Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Dalton Hale

14
Posts
2
Followers
A member registered Sep 15, 2024 · View creator page →

Creator of

Recent community posts

This is an  excellent action-adventure game. 

Pros:

- Hands down best art/animation work in the who game jam. 

- Level design was really advanced and intriguing, displaying creativity.

- Ambition is evident.

- Enemy variety is very cool.

Cons:

- No music or sound effects.

- The combat was not very responsive. The attack animation is slow, and it seems random when  enemies take damage and even die. 

- The metroidvania elements are good, but could lead to player confusion. Some of the trophies are just pixels away from being obtained without the required ability, so I found myself retrying impossible jumps just to make sure I wasn't supposed to get them yet. By making it more evident when there is an ability required for a section, the gameplay flow could be much improved. 

This is an alright attempt at an action-adventure game.

Pros:

- The lighting mechanics were neat.

-  The models were well made and cute. 

- The setpieces were competently made and implemented.

Cons:

- The feeling of fighting was uninteresting. It can be massively improved with animations of some sort.

- The player hit detection was off, I had to stop moving in order to take damage. 

- The levels felt empty of interesting visuals.

- The atmosphere is undermined by the innately silly premise.  

- No sounds at all, and no visual feedback on the player's actions.

This is an okay action-adventure game.

Pros:

- Level mechanics were interesting

- Player model is cute

- Level design was good, particularly in levels 3 and 4. 

- Impressive effects were present everywhere in Level 3.


Cons:

- Lack of any audio whatsoever was a detriment to player feedback.

- The controls were really bad, and not in a Foddian way. The turning was inconsistent.

- Level 2 has no challenge. 

- Level 4 has no reminder of glide mechanics, potentially leaving players lost with an impossible jump. 

- Level 3's platforms were the same color as the ground, leading to missed jumps, since I couldn't see the platform.

This is a very polished action-adventure game.

Pros:

- Great atmosphere, due in large part to the music and level design.

- Awesome level design.

- Excellent feedback on all actions and happenings.

- Artstyle was compelling.

- Interesting mechanical depth (especially lockpicking).

Cons:

- Lockpicking minigame was slightly too difficult.

- Enemy AI was esoteric and nonthreatening

- Repeated use of the same horse whinny sound effects became grating.

(1 edit)

This is a very good action-adventure game. 

Pros:

- Nice artstyle

- Unique weapons allows for replayability and player customization

- Shop system is ambitious

- Implemented sound effects enhanced experience

Cons:

- No music leads to bland sections

- There is a intrusive lack of feedback for many of the systems, including: bullet registration, player damage, collected keys, and purchasing shop items. This led to me thinking the grey skulls were unkillable for a while. 

- Allowing nearly infinite upgrades can break the game in unintended ways, such as with the speed upgrade. 

This game is a simple action-adventure. It falls short due to the map size being too large for the gameplay loop, leading to lots of time spent just holding forward. 


Pros:

- Good music

- Engaging premise

- interesting recruitment and projectile mechanics


Cons:

- Poor desk model construction leads to very easy softlocks, as you can get trapped inside the legs. 

- Map is too large for the simple gameplay loop.

- Too easy to ignore recruiting.

There were some interesting concepts here. I had a few major issues with this game. First, you can simply jump over the first gate without doing anything. Second, the use of invisible walls with no indication leads to some infuriating moments. Relatedly, using the balls to press the buttons in the water is not intuitive whatsoever, especially since the player themselves cannot go into the water and thus has grounds to assume the balls cannot as well. I also have no idea what the giant pink box was in the middle. With a rework to the second level's layout/design and some additional polish this could be among the more engaging park cleanups. 

Like others have said, it's very easy to sequence-break this game due to short walls. However, I also encountered an issue where the HUD would just tell me to deliver the bags, but nothing would actually happen. This also broke the gates in the second area, so I couldn't progress without the aforementioned sequence-break. However, I do like the variety of objectives and level design. Nice work. 

Unfortunately, the game didn't load.

It was an interesting experience, to say the least. I think it's OK to make it so the player can have only one "item" at a time, but there is absolutely 0 feedback on whether the player is currently holding an item or not. If that gets fixed, I would enjoy that mechanic much more. Overall, it was a pretty humorous take on the open-ended nature of the game's completion.

The creative touches added were fairly nice additions. My biggest complaint is that the gates make their squeaking noise when you have enough bags, even if you didn't deposit them into the can yet. This led to my wandering around for 3-4 minutes in the starting area that I thought was softlocked in. The clusters were very satisfying to pick up, though, so good work!

The timer was an interesting way to keep the player engaged in the challenge at hand. I had a few issues with the HUD not resetting properly when entering a new area, but it didn't affect gameplay much. Great work.

Wow. I mean...WOW. This game is very, very impressive. It felt like an actual game I would pay money for, notably due to its similarity to The Stanley Parable and a hint of SUPERLIMINAL. I only encountered one issue (softlock at the desk, since running into the chair at a certain angle allows you to climb over and get trapped behind the filing cabnets), but such a small thing is no reason to dock points compared to how much was added. Completely different camera, physics-based bag collection, custom map, even the toon-style shaders for the simulation were awesome. I love this work, anything less than perfect is a disservice. 

I was surprised at the amount of effort put into this! Having a functional AI is commendable for a project of this scale. My only issue was that the point where you collect dogs is unclear, but it didn't take too long to figure out it was intended to be only the dogs that ran around.