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arakus72

14
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A member registered Jun 15, 2020

Recent community posts

(1 edit)

Got 1:08:43, used speedup on horizontal moving block to jump to the vertical one, then used slowdown on the bottom and speedup on the top of the vertical one's path to make it launch me super high, landed right on the centre of the white bubble :) (rest was just cutting corners)


P.S. Did the devs know about this? There's a block above the vertical moving block that seems like it's meant to block your jump but strafing usually defeats it

Is there any way to stop the popups telling you the keyboard controls when  tapping buttons on iPad? It’s really annoying that everything’s working except for having popups blocking the buttons

Guess now you can become the first No Grabbing runner for Celeste 64 :P  You can do everything without grabbing in normal Celeste as well if you know all the tricks

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For additional context, it's become a tradition in Celeste custom maps/mods to hide the Intro Car somewhere in the level. And you can find the Celeste 64 version of the regular Intro Car by turning around at the very beginning of the game.

Remember you can climb in Celeste - use the triggers or shoulder buttons. (If you already know that IDK where you're stuck sorry)

It isn't letting me install through the itchio app? It says

cannot read property 'build' of undefined

and when I tried again I noticed there was a bit that says "Install" and a box that says "Select" to its right but when I click the box it doesn't give me any options to select

 good lil game :) not sure what the "ground slammer" upgrade is about tho, seems like a downgrade

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Mostly really good tho I have some feedback (warning long and nitpicky)

-HP and Stamina are hard to see at a glance, need options for crosshair hud and/or a version of the main hud with the meters instead of numbers

-Needs sound effects for weapon swapping and shotgun reloading, and a clearer/more noticable sound for taking damage. I found it harder to keep track of what was happening bc of the sounds not being as clear as main game IMO

-The punch always being horizontally in front of you feels wrong, IMO it should be directional like the weapons

-Projectile boost timing is weird, the punch hitbox seem to last longer (+ maybe take longer to come out?) so the easiest way to proj boost is by punching before you shoot which is backwards. Plus it seems like the game randomly chooses which projectile is boosted, whereas in the original game it's always the central projectile that goes exactly where you crosshair is 

-When you hold Ctrl to do a shockwave ground pound you immediately start sliding when you hit the ground, which really messed up my muscle memory, should work like main game

- It took me way too long to realise the secret boss was parrying my parrys back, I think the animation and sound for that should maybe be clearer? Not sure how to do that though

-Shotgun parry needs to show up in style feed (and I'm not sure it works on enemies other than Maurice? That might just be my incompetence tho)

-You can farm style by punching dead Maurices

-When you respawn sometimes you immediately shoot or dash (based on the button you were holding/pressing when you died, I think?) Which can be pretty bad with Core Eject :P


Additional suggestions

-Explosions should redirect projectiles for +FRIENDLY FIRE shenanigans 

-The weapon freshness system and reduction of hard damage on higher style ranks would be cool

-This really isn't necessary but the stats thing that shows up when you double press tab would be a nice addition

-add funy maurice leggies


P.S. Is the secret boss a reference to something? The dialogue about being from another dimension makes me think it's a character from another game but  idk who it is  EDIT: just noticed them in Shotgun Spire trailer, i see

P.P.S. also just wanted to add my favourite part of the secret boss fight was that they stop being able to parry your parries once they start duel wielding, put a smile on my face once I realised it. I generally seem to like bosses that start out with defensive capabilities then abandon them for aggression (sundowner from mgr, the hand from furi)

P.P.P.S. almost put "piercer beam should go through Maurices" before I remembered the standard piercer doesn't work like that lol, slabbrained

I have no idea how you're supposed to get past the screen with the big overhang and 1 crystal in the middle

See title. Is there somewhere else you can get those mods for the itchio version?

i have windows 10 soo idk what's wrong

Voice didn't seem to work, but I've never tried to use voice recognition stuff on this PC before - does it need some sort of extra setup?

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Cute idea, feels like an extreme version of the shotgun guy from No Time To Explain, could've made it more clear that the boxes can be moved by shooting them tho, and i wish the mc's hitbox was a tad smaller

Really good game, loved the aesthetic and atmosphere and music, would love to see a sequel.


[SPOILERS]

i played on a 144hz monitor (didnt see other comments about capping the frame rate) and...

...am i the only one who thought the gun only firing 1/10th of the time (or so) was an intentional mechanic? I assumed bc of the whole glitchy aesthetic of the game that it was supposed to be like that, and it made the ending way more tense and scary bc of not knowing how long it would take to stun them. First case I've seen where a glitch actually significantly improved a game imo


[END SPOILERS]