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Mark1929

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A member registered Jan 02, 2020 · View creator page →

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It's a sweet and cute story.

Aria and Haley are pretty cute. The gameplay was fun and the dialouge was funny.

Though, it's a shame that both endings are sobering ones.

Given that really didn't have much in common... 

It's an interesting concept so far.

It was an interesting setting, and Keychee was pretty cute.

Got the 'Moon 2' ending using the assist options and the walkthrough. It was a nice ending.

The dialouge skill checks mechanic felt a bit overwheming at first, but the walkthrough did help with figuring things out.

I did find the arrow key movement during the tablet sections to be a bit clunky. The arrow keys would often only respond to short presses and not held keys.

It's... something.

Though, a part of me is itching to see sci-fi stories that don't involve stereotypically homicidal AI / robot cliches.

It's an interesting game, but it's also full of frustrating bugs, ranging from getting stuck on level geometry and having to start over from scratch, or having random enemy placement set up so that you are guaranteed to take damage just by approaching them.

One time, the dragon with the octal bullet pattern decided to fly downward and then horizontally just along some spike beds, so I had to take damage just so my projectiles could hit the dragon.

It's a short but interesting story. Semi-hidden scenes...

You certainly have an... interesting perspective.

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Finally took the time to read the visual novel from chapters 1 to 3. Looking forward to any future updates.

Overall, it's a very wonderful fantasy story. Interesting fantasy worldbuilding. Tender, occasionally sobering, often funny, and... optimistic.

The main trio are sympathetic and unique in their own ways, but they really shine when they bounce off each other and the colorful supporting cast. I find the character dynamics to be very compelling and well-written. Plenty of humor on the side, such as the 'reading it for the plot' gag, Sidd's harem, plus everything to do with Sidd's mom having a super hardcore renegade bard past (and present). Plus the pompous Carter guy who swiftly got beat up by Cole, Artemi and Sidd's mother (I hope he sticks around as a comic side character on the side. Can't say I wish the same for the street urchin, all things considered. That kid's long overdue for some slapstick.)

Cole's archetype (charming, flirty bard guy who is super casual about physical intimacy because he's just as equally against anything to do emotional stuff, much like his dads in that regard) isn't exactly new compared to certain prominent characters from to Critical Role / Vox Machina or Helluva Boss... but I really like Cole's role in the story because his best moments come from bouncing off of Sidd and Artemi. Didn't find Vox Machina or Helluva Boss to be super compelling in that regard (with B x S being 80% horny and 20% drama), but I like how it was used in Temptation's Ballad. Sidd's earnest nature was enough to nudge Cole into stepping in the role of a responsible leader and mentor (I doubt that Cole would have stopped to help just anyone read using bardic imagery), and Artemi was... the first person, narratively wise, who firmly shoved Cole into taking the additional steps of that better path when she yelled at him and threatened to punch him for wanting to abandon Sidd in chapter 1. Considering all of the baggage Cole had regarding his fathers and himself (given that one of them was the fun dad so the other had to be the nagging house-dad), Artemi really broke through his inward-facing melancholy in a way that nobody else did before then.

Sidd is a relatable character with understandable fears and struggles that come from a humble mind with a humble upbringing. It could be said that he has... slightly less baggage than the rest of the team, but that doesn't mean his feelings are any less important. He's already come a long way, mentally and emotionally, over the course of the three chapters, and it was becuase fate put him on a crash course with two unlikely non-frog friends. He found the will and the resolve to harness the physical strength he already had to begin with, he's made a great number of friends and acquaintances, and he's also acted as a stabilizing positive influence for Cole and Artemi.

And... I really like Artemi. Noble crusader with a huge dorky side... I'm fairly certain it's been done often enough, but I haven't seen a crusader who really stuck out in the sea of fantasy literature. Not since Lalatina Ford Dustiness, and she's mostly a designated gag character. Artemi's very passionate about chivalry and duty... and is thus the source of countless gags where her sheltered worldview clashes with everyone she meets and everything she witnesses. Especially the adults only library section. And as much as Cole pushes Artemi out of her comfort zone, she was very quick to start pushing back in funny ways once she got to know him better. Through Cole and Sidd and their families, Artemi gained a very strong and supportive network to lean on, and I wish her the best with her personal journey.

Artemi's sticker does... metaphorically align with her disposition.

Same here.

Hardly a productive thing to say.

That's an interesting point.

It's a fun game, though not without bugs.

The bomb arrows were very helpful, but the wall arrows and mind control arrows didn't seem to do much.

Also, I'm not sure how to get the ending. I finished one easy level, two medium and two hard, but do I need to go back and replay all of the missions with the red outlines?

It was a short but fun puzzle game. Took a few tries to get everyone through the dungeon unscathed.

The game is interesting, but it looks like there is a bug that occurs if you select attack options instead of immediately proceeding after you defeat an enemy.

It was a cute game.

The final battle was a very exciting fight.

I see lots of writers talking about eggs and stuff. I often wonder what it's all really about.

The final boss was tough, but the gameplay was fun.

Story was a bit short, but cute.

Time goes by, but the memories are never forgotten.

Happy tenth anniversary. 

I can't seem to be able to start a new game. I tried a variety of keys, but W and S only switch between new game and continue.

Currently relaying the game to prepare for harder difficulties... is there a trick to figuring out the hitbox for the player character? It's not clear from her model.

It's a fun concept.

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It's a fun game, though it could have used some polish.

Hitboxes are a bit janky. The dash ability has weird physics, and you can get stuck on terrain. Double jump has weird interactions with screen scrolling. The shield does nothing to help the player.

It's an interesting game. I believe that some music would add to the experience, and the starting inaccuracy is a bit harsh.

It's an interesting game about root physics, though it feels a bit grindy in terms of cash for shop items.

It's interesting and challenging. Having the Earth pieces affecting the ship momentum presents a tricky obstacle.

The laser weapons are fun to use, but it feels like the MIRV missiles don't do much damage.

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It's... abstract. Also on the challenging side, but it's interesting.

Enemies juggling the head for repeated damage is a bit much.

It's a very abstract game. Tricky and fun base building defense.

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It's a very fun game. I really liked the heaven music.








It's an interesting setup, though a button to view the map and equipment status would have been handy. Plus a way to view detailed info about the day / night / time cycle.

It was a fun small game. Made it to 53 m.

Last a few days, defenses were overrun because I was worried about the empire budget.

It was a very fun experience.


It was a fun game. Got lots of mileage of the extra fire bullet and fire rate increase upgrades.

It's an interesting experience.

It's an interesting concept, shifting between day and night as light form is immune to light bullets and dark form is immune to dark bullets. However, the browser optimization could have used some work.

I really liked the music and art style. Though, it would have been nice to have a camera view selection so you could keep track of the extra magic balls.

It's an interesting concept. Making the powerups random cycling was an interesting decision.

It's an interesting concept, but I don't see a key for jumping. Z / X / Space / L Ctrl don't seem to do anything, and the browser optimization could be a bit better.