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Izaac From The Backstory

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A member registered May 09, 2018

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There's a lot the tutorial didn't get into. Like how shift can be used to sprint. This is because originally it was only the tutorial for the first day, and you'd have more tutorials for each day as new stuff was introduced. But then those days got scrapped and the items ended up in the pool anyway :D

I will admit we had an internal debate about this. Because it's much more fun to watch them fall over and we considered making a game where that was the goal but eventually decided against it.

That's the impression I'm getting. If it's required that you're sprinting constantly, why is it a button at all? We did originally have more of a downside to sprinting across puddles but that didn't gel when the game's pace increased.

Were you using Shift to sprint? Another user said they kept forgetting and it was something we didn't have time to explain in the tutorial.

This needs some more polish. To start with the axe sounds are WAY too loud. Uncomfortably so, especially compared with the sound levels of the rest of the game. And then for a game about rebounding an axe off walls, there's so many walls that don't behave as expected. Like how you can climb the upper wall because of where the collision was put. The enemies also need tweaks as they'll often swamp you before you can even see them.

I like the concept and it could be a cool dungeon crawler but in it's current iteration it's not fun.

It's a game of strength puzzles but you're the boulder. I thought the actual puzzle design was interesting. You had some moving blocks and diagonal movement which added a lot. The game is packaged with a barebones story told in MS paint and text which did leave me feeling like there could have been more to it, or more to the gameplay, but it's a finished product so I got to give it props for that.

I can see that your team appears to have bitten off more than you could chew. It's ambitious and unfortunately it's falling short right now. The game kinda doesn't work in a lot of aspects but I can see how you wanted them to work. If they did, this would be something you could sell but right now it needs work.

Unfortunately, this game isn't insanely difficult because of the slickness, it's insanely difficuly because of the locked camera angle and the lack of depth perception.

I did like the idea of an "Only up", almost rage-game style combined with roguelike progression that asks you to reset your own progression to earn more power. But unfortunately the locked camera angle meant that all the power in the world didn't matter. You can and will easily miss platforms because they were too close or two far from the camera and you didn't realise until you're halfway through falling past it.

If this game was locked to 2d, or had at least one extra camera angle you could swap between, this would be much more fun.

They've packaged it such that the exe installs and unpacks a bunch of files. It's not malicious it's just put together in the same way a lot of malicious stuff is so windows picks it up with a warning.

I had to give this a low review. The 'slickness' is just that enemies drop a slick patch. You don't need to step in it ever. And it's just a grind. Sitting between 3 spawns killing enemies over and over again until you have enough scrap to go randomly roll a powerup. I got the same powerup twice in a row, and I have no idea what it did both times. Couple that with the fact that I couldn't get the minibosses to spawn meant I had a bad experience overall.

 

We had the idea of multiple levels, each introducing more items and different customer types. This, I hope, would have provided that clean escalation before endless mode. But you know how things are and how stuff needs to get cut to make the deadline.

That is an intended mechanic because if you put two signs next to each other facing inwards, you'd trap them in an endless loop. So after being redirected a couple times the NPC will just ignore the next obstacle until it makes progress. But good to know we could have conveyed that point a little better.

Oh... I think if some sort of transition happened that would have been clearer. Like idk, open a door to the next room where I can grab the macguffin and get a "You're winner" screen you know?

I mean it's a little jank but it's cute and whooshing about always feels rewarding. Could make a hell of a rage game with a few tweaks.

I just wish the soundtrack didn't stop playing when I restarted. Oh and that there was more game.

The game is fun mechanically, but this is a movement suite without a game. I understand limitations but it's a shame this is just kinda a sandbox to run around in and not actually a challenge to overcome. (And that was before I figured out how to just fly anywhere with the glider)

Unfortunately ran into what I believe was a bug. The boss appeared to die before the last line and then I'm just walking around an empty room with no way to do anything except alt-F4

Need way more than just 0.5x slowdown

Got to admit, it's fun to just wangle the ball around in the middle of the ocean. It became much less fun once there was only tiny pieces left everywhere but maybe that's the point.

This was essentially exactly what I was looking for as a basic terrain generator. But unless I'm missing something this doesn't let you move the camera nor adjust where the UI is sitting. This means it's very difficult to actually view the terrain you just made. I'm sure there is a way I could change this by downloading Godot for myself but it'd be nice if it had simple camera controls and a movable widget.

No sorry. Focus was switched to other areas.

I took the time to try to make up and down animations for the normal armour adventurer. If you wanted these feel free to use these as a base. Still working on an attack-down. Might need to adjust the positioning to fit the rest of the sheet.


Hey there!

I gave your game a play and I really liked it. I run a Youtube channel called "The Backstory" where we interview indie game developers to hear their stories of game development behind the scenes. We ask questions about what kind of success's and failures you came across and delve into why you've made certain decisions. I would love to have you as a guest sometime. Would you like to come on the show? You can find the channel here: https://www.youtube.com/channel/UCFbeF6YT477YAB8VaarO9DA

We normally record for about an hour but the time we do it is flexible. Nothing is live and we edit out any silence and flubs so there's nothing to worry about.

If you're interested, send me a DM, comment back, or follow any of the links in each video's description and I'll get right back to you!