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A member registered Feb 18, 2021

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phenomenal!

Great work on finishing a game! Since the speed of the zombies was fairly slow, it seemed pretty easy to just walk in a line and shoot back at them. Maybe the difficulty ramped up later, but the first five minutes felt really slow due to the firing rate & coin collection rate (compared to how much even the first upgrade cost)

Very fun!

very fun

Very fun!

This was a neat game! It started off well with the dialogue - the juxtapose between Keith & Elindraven'el was funny, and the narrative premise was interesting. It would've been interesting to see more dialogue from Elindraven'el, but maybe it was there & was just based on hitting certain distance milestones.

The gameplay loop was fun once I got a hang of it, but that took a while. I think some more explanations for the upgrades could've been really helpful. I'm not sure how the costs for upgrades and the rank of the skill correlate; I would've liked some sort of guide that told you how much an upgrade would cost. It also would have been helpful to have some sort of explanation for what each skill did. Some of them became obvious after buying it & seeing how gameplay changed, but I think it still would've been nice to be able to see that information before buying an upgrade. 

It would've been nice to see some sort of confirmation of how much distance was covered on a run - it's a bit hard to keep track of the number while also focusing on the obstacles. It also would've been nice to have more tips/guidance throughout the game. I think a sentence or two on the death screen would've worked well, possibly influenced by how the run ended (so a short explanation of some facet of how Energy works if someone lost from Energy dropping to 0, some tip about movement if someone lost by colliding into something, etc). 

I'm not sure if it was just because I'm not very familiar with these sorts of games, but I thought movement was unintuitive. I don't really understand why the ball was jerking around so much, even when I got Control fairly high. I also didn't understand what determined the rate at which Energy dropped. Sometimes a small tap would cost 20 energy, and sometimes the same tap would cost up to 500 energy. Also, the health boxes for the clotheslines were a bit wonky. Visually I wouldn't connect with the clothesline, but the run would still fail (mostly at higher skill levels). 

Something that bothered me when I had low skills was that the ball would sometimes drop too far to recover from if I didn't immediately start with spacebar. I think having the run start when the player presses space for the first time could be neat, rather than having it immediately start after they reload from the loss screen. 

The thoughts you could hear when running into people were really funny, and the voice acting was well done. I also really liked the sound effect for the moving ball. I think some music could've enhanced the game. 

Also, the application files all refer to the game as Mind Reader, which I'm guessing was an old name. Having the files & itch.io page under different names was a bit confusing. 

Overall, it was a really impressive game for not having made games before! It was fun and had a solid core gameplay loop. I'm looking forward to seeing what else you make. Cheers! 

fun game! 

This was fun! It's really great to see what people can make in such short spans of time. I liked the art and level design a lot, though there was one bit at the far right of the map where I couldn't figure out how to clear the jump. 

Overall, I felt like the arrow mechanic combined with the jumping felt unintuitive & clunky. I would've preferred having the arrow mechanic completely absent & being able to jump without holding down W. 

There was one bit (sort of southwest on the map) where just the wall of a corridor was cut off by where the scene shifted. The game wouldn't let me move to the next screen through that corridor since there was a wall there, but I couldn't see the wall from the screen I was on. I'm not sure if that was intentional, but it felt a bit off. 

It threw me off that hacking files would go through the loading bar multiple times rather than a single file being a single loading bar, but maybe that's just me.

I really liked that the red orbs would generally increase a detection meter rather than being an instant loss! The idea of being able to loop the gameplay to see how well you could do at keeping the meter low seemed really interesting. 

All in all, it was a really neat game! I'm glad I played it :) 

Yes, I did! I sent you a message on Discord. My name is "death head" there. 

This was fun! It was very cleanly put together, and I really like how the maps were laid out. I've also been making a game based off that Brackeys tutorial, so it was really neat to see how different your game came out. 

The use of music & SFX was good, and the menus were well put together.

I'm excited for the full game! 

Regarding dialogue, I've done some copy editing work in the past & enjoy doing it, so if you'd like to send me a file with the dialogue in the game, I'd be happy to proofread it.

Really smooth gameplay

This was a really charming & fun game! Once I understood how to play the minigames, I enjoyed them, though I usually struggled to understand how to interact with them. 

I appreciated the variety of voice lines for Greg & Bob, and the visuals were great. The art fit the game's vibe really well, and it looked pretty good. I especially like the menu art & the river. The animation was really smooth, especially during the fired scene. 

The game had a neat loop, and the tasks escalated in a manageable but challenging manner. They were varied enough where it didn't get repetitive, especially with the length of the game. I'd definitely play a longer game where each week had new tasks! This was great. 

This was so much fun! It reminded me of Duck Life.

I think it would've been nice to see how many days were left in a bunny's current life cycle / how long they were going to take to hatch. Losing a race because I thought a bunny was going to be seasoned for one more day was not a great feeling. Alternatively, it could've been nice to have a small (2-3 day) window where you could choose when a bunny retired. 

It also would've been nice to hatch eggs / feed on the morning of mandatory races. Sometimes I would have eggs ready to hatch, but since I wasn't on the screen where I could hatch them prior to the race, I would auto-lose the race or be stuck with some chump of a bunny. I suppose that's intentional with egg management, but personally I would've preferred to be able to use eggs I had ready to go day-of. 

I'm not sure what the exact balancing numbers on this were, but stamina/chutzpah felt useless compared to speed. Dashing was a lot of fun, but I never felt like it would make a good difference in my chances of success compared to just upgrading my speed. Stamina would have felt more important if it gradually decreased over the race, even if you weren't dashing. 

I would've liked it if food stayed selected after feeding it to a bunny rather than needing to reselect an option for each bunny. I know you're not always going to feed every bunny the same thing, but it would've saved some redundancy. 

Overall, it was a really fun game, and I'm super glad to have found it! The bunny names were great, and the assets were put together in a really smooth way. I think I played it four times in a row, and I can definitely see myself coming back to play it more! 

Cool game! The premise is neat, and the game looks really good. There are some bits on lighter backgrounds where I feel like enemies are too low contrast & don't stick out enough, but the darker forest areas were phenomenal. 

If there's any sort of visual indicator you've just taken damage, it's too subtle to be noticeable. I know you start flashing red if you only have one heart, but it'd be nice to have a damage flash or something once you take damage in the moment. It'd also be nice to have some sort of visual feedback after picking up a heart. 

There's someone sitting by a fire you talk to right after the tutorial level. The sound effect has a higher frequency talking to him than when you talk to those grey smoky things. I'm not sure if that's intentional (I guess to accentuate how lifeless the smoky things are?) but to me, it feels like the higher frequency is too harsh. Maybe scale them both down? 

Combat was really smooth, but I feel like the player moves too quickly. I feel like the sword attack range was a bit short. The attack animations were incredibly clean, though! As was the rolling animation. Generally, the animation in the game is great, but those two really stuck out. 

I really liked the sound effects & music! 

There was one section (sort of north of the tutorial area) where it was red dirt(?) by green grass. I'm not quite sure what the red patches were supposed to be. From first glance, I thought it was going to be lava.


A couple of mistakes in dialogue:

In the opening, it says "every people" at one point. You probably want to switch this to "every person" or "all people." Also, another section talks about "towers, acting as a shield..." It'd be better to switch that to "towers to act as a shield."

On the southeastern side of the first forest, there's a grey smoky thing that says "the other side of the forest is full of monster." It should be "the other side of the forest is full of monsters."


Overall, this was great! You can really see the care that went into it, and I am excited to see more of the game! 

This was fun! It's really great for having been made in 48 hours. I feel like it would've been nice to have some sort of notice that you could unlock more cats via the collection screen. I almost exited out of the game after 3 rounds without realizing that's how it worked.

I'm not sure what the best way to fix this would be, but I feel like the numbers that show up after you click should pop more than they do. 

This was a neat game! i really liked the visuals you had, and the music was great. 

i feel like the title screen changes between its two frames a bit too rapidly. also, I think it could be nice to make the keyboard's layout a bit more even. the keypad looks nice, but most of the keyboard has sort of wonky lines. most of the decor looks super cute, though! 

the sorting mechanic you mentioned seems really interesting! i'd love to see a bit more depth/challenge in the game. 

SUPER creative little game! The audio added a lot to it, and it flowed very well. The end was a tad abrupt, but holistically, it was a good experience.

The design for the letters was neat, but it could be hard to read sometimes.

This is an innovative oracle system for solo RPGs that is easy to learn & fun to implement. Great work!

Really great set of resources!

cool!

This was a really fun little game! I really liked how the animation of the title screen matched with the music. It'd be cool if the music looped without such a delay, though. I was really vibing to it haha. Also, the inversion of the music once the level shifted was super neat! 

I felt like it was really easy to jump off the top of the screen in a good number of levels, which I didn't love. The levels were great, though! Really intuitive, and they introduced new enemy types at a solid pace. You did a lot with just a few enemy variants. Great work with that! 

I feel like the wood platforms kind of stuck out as odd in the starting/ending levels, though. Maybe a sort of countertop texture would work better at the start & stone would work better at the end? The wood looked great when paired with the middle/forest levels, though it would've been nice to have a bit of variety with a second type of tile. 

The sound design was great, and I really liked the enemy sprites! I did notice the burgers would walk off the edge of platforms & tread air for a small bit before returning to the platform. 

Overall, it was a really fun little game! I'm really looking forward to seeing what else you make. 

I was looking through a 2 year old article about good planet generators & most of the links I was trying to visit were no longer functional, so this site still being up was a pleasant surprise :)

This a great tool, and the image downloader is unbelievably useful!

Thanks so much for making/maintaining it