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Yanakiin

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A member registered Jan 28, 2026

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Hey coolguy2710,

My comission slots are open and Im ready to dive into new projects!

You can contact me on Discord at mimero or send a message over on ArtStation.

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Hey everyone,

Im a long time 3D hobbyist looking to get back into modeling and texturing by helping out with some indie or game jam projects. Im offering free 3d prop and enviroment modeling for projects that need stylized assets.

Because I balance this with real life commitments, I operate strictly on an asynchronous, low pressure basis. If you need solid , game-ready assets and dont mind a casual to slow pacing, I would love to help out.

What I Can Make

  • Weapon & Equipment
  • Inventory & Consumables
  • Enviroment Props

What I Do NOT Do

  • Character, creatures, rigging, or animation

Portfolio

You  can check out some of my recent hand-painted studies and asset collections on my ArtStation Yanakiin - ArtStation

How to Reach Out

If youre working on a project and need a few props, leave a reply here or send me a message with:

1. A brief idea of your game/project style.

2. A list or reference of the specific asset you need.

Looking forward to making cool things with you!


A Few Quick Notes / Workflow Rules

  • One at a time: To keep things managable and avoid backlog, I only accept and work on one prop request at a time.
  • Weekend availability: Im a father, husband and work full time. My main window for modeling is on the weekends, so expect progress and turnarounds during those times.
  • Open Sources / CC0 Lisensing: All finished assets created through these requests will be showcased on my ArtStation and released publicly under the CC0 ( Creative Commons Zero / Public Domain) license. You get free custom assets for your game and I get portfolio pieces that benefit the community

If you got further questions, please reach out.

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Solid MVP with a satisfying core loop and clear areas for growth

As an MVP, the core loop of Move and Parry is definitely there, and its more enjoyable than I expected. The timing feels fair and challenging, but there is room for iterations on the overall game feel.

TL;DR:

Pros:

1. Satisfying Core Loop: The Move and Parry mechanic is simple , addictive and fun.

2. Polished UI: The main menu and input indicators are clean and very user friendly , for the state of the game.

3. Fair Challenge: The game is as challenging as its fair on a technical level. No mercy, just math.

Cons:

1. Balance Issue: The parry cooldown is currently to slow compared to the enemy spawn rate.

2. Visibility: The 16:9 aspect ratio makes vertical spawns feel sudden and hard to react.

3. Missing Audio Controls: There are sound effects, but currently no way to adjust or mute the volume.

Note to the Dev:

1. Parry Feedback: While technically fair, it feels very unforgiving. Adding a few frames of a "grace period" (or input buffering) would make the parries feel more responsive and less "scammy". It could prevent that frustrating feeling of "Wait ... how was that not a frame perfect block?!".

2. Cooldown and Spawn Rate: Currently, the enemy spawn rate overpowers the parry cooldown. I often found myself in "impossible" situations where I successfully parried one enemy , only to be hit by a second one before the cooldown finished. In its current state, the system discourages proactive engagement and punishes the player for taking offensive actions. Lowering the cooldown or scaling the spawn rate could help.

3. UI and Communication: The flash when the parry is ready is a good start, but a visual cooldown bar or timer would help the player plan their next move. Additionally , a live score tracker is needed to make the +100 point reward feel impactful. On a positive note, the main menu is well designed, and the input indicators are very clear and easy to follow. 

4. Screen Real Estate: On a 16:9 resolution, the vertical space is very tight. Because the sprites are large, enemies spawning from the top or bottom leave almost no time to react compared to those coming from the sides. I would suggest to scale down the elements and  to add a subtle panning camera that remains centered on the player.  This would allow the player to "scout" whats coming, maintain a better overview, and feel less overwhelmed by sudden spawn.