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soulware

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

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fun shmup! i haven't played many games of this genre, but was enjoying what i saw here. the enemies/bosses are really detailed! i think the only thing missing here was a bit more juice (sound effects or other indicators that you landed a hit/got hit would be nice).

nice concept here! i liked that you made the collection of ammo an active part of combat - it's interesting balancing my fire between the infinite lightning and the more powerful bomb. additionally, the visual effects are incredible- really good vibe from this game. i do think the enemy ai can feel a bit frustrating- there doesn't seem to be much of a spawn radius, and enemies can clump up- it's hard to tell when engaging in a fight if you're getting killed quickly. the versatility in enemy types is really impressive though! and matches the player's toolkit quite well

cool idea here! i think the scythe bouncing is a neat mechanic- i do wish there were more visual indicators in terms of bounces, since i found myself spending a lot of time tweaking bounces in order to get things right. i also think the bouncing surfaces get a bit weird around corners- oftentimes the scythe will start behaving in pretty unexpected ways. that being said, i like the idea a lot for a dual movement/puzzle mechanic!

also, i did unfortunately softlock in the second full level when playing through as well, but it seems like this is a known bug

nice shooter! and liked the way it stuck to the theme. i do think i didn't feel incentivized to actually engage in combat in some of the levels, which is only partly because running around on toxic waste and hitting jump pads feels so satisfying! flying through these levels is super rewarding with the effects you have and the feel of character speed. combat after a few power cells was nice (eg. being able to shoot + slash and kill enemies feels good), and in more cramped hallways forcing combat was done better.

this game is great! really juiced up- i love all the impact effects on the ball and the fact that it kills you in one hit. some of the hitboxes and knockback felt a bit unfair relative to the sprites drawn, but that happened rarely. 

a quaint little game- the art and sound design here is wonderful! dragging things around the screen also feels nice, which isn't always easy to get right. i think it would've felt nice to have some consequence to my choices,  as that aspect feels a bit unfinished, and i also didn't feel the need to use all of the flowers, even though their effects seemed quite interesting!

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really beautiful game in every aspect- the music, visuals, gameplay, the little art in the corner & level names... truly meditative. and based on these comments, i need to play again to try out more of the powerups! i could definitely play this one for hours. it feels like this game could even lend itself to random levels with the way it works, though of course these handcrafted levels are excellent and i love how much care went into matching the behavior of paddles with the level art/names.

at one point i wondered whether being able to reset to the way you placed things would be nice, so that you could tweak a previous build, but i sort of like how resetting every time makes things more spontaneous, just try out other builds on a whim.

nice! lot of polish here, especially in the opening cutscene. was really fun gliding around this level, feels a bit like hotline miami, in the best way possible. the grapple -> scattershot is super satisfying and requires you paying a fair bit of attention to how you're managing enemies. i feel like speedruns would be really fun here- flying through without touching power pads seems barely possible. i do almost wish the power pads were more conservatively placed, so that you're forced to make use of the environment a bit more- but leaving this for a timed challenge also makes sense. would love to see more of this! 

this is incredible! i love that the game is sort of both an optimization problem and a precision game, and the ways in which you can play around with the organs and veins to make things riskier but much easier. the music was a perfect groove for this sort of methodical gameplay- i would absolutely play more of this game in the future.

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thanks for the comment! would love to hear more about what you found confusing. we did end up opting out of a tutorial/in-game instructions for time, and just included how to play in the itch page, so i'm curious if that would be a good solution to whatever you encountered

cool idea! i like the theming of the game, especially the intro, and the animation style is cool. i also think the attack has a good feel to it- sort of like castlevania or zelda 2, where timing is critical thanks to the long cooldown. i ran into a few bugs here (and ended up getting some bonus hearts in the top right corner by launching myself really high), but the only frustrating thing was the flying enemies in the final area not swooping down for a few minutes. i also didn't feel super incentivized to use the shield with the amount of enemies around.

nice! i loved the animation of the rats when you were fighting animals

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awesome! i love the sound effects and the graphics style, especially how you animated everything. 

i like that max power upgrades are also sort of a tradeoff (takes longer to charge) and that the enemies will careen off screen. could see myself playing this for a while to grind a high score.

pretty fun! made it to tier 4 then died on the first enemy there, may explore more. the drink system is very interesting to play around. i also love the art of the knight hanging off the wall with cards

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just released this older project of mine formally on itch! it has:

- 40+ levels of intense platforming

- a character who cannot touch the floor (or ceiling)

- a classic mode (for platforming veterans)

- hours of fun (or pain) guaranteed trying to 100% the game

hope you enjoy!

https://soulware.itch.io/super-no-touchy-flooro