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Dlilbeast

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A member registered Sep 19, 2024 · View creator page →

Creator of

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Can you tell me how exactly the control page is broken? It works fine on my end

The spike hitbox including the top of the pipes is intentional behavior. The intention is to make it through that section using wall climb and dash to stay on the sides of the pipes. Admittedly, we should perhaps have just put spikes on top of them too.

There is some major issues going on with the resolution size and the camera; I can only see about a quarter of the screen at a time. Also you couldn't exactly fully turn around which made everything a massive pain. I imagine if the camera/screen size issues were fixed it would be a lot better, but its barely playable rn

There is far too little feedback to the player. It was unclear what was (and wasnt) doing anything

This game needed a major bump in difficulty. Every enemy can just be kited back as you shoot to kill it with ease. Also, you can walk through some walls for some reason.

This game has no cohesive design, no effort put into the graphics, and minimal effort put into gameplay. The skeletons have the most primitive possible pathfinding, leading to them being a non-challenge in every level that actually uses them without modification. Since this game is actually just four games in a trenchcoat, I'll review each one separately
1. Puzzle Level: This one is the only one that was decent. The skeletons don't add much, it feels like they were shoehorned in to give the illusion of cohesion. It failed in that regard.
2. Collectable Level: it's a maze, but with no ability to see it, it lacks any sort of puzzle, as the only reliable way to solve it is to just follow a wall. The skeletons once again add nothing here. This level doesn't feature the big skeletons that take move hits to kill, which is a shame because it's the only level that would benefit from them. As it stands, they either come from in front of you and you simply click once and they're gone, or from behind where turning around adds a whole extra step and no additional difficulty. This level is ultimately a nothing-burger.
3. Stealth Level: this level is easily the worst of the four, which is quite a high bar. The mechanic of the stealth is unclear, as the other levels all teach the player to avoid the actual skeletons themselves, only this one needs you to avoid line of sight. Figuring out it worked by line of sight was non-trivial, since there is no indication as to where you were spotted from, so more often than not you lose to a skeleton that's not on the screen.  The perspective being anchored to the player means that it's hard to decern what paths the skeletons are following, especially given the ludicrous speed at which they move.
4. Parkor Level: Here once again the skeletons add nothing, effectively acting like a pit of spikes. Furthermore, the jump has a delay so long that it must either be intentional or the result of truly abysmal code and frankly I don't know which is worse. If its intentional it shows a complete lack of understand of platformers and a genre, and if it's the later than I am frankly impressed by the amount of useless code that must be running to cause a delay of around half a second. It would completely recontextualize the seeming lack of effort in the project from being several competent people throwing something together in an evening to several incompetent people laboring to make something vaguely passable. Frankly I hope it's the former. In any case in addition to the jump being so abysmally slow to occur, there is no input buffering or coyote time, which are very basic trappings of platformers because they're integral to making the game feel fair. Between these three mistakes you have managed to take a genre who's signature is being fast and flowing and turned it into a sluggish choppy mess.
Overall, this is one of the worst games I have had the displeasure of being made to play. Do better next time.

Outstanding work! The lockpicking system you used is copyrighted though. Also unlocking the doors on the chessboard feels unfairly hard.

Clear indication of when you gain access to the glider within the game would be a major improvement. Other than that the difficulty felt very high, although it would fit nicely into the rage game genre. Slopes, on the other hand, are frustrating for all the wrong reasons, turning becomes far too sensative. Design didnt feel cohesive between the levels

Overall very good; would be nice to have clearer indication as to when you hit an enemy. Difficulty was also a bit on the easy side.

Overall very good; would be nice to have clearer indication as to when you hit an enemy. Difficulty was also a bit on the easy side.