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Lobster Jesus

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A member registered 26 days ago · View creator page →

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no feedback, no idea what is going on or what the tools are doing or how my people are dying immediately lol. green being the thing to remove feels odd, yes green is infection, but it is also "go" when juxtaposed with a red heart its odd. Anytime I remove something it instantly kills them, lol. wtf.

I understand this is a short project however, here are my thoughts:

well, what kept me around was the music it is overall excellent. However, there are some issues I found. Namely, the snow levels platforming is tedious and punishing beyond feeling fun. I finished only because I knew I was close to the end and wanted to say I finished it.

I'm confused why a game with so much sprite work has such a simple looking main character. With how much effort was put into the music, it felt confusing to me that the character seemed to be the least attention given!

I did not enjoy the potion mechanic. In particular, that I could die with several in my bags instead of consuming them makes no sense to me. It should eat them. Also, there is far too much gold and it is overly simplistic to just eat a potion and eat mechanics, however given the nature of the platforming I welcomed a way to make it easier.

the platforming feels off. The SFX for it sounds muted or distorted in a way that makes it sound funny to me. There isnt "coyote time" where I can jump a few frames off the edge and there are several sections where im excpected to jump far away given a very small ledge and it is annoying.

the resurrection mechanic is good in that it refreshed often. It is bad in that the enemies dont stop shooting at me, which can cause you to get into a loop. It should also place me back a few steps because a few times I got caught respawning infinitely on a ledge only to fall and die. I could move but it wasted half an hp bar for no reason!

i enjoyed that being mid-air orjumping and attacking made me do a downward attack. I did not enjoy how there was some inexplicable variance in bubble bouncing. Some sections required it and I found it difficult to understand - I suppose it is holding the attack? Felt confusing. Rather it be one bounce height.

The shop could use a "left click to buy" I had no idea what was happening the first few rounds. Theres no sound of purchasing or anything. 

Overall the snow levels felt a lot more punishing in a not fun way with more flying enemies and more shots. I found it difficult to dodge the shots especially the wide laser beam. I think that collision needs looking into. Felt too large, difficult to jump around. 

Having numerous one pixel platforms is not fun. especially when i am being swarmed with flying monsters i can't reasonably fight given I have nowhere to land, and they keep shooting me while I respawn. Perhaps a thrown weaponon this section? sword sucks here.

I did not enjoy the momentum on the platforming, seemed to hold and stop me and make it more difficult to aim attacks.

slide attack is infinitely spammable IDK if intended. It also seemed to be not working right, when I would use it and hit something, I would pop up and fly back. Felt like overall I was the most vulnerable using this move which felt bad. 

Enemy AI sees me over ledges and begins attacking before I can even jump on to the same level as them, not super fun.

The spikes are all synced to the same time so the sections where you jump from spike to spike.. I guess I'm forced to take damage? Fine, but felt unintentional.

Bubbles are harder to recognize in snow covered levels. I thought they were platforms and died falling thru several times.

The font is fun, but how it is used in-game I could barely read the text. I especially cannot make out very much in the end credits - cool font, bad legibility.

There's a glitch section (I think). Somewhere in the 1st section towards the end theres a bubble jump to get a gold plate where a bee is in the room. I think its the first time you encounter 2 stacked bubbles. If you super jump, you get caught on a ledge on the left that goes off the screen. I walked arund and it glitched the camera. Wasn't sure if a secret or a bug.

also, few sections character goes off screen jumping and could use a little arrow showing me where I am. 

Plates, fruit, etc I did not understand until last levels. Fruit = hp would be nice to know!

I stopped killing enemies by the end and wanted to be done. I very much dislike how the coins drop out of enemies well after they die. I don't get why.. there seems to be no reason for this, much better to just reward me to maintain the flow of the level, no?

Please don't be offended. I make games too and know this is a small project you prob did for fun. I did enjoy my time and wanted to give any feedback. I commend you for completing it and putting it out. TY.

Wow saw that game just now. Very interesting I see the inspiration ! I wonder how you got along with the animations sfx and ui work. Any tips to improve like you? It feels daunting and I struggle to figure out what I might want to add but I really like what you've done.

I think I was a little tuned out but there's a lot, a lot of words and buttons. I'm wondering if a guided tutorial that hides the other buttons until you need them? I didn't feel I was guided into any specific window. Theres "quests" on the left, plugins on the right, a terminal in the middle, and buttons on the bottom. I wasn't sure where to look or what to do exactly. Basically, eli5 for the rest of us! Seems very competent just over my head

Well, it's interactive and decent but I have no idea what I'm doing lol. I am interested in making a hacking game myself and wanted to see what you did. I feel this is too close to a sim and without a background in this stuff it feels overwhelming. I found myself clicking everything with all these popus and having no idea what was going on. I got stuck on step 7 commit of the tutorial. For me, not enough hand holding with how esoteric the material is. I tried several times to reconnect the node to the relay then typing commit.

great visual style including playing on a gameboy my fav part. for me, far too much text reliance couldnt be bothered to read. definitely not my style, but appears you done a good job! Pokemon but more real life..

Ok Mobile it's small only critique

Same wasn't sure if intentional

(1 edit)


Also win screen hass placeholder "cool graphic here" lol

This game is awesome in scope, feel, and atmosphere. I'm envious! I love the CRT and the dungeon vibes. The characters are fun but rogue is dog shit. His bonus is horrible it feels. I lost several times with him and 1 shot the game with knight and witch. Witch is buff as fuck. Had 28 atk by floor 18 lmao. It was fun being powerful. Maybe rogue could sneak past bosses or something instead of fighting? Dunno. Wish there was more! It was very fun great sound effects. 


I played on mobile and I don't think it was built for it but it worked. However I frequently couldn't remember what items did what and clicked them only to use them or get forced to use them with the arrow click system. A way to click off on the screen to de select that would be good. I didn't understand the traps that well. Sometimes they hurt me other times they didn't. Armor only? Idk. 

Also did u intend on a playthrough saving progress of upgrades? After a few runs I had our based every item and every upgrade I guess. I had hundreds of gold and nothing to buy which probably why rogue was hardest too. 


Slots and daggers reminds me of this game. On steam similar idea. I like your execution better. Fun game great work. 

just not fun sorry. u can only run backwards to not get hit and even then get smacked a bunch. sensitivity is thru the roof and cant edit that, for a game that isnt precision aiming sensitivity can be very low. when i hit play, the overlay of the start menu was visible from outside of the play window - two curved screens was weird. no clue why im short in a house against cockroachs lol. i found the bullet leaving the barrel at close range really distracting but kinda cool at long range. maybe code the bullet to only visible when far away?

nothing loads.

uh fever dream lol. cant see my cursor well its too dark. outline in white maybe. 3rd level or something got a bug. fell of a tall platform, slirped back and game glitched me couldnt move and loud static played over and over.

fun. love the art style. i wondered about this game. i didnt know i could sprint and was just getting fucked until i ran from him. feels like i cant run very far and have to run from energy drink to energy drink. eh, good ai on boss tho he never got lost. aggressive mfer.

interesting. fun music.  i got tables stuck in the doorway a lot. those objects should prob be grounded. for some reason left click picks up right arm and right click left arm. it would be a lot better if that were normalized.

i dont like the bloom on everything. the hills glitch and guns go into them. the shooting feels alright. the enemies blend into the environment cause they are also bloomed. its alright but a bit thin at the moment, just run around killing slow moving guys

well, its alright im just confused by it. i like ur page colors and stuff. so, its just an endless runner but u reload out of the game? im not sure why, just for the tension? it felt like a suicide simulator at first lol. what does the monster do? the ui is blurred and i can barely read it. is this game beatable? feels like the zombies swarm beyond my ability to reload, which feels gated. interesting although not sure the goal exactly.

cool. snowballs feel too slow to me. esp compared to movement. their distance is shallow too. fun art style.

not enough player feedback. i cant tell what im doing or if im doing it right haha. i missed the beginning exact tutorial and knew i had to send ppl back in time, seems fun, but the visual / ui feedback when shooting ppl leaves me confused. what do i do once i shoot them? how long to shoot them? one age was completely empty. dunno.

yeah. have you heard of bloodthief? this is basically that but with guns instead of swords. except currently the dash is infinite, and 1 shots. this practically isnt a shooter lol. i didnt shoot anyone. the doors get stuck because they aren't opening for long enough. set the doors to stay open for longer period of time and it should be fine. it is very rough, so improvements to hp visualization, sounds when getting hit or screen flash, those would be nice. also a death screen instead of instantly resetting me, didnt realize i "died"

well, great style. i love the artificing on the 3d models. the gun feedback is bad, enemies feel spongey and idk if they only take dmg in face or everywhere. theres a serious bug that kinda broke the game for me. when spinning the doors open if u spin too fast after its over, the entire world turns upside down and controls are inverted lol. i thought it was on purpose and had to restart. it isnt on purpose. on showstage level multiple unknown things kept resetting me to begin. one touching orange man. one being behind orange man, third, totally unknown. i stopped playing then. fun style good page.

game wont load. looks cool!

keeps crashing idk. could use sound. dogs are annoying to fight hard to aim and take same bullets to kill as humans.

Wow, the effects / screen flair and sounds are immaculate.

Yo! This game is really fun. You added a good difficulty curve. On the last level I completely forgot about one ability which made it from impossible to easy. Great job!

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