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Doing a full playthrough from the beginning. I have really grown to love this experience, I liked it the first time I played this but the controls scared me off from finishing it initially, I have since then learned, mastering even the dreaded ladders. 

Once you get it, its really not that hard, it's definitely a unique setup, but it can be mastered. First couple of levels I can go through really quickly now to get to the new content. 

It's unfortunate that most people never get to the meat and potatoes, some real quirky puzzling/platforming in a curious world that changes all the time. Assets may be simple but for me that does not matter, just the sheer amount of different things to look at and think about is staggering. 

Here is a tip for ladderscrubs. Attach the kid, go up yourself, use follow command,  use the momentum to get the kid to jump when dropping off and position the adult so that the kid flies in the right direction. 

For general moment synchronizing the kid and the adult is most often effective, pressing z and up at the same time for them to jump together. Its actually pretty damn satisfying when you get good at it. 

Playing through the Hirdrih part again I do have one though: there is a lot of enemies to kill which got me to think about it, there is not any feedback when you hit something. I would add some kind of flash perhaps on the sprites and just have them shake a bit. 

I do not entirely get the night/day function. I am guessing different things are available during the states, some secrets, put I must have missed them. 

Pushing things is still wonky as fuck, you should perhaps look into it a bit more. 

Concerning the story it would seem that the machine Hirdrih man mentions might be the big bad, its interesting to see these older relatives trying to get in touch with the gang too. 

Reached the parts which are new for me now. Said this before but your art is getting cleaner, I think your writing is getting a bit clearer too. 

Was very much last place in the competition sequence. 

Krimb-stone is definitely my favorite part of the game, lots of storytelling, cool reference, muscle woman is now my new waifu. Reptile is cool too, have I influenced you a little perhaps :P? 

Could not figure out the trashbox secret, jumped into a building but did not know what to do next so I progressed to the next section. 

Adding a second companion is a wild choice with Stella since people have been complaining about the controls. It made me laugh, but this is going to be interesting. 

Killing the enemies with the traps is a neat concept.  The ladder section at the end of Krimb Stone is pure evil, you are going to filter a lot of players : P 

I had fun. I more and more feel you need to add some music though. 

(+1)

Glad you like it more now, though I plan to make it so the kid isn't knocked off from ladders anymore (At the cost of them climbing slower due to otherwise shaking really weird if chasing the Player on ladder), adding 1/2/3 as basic Inputs and at the very least, a blog post about whether or not I'd try a "press thing to change playable character method" as a "worst case scenario" at least.

I should probably rework how enemies die, at least.
The day/night thing is just a gimmick where switches affect the sky going from dark blue to light pink: Some levels in the game have interactive gimmicks that exist for the sake of "world building" and plans include a photo booth for Massag-Coav (Already got a video of this in my channel) and a sci-fi gun with an id check system that harms the Player due to some Judge Dredd influence.

Kinda like how a Build Engine game like Duke 3D lets you use toilets or tip girls even if it's not main gameplay related.
I think the biggest issue with pushing might be when both characters try it, but at least I fixed it when the pushable gets on top of you/the kid by simply having an instakill thing.

(Unless you mean the jittery effect that I've seen in some videos/streams).
The "threat" on Hirdrih responsible for the viruses is definitely part of my overly planned list of things that I'll keep as a mystery in this game for now.

(When I give Hirdrih its own game, I may reveal it)
If the art is getting better, maybe I'm just getting better at tracing some stuff, but I still use art tutorials and references even with the mouse.

I still wanna retouch art at some point (Mostly cutscene).

The race has no "win/lose" feature as of now: I'm thinking of adding one where the reward is just extra coins.

To be fair, your only influence might've been Sarah's cameo.

* Reptile is just me filling a "femme fatale" niche and the snake/chameleon theme is because her name is a reference to a Nine Inch Nails song.

* Matysha is just me doing one more muscle girl (Because before, I add a few more who I plan to add to this game) and making her a bit butch but still make her feminine.

* And Ricotto is like the last boy character, with influences ranging from Dr Doom (The mask) to I guess Allister from Pokemon.

* Booker was the first of the setting I thought of, with influences ranging from Frank Castle to Marv/Hartigan to even Dredd a bit.

The "trashbox" secret is just having to push the orange thing for long enough until you reach a window in a building above: Technically another "world building" gimmick and the guy tied up feeling threatned enough to give info was inspired by that Punisher game because of the interrogation system.

Besides Stella, I have one more character planned to be a "third companion" but this time, they get combat and only weakness is being too big that the Player tries to clear the path or something (Hint: It's a female orc warrior).

Music is another last part and I came to a new reason: Because of the code behind adjusting cutscene speed, I want to make cutscene music into its own file/node so the code could perhaps make it easy to adjust? Gotta wait to be sure.

Also, I've yet to play the new DOJD update but I wanna see if I can finish my game's update soon enough and then try DOJD.

No hurry, love your work and will keep on playing it.