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Mark1929

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

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The two endings provide an interesting parallel. 

It's an interesting concept, the second reverse Souls-like boss game I've tried since Reversary.

Definitely more of a drama focus than the former's laid back casual comedy, but it's funny that the hero actually rage quits if you beat him enough times.

I like the game and the animations, but it would be nice if there was an option to disable the 18+ 'you have been warned' message that pops up every time someone starts the game. It's not something that needs to be shown every time.

It's an interesting game, though the gameplay loop is somewhat linear.

Given that the game events in each run are linear and equipment carries over between runs, it's simply a matter of gathering enough equipment and battle items to defeat the final boss, and I was able to do so in my second run. 

Even if you do poorly in dice rolls and you need to spend mana to get the best outcomes for events, you have mana potions and resting, and there is no permanent penalty for losing a run, so a struggling player can essentially grind for equipment items an infinite number of times if needed.

The ending was a bit short and anti-climatic.







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It's interesting, but I don't think the spacebar attack button works correctly. Also, it doesn't run great in a browser window.

I really like the game concept, especially the art style and humor.

Not much reward to be gained from exploring to the left of the starting room, no upgrades and nothing is gained from slaying the mobs.

The boss fight was fun, and it was interesting that the level changed after the boss defeat cutscene.

The art is nice, though I don't find the demo featured characters to be very interested.

I was interested in the game because I heard there was a large, anthropomorphic alligator .

So, Portal + The Stanley Parable, 0.8 edition? Not the worst idea to go with.

It's interesting.

It's also funny that you can jump off the edge of the map and fall infinitely.

It's an interesting game. Prioritizing swiftness and attack at the expense of endurance seems to help with longer runs. Wondering if the game is as endless as it looks.

The game is interesting, but it doesn't seem to run well in browsers.

It's a short but interesting concept. 

Level 1 Reimu has an obvious advantage in the early start compared to Level 1 Youmu, especially for the second stage. 

Level 4 Youmu has decent dps compared to level 4 Reimu. 

Marisa's dps isn't really worth the high cost of purchase and upgrading, but the slowdown effect of Alice can come in handy. 

I'd love to see the concept expanded in the future.

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That's an interesting way of looking at it. Given how so many internet people can't get enough of memes associated with old live action shows involving funny bald men. Talk about cognitive dissonance and short term memories, mate.

So much for assumptions...

That's an... interesting... way of looking at it.

Small reference pools, mate.

I assume the answer is no.

It's an interesting gameplay loop when you get multiple miners going, but having to destroy every block on a floor just to progress is tedious, and many miners will just stand around if there are only a few blocks left.

It's a grim story and not super interactive...

But it's interesting that there's an ending where you can save some of her children.

To see them all pass, or make peace with what can be saved...

It's an interesting concept, but the browser game tends to lag, and there is quite a bit of trial-and-error style guessing, especially for what to select with the arrow keys.

Small reference pools...

It was a fun story update. Explains a lot concerning Cole's family drama, plus Cassius's role in the saga.

It's interesting, but I ran into a bug where I couldn't progress further because of green foe that glitched after a throw.







So much for avoiding fallacies...

Itch io community group think is quite the spectacle...

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Some things can't be forced. 

Good thing that this story isn't like that, eh?

It's a good thing that people don't get shot in real life just for voting honestly, usually...

Daring to not completely hate the fruit hued man, on the other hand...

Yeah. There's a point to be made about the true value of historical quotes in this day and age, and people who hanker for things new and original.

A very challenging but fun game. Got a score of 7550.











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I like the game's style (Jeremy bozo was pretty funny), the sound and the music, plus the homage to Katamari. Though, I had trouble getting past the second boss (ceo)'s second phase. It would have been nice if you could collect some junk in the first form and bring it into the second phase.

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I like thE IDEA AS AN ACE COMBAT HOMAGE, BUT THE CONTROLS ARE A BIT OF A HASTLE. YOU HAVE TO USE LEFT AND RIGHT CLICK FOR BULLETS AND MISSILES, MOUSE ALSO CONTROLS A CAMERA THAT IS VERY SENSITIVE TO MOUSE MOVEMENT, THE MISSLES DON'T HOME IN ON TARGETS EVEN WHEN THEY'RE HIGHLIGHTED WITH YELLOW, THERE'S NO YAW FUNCTION, AND THE PHYSICS OF JEREMY'S LISTED SPEED FEEL OUT OF SCALE WITH THE BOSS SIZES AND SPEEDS.

One think I like about the modern flight sim example of ace combat 7 is the ability to rebind keyboard and mouse controls as desired.

Project wingman has re-bindable controls as well.

It's a fun game with great style, but it could have used some sound and music.

Also, not sure why strapping an extra gun to Jeremy made his default gatling cannon stop working.

It's a fun game. Short and pretty. The skateboarding mechanic was fun.

It's an interesting concept, but stumbling around in dark cave corridors when the canine foes can attack from any direction... isn't very fun.

It's a fun game. Reminds me of Cards Survivors on Steam.

It's an interesting concept, but the game appears to be poorly optimized for browser play.

Phases 1 (sound), 2 (sunlight), and 4 (text speed and alien langue) were okay after some trial and error, but it would have been difficult to figure out phase three through trial and error. The part about the saber and the lighting rod... I don't recall reading that in a conversation. If so, it was a conversation that couldn't be viewed after the fact.

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Took a while to get the five chests (red-red-red-blue), and the secret scarecrow scene... it wasn't a scene, just the narrator telling the player to tell other people that there was an epic scene... but that would be dishonest.

It was not worth it.

I'm having trouble with the secret hunting. I can only seem to get four out of five chests.

It's an interesting concept, but the ending felt a bit anti-climatic due to the linearity.

It's interesting, but it looks like the interact prompt could use some work. Had trouble getting the souls to follow the protagonist cat when not constantly holding E, and there was no reaction when pressing E with a soul next to a sleeping cat. Protagonist sprite would also cling to a wall when pressing against a platform in mid-air.

It's a fun game when you get used to the rules, though it would be nice to have a replay / new game button.