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Nalim W

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A member registered 30 days ago · View creator page →

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Really nice atmosphere! It reminded me of The Chronicles of Riddick: the lights and shadows feel just right, and the flashlight is great. You can tell you took care of the details. At first I wasn't sure what I had to do (a short on-screen hint about the yellow key capsule would help a lot), and at one point I got stuck in the corridor with the moving red capsules. Still, the graphics are really good. Great work for a course project!

Thanks for giving it another go! On the spikes: there's no timing to wait for. A trap only hurts you if your last step of the turn lands on it; walking across it with steps left is always safe. The fact that it wasn't clear tells me I need to explain it better in the game itself.

Fair point on building the fun first. The lives timer is part of the design, but I'll keep your feedback in mind while it's in early access.

On Memo Dungeon: makes sense that fleeing would just lead to a similar fight. Maybe just making it explicit (e.g. "no escape — win or lose") would already help.

Hi! I wanted to let you know that your suggestions are now live:

1. Step counter: it's now large and at the top center of the screen, easy to see at a glance.

2. Minimap: there's a new "North up" option in Settings, so the map no longer rotates with SYM's direction.

3. Traps: walking over them no longer does anything; they only trigger if you stop on them with your last step. The damage is now more noticeable, and if you have a shield the trap still triggers, but a spherical barrier protects you.

Thanks again for taking the time to play it: your feedback really made the game better. If you feel like giving it another try, I'd love to hear what you think now!

Thanks a lot for playing and for the honest feedback!

Lives: the wait is there for two reasons. The game is meant to become a full release, but above all it's an invitation to step away from the screen for a while and go live real life: the maze will wait for you. Still, I get that while it's in early access it can get in the way for someone who's just trying it out. I'll think about it.

 Steps: they do matter. The total you take is compared to the level's par, and staying close to it is one of the requirements for 3 stars. Clearly I need to make that more visible.

Tutorial: you can skip it, but I'll consider moving some of the explanations later on.

 I played Memo Dungeon: the 3D version looks much better, and the music and sound effects are good. The guide is well done. One thing: once an attack started, it wasn't clear to me how to get out of it.

Nice game, fun, great music, and excellent work on the sound effects! Maybe I missed it, but while shooting, the character keeps walking—wouldn't it make sense to find a way to make them stop?

I played this game for years. Absolutely wonderful! Excellent job. Whenever I find games like this, it brings back memories of my childhood. Great work.

Nice music and well-done special effects! I like the maze graphics. However, the spinning sphere feels a bit disconnected from the context and doesn't blend well with the environment. When speeding up, it would be cool to add a skid effect with some rising dust. Also, it might be a good idea to include a short guide to explain the goal of the game.

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I really like the lighting and shadow effects, and the wall details up close are very well done! However, there are some issues with the 3D camera—the mouse feels way too intrusive and sensitive when moving the view. Overall, good job!

That's super impressive that everything is generated in code without modeling tools or image files! Explains a lot about the movement, and it's awesome that you're already working on improving the joint deformation and textures. Also, props for finding and fixing that clothing/hair bug so quickly! Keep up the great work, I'll definitely check out future updates.

Thanks a lot for the reply and for considering the feedback! I can't wait to try out the upcoming updates. Keep up the great work!

I really liked this one! It reminds me of the first 2D version of my own maze project, and it even gave me a new idea for it, so thanks for the inspiration! The sound effects are fun; the music worked a bit less for me. Two suggestions: being able to see the whole map would be really useful, and it would help to know in advance that there are keys to collect in order to move forward. I noticed the game is available in several languages, so a question: would it be possible to add Italian too? Great work!

This brought back memories of an old game from my younger days, but with a colorful and really nice-looking style! To be honest, the sound effects need quite a bit of work: after playing for a while they become annoying. Maybe some variation, a lower volume or a separate volume slider would help. Still, it's a lot of fun, and thank you for letting me relive some memories from the past. Thanks!

Fighting games aren't usually my genre, but FIERRO is well made and I had fun with it. The sound effects are great, the blood effects work well, and the challenges are fun; I even managed to land a couple of K.O.s! The main thing I'd improve is the character graphics, which feel a bit behind the rest of the game. There's room to grow, but it's already an enjoyable game with good potential. Keep it up!

I really enjoyed this: it kept me playing because it plays smoothly and looks great. The one thing I struggled with was combat: it wasn't clear to me how to attack, and I couldn't manage to kill anyone, not even the little dog! A short on-screen hint for the attack controls (or a first harmless enemy that teaches you how to fight) would make a big difference. Great work, looking forward to the next version!

Really nice work! The graphics look great, and the special effects and background music create a strong atmosphere. My main difficulty was understanding how to organize myself at the start: with party, mercenaries, stats and equipment it wasn't clear what to focus on first. A short tutorial for first-time players (even just a guided first quest) would help a lot to get into the game. Good luck with the development!

Thank you so much for taking the time to write such detailed feedback, this is exactly the kind of comment I was hoping for!

- Steps counter: fair point, it's the key number for every decision. I'll look into making it bigger and more central.

 - Minimap rotation: noted, a "north-up" option makes a lot of sense.

 - Traps: good catch. The effect should make it obvious when you actually take damage and when you're just passing over a trap.

 - Pickups: I love the teleport idea, both as a power-up and as a random trap. It fits the maze really well.

 Thanks again, and if you have more suggestions, I'm all ears!

Thanks! Glad the timing bar clicked for you. If you ever come back, the later levels (and the corridor between modules) are where it really opens up. Any feedback is welcome!

Ha, guilty as charged! 😄 It's a long-running project and it definitely wasn't built in a weekend. Thanks a lot for playing, I'm glad you liked it!

Thanks Roman! Maze's visuals are fully procedural (generated in code), so I'm not using external 3D assets at the moment. Good luck with your work!

Thanks, glad it was useful! Yes, it's on itch: Maze 3D — https://nalimw.itch.io/maze

It's a maze puzzle where instead of rolling dice you stop a timing bar to earn your steps, and traps are only deadly if your last step lands on them. It runs in the browser, on desktop and mobile. Any feedback is welcome, even the harsh kind. Good luck with Sovereign Expanse!

I get it, I'm working on the same balance in my own game. One thing that's worked for me is explaining each feature only the first time the player runs into it, instead of putting everything up front. For example, the first time you pick up a power-up, a short message explains what it does, and then it never shows again. That way players can explore right away and learn things as they need them. Maybe something similar could work for your holographic locks: a small hint only the first time you get near one. Good luck with Idle Eden!

Thanks! Yes, we've already thought about that. When the steps you get from the timing bar would land you on a trap, the step counter turns red before you move. The first time, a short message also pops up to explain what it means, so you learn to watch your last step. Once you've cleared a level with that type of trap, the warning doesn't show up anymore, because by then you know the rule.

If you give the game a try, I'd love to know whether the warning felt clear enough.

Cooking/time-management games aren't usually my genre, but I gave Recipe Frenzy a real try and it's clearly well made. The music fits perfectly, the art style is charming, and the animations add a lot of personality. The tutorial/guide was also spot-on — I understood exactly what to do right away, no confusion at all. Nice first game, well done!

The visuals are really nice. The first minute or two felt a bit confusing to me — I wasn't immediately sure what I was supposed to be doing — but it clicked pretty quickly once I actually started playing and got into the loop. Might be worth a slightly clearer nudge in the opening moments for new players, but overall a good first impression!

Hi all — I'm a solo dev from Italy working on Maze, a turn-based puzzle maze. Instead of rolling a die, you stop a timing bar each turn to decide how many steps you get, then move through the grid — traps are only lethal on the last step of a turn, so timing and planning matter more than luck.

I just rebuilt it in 3D (used to be a flat grid) — you now walk a corridor and step through a gate for each of the 10 levels. About 10-20 minutes for a full run, free, playable in browser, no account needed.

Play here: https://nalimw.itch.io/maze


I'm actively collecting feedback (form linked on the page) — genuinely want to know what feels off, what's confusing, what you'd change. Thanks for reading!

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Hi all — I'm a solo dev from Italy working on Maze, a turn-based puzzle maze. Instead of rolling a die, you stop a timing bar each turn to decide how many steps you get, then move through the grid — traps are only lethal on the last step of a turn, so timing and planning matter more than luck.

I just rebuilt it in 3D (used to be a flat grid) — you now walk a corridor and step through a gate for each of the 10 levels. About 10-20 minutes for a full run, free, playable in browser, no account needed.

Play here: https://nalimw.itch.io/maze


I'm actively collecting feedback (form linked on the page) — genuinely want to know what feels off, what's confusing, what you'd change. Thanks for reading!