 
Also, screenshake is something i didn't even think of so i have to note it down and tackle when i get to vfx.

Thank you for the exhaustive feedback, it really means a lot to us!

Noted, tutorial will land in an After-Jam version.
I also agree that the amount of cassettes presented at the start of game might be a bit over the top. We will try to do something about it.
Thanks for the Feedback!

Thanks for the comment. One thing i regret the most with this jam is not working more on card usage and visual clarity. There is a big area to improve in that regard.

Ohhh Danmaku game, didn't expect that. Solid art, great idea!

Everything has been said in other comments - i had the same issues as others: clunky controls at first, failing at bosses resetting is actually okay for me (though failing on the third hit sucks :) )
Also - it's much better to play it on full screen. I have learned it the hard way :)

Thanks for the feedback!
I actually wanted to add a short click-through tutorial that explains UI beforehand, but just ran out of time. It will land in the upcoming versions for sure! I will also squash all the bugs i got reported and others that i know about :)

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Visuals are great, music is fitting, no bugs encountered! Solid Work!

Feedback wishlist:
- some indicator where (and when) to stand to get the buff
- way to target boss when he isn't in the center of screen where you auto shoot

And spin was strong within this one!

Hi, sadly, i just ran out of time and had to fix more burning needs towards the end of jam. This showed how hard is the scope management and how much bugs come in with every piece of code. 

We will be working very hard to bring features that we didn't have the time to do in the upcoming days so I hope you will keep observing our project :)

Also thank you for the comment. I really appreciate that!

So polished! I really like how everything is just fitting - art, soundtrack and cuphead vibes. The gameplay is also quite nice, you can easily feel the progression. 

For my list of feedback:
- hover sound is a bit loud, i would prefer something calmer or quieter
- spear is by far easier weapon to use than hammer/tnt, more balance in that regard would be nice
- lazers sometimes hit you even though you jump. Hard to avoid or i just suck :D

Overally love the feeling of polish and completion!

Hi! Definitely we will be working hard to bring the current content to a much less bug ridden state. After that we are going to work towards implementing all the features that had to be rejected on the planning board due to limited time available for jam.

Thank you for your kind words and encouragement!

Thanks for the comment! We actually had some ramming sounds prepared, but we actually ran out of time implementing other things, like a story element :) 

We will certainly add custom sounds and animations to each cassette move in the future for sure.

As for the clipping, noted and I will fix it as soon as I get to work with the code. 

Once again, thanks for the feedback :)

To anyone who wanders here - it has a lot of bugs, but since we love our little game, we will work on it from now on so one day we can release full 1.0 version.