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(+1)

- please if your game has low res don't put it in auto full screen

- in full screen mouse highlight and select didn't work, only keys with response were W, S to move in the menu and Esc to quit. Also Pad works with up, down but I can't select anything and R1 quits the game.

- if I use alt+enter in the main menu the game shit itself, but after a while it works. Mouse highlight and select work again, but pad wont.

- upgrades screen is cool, like all your menus

- plese let me see what a pow does without equipping it; also W and S in upgrade menu are broken

- you upgrade for now are not very good, beyond bullet form. They don't speak fun, or powerful to me

- your save works for coins/misison rank, but dosen't for screen settings(or is yet to be implemented?)

- in the wall jump tutorial the bouncing vertical platforms that help you come out the pit seem part of the background

- gun money is cool

- hover tutorial has too much setback if you fail. Also the whole challenge is badly implemented: when you arrive to the big gap with a tornado of flying enemies below and above you it's not well telegraphed what you need to do(I didn't record my play, but i'm not sure you see the other side of the gap)

- I like ledges as an "immortal" platform solution

- more on overall movement gameplay: your movement seems a stepdown from before. The magic bullet now is wall jump on the same wall ad infinitum and hover in the meantime, bypassing platforming alltogether . Right now it's boring. Mostly because your level design is in a midway between the original "tide of casings" meme and what Brassrobo can do right now. With infinite hover and infinite kick wall jump your levels must be redone to be engaging. 

- new skin for worm boss is pretty nonsensical, I say this just because it didn't seem placeholder. He shoots missiles and little insects? I could understand if it was a robotic snake, but from what I understand your lore is brass robos vs biolocial lifeforms

- snake fight seemed too long for what it offers mechanicwise

- 3d shader is super great and your game is always a joy to see in motion 

(+1)

Thanks for replaying. The menus are a last minute addition, so I had to take shortcuts.

Could you elaborate on the resolution thing? By default it fullscreens to display resolution, although I don't trust anymore that SFML can do it well. What was the size compared to the display? What graphic card? I know the fullscreen can shit itself on my very old intel, but I don't know much more than that.

With infinite hover and infinite kick wall jump your levels must be redone to be engaging.

I'm getting mixed feedback here, because platforming isn't exactly the focus but means of moving around and killing enemies efficiently. Platforming might be simplified even more, but instead I can add more bonus side paths to actually test the skills in nonobligatory way, similar to the practice stage but smaller.

- new skin for worm boss is pretty nonsensical, I say this just because it didn't seem placeholder. He shoots missiles and little insects? I could understand if it was a robotic snake, but from what I understand your lore is brass robos vs biolocial lifeforms

This isn't exactly right. Even creatures contain metals and many will crystalize those to some degree. The line between the setting's robots and creatures is very blurred and both can even have similar origin. Hopefully in context and after a few redraws it will make more sense.

(+1)
Could you elaborate on the resolution thing?

In my case by default your game starts fullscreen 720p, and I can click only when I alt+enter out of fullscreen. My new setup is pretty standard, w10 nvidia 3060


I'm getting mixed feedback here, because platforming isn't exactly the focus but means of moving around and killing enemies efficiently.

Sure, you should focus on that fun side of the experience

Platforming might be simplified even more, but instead I can add more bonus side paths to actually test the skills in nonobligatory way, similar to the practice stage but smaller.

Try it and see how players react. For ex almost nobody liked the spinning firaballs from mario in my new demo. In My case I was slowing the pace to an almost complete halt.


Hopefully in context and after a few redraws it will make more sense.

sure. GL for next DD.