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Vetinar_i

50
Posts
1
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A member registered Aug 20, 2021

Creator of

Recent community posts

Thank you!

Looks very slick. I'd ramp up the speed at which the track flies past, though, really make the player feel like they are going at the max speed their ship can handle.

Interesting ideas, thanks for the praise!

Thanks! Yeah, I'd certainly design those levels differently if we made this again

The zoom when killing an enemy felt nice and punchy the first time around, but after the third enemy it was just a bit disorienting :P

Thank you for the feedback. (Unfortunately I couldn't play your game in turn because of the lack of a windows version)

This game seems cool, but it has a presentation problem:

  • teaching the player how to play
  • Telegraphing where your players end up when you throw them
  • Communicating the current state of the game (I didn't even notice the scores the first time around because they blend into the background)

Cool idea though, and the mechanics seem to work.

Thanks!

Yup and thanks.

Thanks for the feedback!

Did you try pressing the space bar? :D

I made each of these levels with an optimal route in mind, although it might not always be obvious, and the optimal route is sometimes just bad. That said I'm not sure what you mean by "opposite side". Could you show me with a screenshot?

That said, level design is hard :D

I don't think I played either of these. I thought it was some Mario Party bonus game, but I can't find it in the wiki - alternatively, it was something on the Nintendo DS.

Either way it was sort of the inverse: Colored balls dropped in from outside into a mass of balls in the center, that you could rotate. If matching colors touched they'd dissolve and grant points.

No MIDI controller, but I did manage to get 180. I think I played something similar in some nintendo game as a kid. I remember the way it looked but not what it was called...

(1 edit)

Tight mechanics, great presentation. One tiny thing you could improve: The unlit side of the space elevator is quite dark. Some global illumination or a second, darker light source would help.

edit: oh and great sense of speed!

I like how... rotate-y this feels.

Thanks!

This game needs a better indication how high you can jump. I kept dying on accident.

The gravity change mechanic is really good. Unfortunately I didn't get very far because of the low jump height. (I read the description - reloading didn't fix it, sadly)

Neat little game. I got 3507. I had the music cut out in the middle of the game :\

Nice game. Although I did just end up parking the outer turrets in good locations and the using the inner turret to defend

Fucking

Amazing

The first FPS I saw in here. I think it would be really elevated by some sound, even if its just a looping music track and a pew for the gun

Super creative, very well made. 

Controls a bit awkwardly, and I feel like the golf balls has too much friction. But great concept and perfect choice of music in conjunction with the controls :D

Nice game, although I feel like gameplay wise there is a limited amount of rotation going on :P

Also, it is nigh impossible to press up and down at the same time when playing one handed...

Good presentation tho

It's pretty basic, but I think the idea of giving towers rotating bonuses is a good one. Spring OP.

Spikes: The natural obstacle of all watermelon-juicing related activities

This is a very fun little game. I think my biggest complaint is the controls; I get that with the spaceship *and* the shield its a lot of actions to cover, but I don't think the mouse-follow style is a good solution. When your ship reaches the mouse pointer it stops, which doesn't feel good and makes dodging hard. Perhaps the shield could rotate auotmatically, freeing up some keys? Maybe it could move rhythmically, or the way it moves could be modified by powerups?

Either way I enjoyed it. I'm also going to go against the grain and say its not chaotic enough, make it harder :P

I really like this one - I particularly enjoy how these very simple mechanics (rotate the world, red barrels) combine into a smart game. My only wish is that you could rotate the mirrors/dishes faster ;)

I really love how even the menus rotate.

I really like this, probably my favorite entry so far theme wise because it really makes rotation a core mechanic (and does so well). When I noticed I couldn't progress without using the fact that rotation a room also rotates my character I had a really nice "aha"-moment.

I do feel like the powerups aren't self explanatory enough (sorry, I didn't read all the text), and I managed to accidentally move myself out of the stage. I also think the jump is too floaty, and in the level I played I didn't actually need to rotate all that much to move further up. But I think there is real potential here!

Thank you for your feedback!

The core idea is good and works well. All it needs is ~presentation~! I think the other comments gave some good suggestions

Excellent name, excellent game. Unfortunately the controls seemed to interfere with my browser and ended up closing it :\

Very nice. My only complaint is that the camera is zoomed in a bit far, I had trouble finding the enemies

Good, tight movement. Jumping off moving platforms on to small targets is difficult, though, but I don't think thats down to the movement. I didn't really see the jump energy mechanic come into play

The game uses handcrafted level "blocks" that are attached in random order. Particularly the first few blocks we built were terrible and it got better as we built more, but there just wasn't a lot of time :D

The transitions remain an issue

I can highly recommend White Bat Audio for music, although he focuses mostly on darksynth

Thanks!