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arcionek

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A member registered Oct 22, 2018

Recent community posts

>I wanted to draw a hot vampire lady

And I played the game for the hot vampire lady. Based.

I could imagine some unique starters with some extra perks... Or monster poll.

While game lack's a bit in terms of replayability at the moment, it's still plenty of fun.

Oh that's definitely a DI thing. If that triple hit is easily readable you can weasel out of it most of the time on 1st hit at correct DI angle. 

I recommend checking if they can escape a 3 hit combo before locking in. 

It happens to all the classes I believe, each with their own circumstances. I sometimes drag Ninja combo out for so long that even "Store" momentum can't fully stop the speeds I go at after hitting my opponent. It's likely due to balance reasons which I don't mind. Makes prolonged combos a really interesting puzzle to solve.

It does say (buggy) in the preview toggle... But honestly DI heavily influences these sort of situations with rapid attack moves, as more hits result in stronger DI influence.

As someone who helps a mobile app developer... It's a nightmare sometimes, especially if the game wasn't initally built for something like this. 

You really provide real good ideas to the table. Combo can be nice, but might be too busted with some combo setups. Burst/level drain on opponent could also really work. Removing agressor's resources and forcing them to play on hard defence could bring an interesting punishment and strategy to when to burst to steal the levels, same with actually using specials more often for Cowboys and such.

My take is Ninja is partially a WWE fighter, due to their dropkick, and generally close-up playstyle. 

Are you sure the replay exists from current version of the game? 

Any pre-0.3 replays are broken unless viewed via the version they were created in. Rip old replays. 

Or... If you don't want to play against wizard, you could just leave the match. 

There's no penalties for doing so and I'm sure the dude will find someone to play with quickly after. 

I had the same issue, try going to remapping input settings and removing the "Return" key from the mapping.

Already sharing this to my friends, the long awaited update!

ITS HAPPENING!!!

Designing arpeggios definitelly sound interesting, makes me think of Famitracker and how they used sliders to adjust their arpeggios.

Played a demo a bit, game is quite fun... But does the AI cheat on higher difficulties? Seems like so.

No need to worry about everything being perfect honestly. Game is still in very early stage so if there would be any issues we'd just let you know honestly lol.

Been like, checking out the game page for over a month now hoping the update is out lol.

Also sometimes if game lags, it won't register you releasing a movement button. Making you still walk while having nothing pressed.

talking about like...

Hold A, then hold D, release D.

When quickly switching movement and stuff you might sometimes press both keys, and in this scenario you end up walking directly into a zombie.

(2 edits)

Here's some bugs I found out for ye.

  • Staying still on start technically makes you "immortal" for a while, as the enemies dont hurt you again while you're still in their range.
  • Ralph can sometimes yeet the stuff out of the bounds.
  • You can yeet yourself out of the bounds.

That's all of the bugs I got so far. Now some suggestions to make it more oomf, you can also add some of these to Don't Drown as well.

  • First off, explosions need the shockwave/distortion going on, maybe with some chromatic abberation filter shaking. It's always sexy af whenever that happens.
  • Maybe double tapping could bring a dash? Could give an interesting twist to the movement, especially mid-air dashing.
  • W could maybe make weapon aim slightly higher so you don't have to throw yourself in the witch's path when you run out of grenades.
  • Grenade streak? Like could be fun to have this crowd cheer and flashing arcade-style combo pop where explosion happened if it killed 3+ zombies.
  • Middle spot is heavily lacking,  so does the S key. Perhaps a small upgrade shop or temporary traps/turrets that you can purchase.

Ps. Skeletons op af. Breaking my grenades and just being wack up close ngl.

Edit: Pressing both A and D is kinda giving you wonky controls.

I peed'n'shit

Broken glass... So that's why he's barefoot... I've actually been wondering why was that.

But Saiko is also barefoot, is she gonna go around it or just not even be affected by it?

Also while discussing with friends from non-game perspective why wouldn't main character break or even open the window to get out? I know it's gameplay thing but was just funny thought that came across our mind.

Wow. You know when I saw the game was updated last time 70+ days ago I was bit worried it became a dead project. But you definitely didn't. Bravo on accomplishing so much on your game!

Though gotta be honest most of the time games are just gradually updated in small batches, probably some small additions and bug fixes... But you just flipped the current alpha on it's head with such massive update. That's crazy man. 

I'm guessing you already had finished or are about to get into making the game trailer as well. Though if you need some help on that or some sprit work, I'd actually be glad to help out. 

I'm for sure excited to see how the game will look in longer run.

Since the tutorial would be a premade world... That made me think there could also be some challenge minigames? Be that no turrets, protecting specific block in a castle, maybe even in a versus setting, endless wave mode, or some other wacky stuff. It could work. Could be fun to test your own limits.
Also, I've watched the Devlog and noticed how you talked about classes and such, the idea definitelly intrigued me. When was playing it I kinda had the vague line on magic, range, or melee and brain kinda just forgot about whole class system after just making a sword. The industrial part of the game seems to outweigh character combat on a large degree that it just turns into base development rather than RPG of some sorts.

Players would definitelly get stuck in their own cubby hole that they keep expanding and fortifying that they'd never leave the place until they get bored... Which kinda neglects the whole idea of infinite world generation, which is quite a shame. Will there be points of interest introduced to the player or maybe even quest sytem? I feel like this could make the playet move out more, however I can't trust my base making skills that it would stay untouched overnight while im away lol.

On a side note... How do you actually craft power circuits- or what would ore I need to go for look like once I acquire steel? Once you get past that point you can't really recognise what ore is next on the tier since you can't really seem to mine manually any other new ores with it. Including a text telling what block your mouse is hovering above could greatly clear out the confusion.

Evolvedustry community · Created a new topic Neat game!

I am honestly suprised how fun this game can be. I had already tried dragging my friends to it however current lack of multiplayer can be a bummer considering how much multitasking there can be. Is that feature planned in far future or do you devs believe it could be implemented not so far ahead? 

Also, considering how there's not many videos or anything about the game... It can be quite confusing for the new players. Achievements kinda guided me towards the progress (which don't reset on each character, making the first character heavily outleveled), however I think short tutorial level with some premade structures could help out. I spent solid 15 minutes trying to put fuel and materials into furnace manually... Yeah... It also is kinda confusing on what you have to do past steel and how to acquire crytals.

Excuse my post if it sounds kinda needy like "include this include that", I dislike these stuff myself, however I wanted to provide feedback on how the game feels like for new players and where we get often most left out on.

Saiko no Satuka became one of my favourite horror games so far. It's so early on yet the atmosphere and AI are just absolutely horrifying. Played with my friends taking turns and man, each one of us had different ideas how to play. Saiko when she gets impatient cause of someone constantly running and her just bolting across the rooms terrified my cousin. Her pulling up an ambush on player in storage scared the hell out of my friend. For my case I was petrified by her going silent when I tried to project mental map of where she was.

Game has a lot of flavour and makes each tactic give vastly different experience. I love this game yet I can't bring myself to exit the locker lol.

Here's some things I think could make her more sinister:

  • Sometimes she might go in the office to look at the cameras to find you sneaking in the hallway. Maybe you hear her speaking through the announcement speaker once she does.
  • Janitor closet! Who doesn't love a good ol tightly crammed dark small room. Saiko sure would love that. Maybe she can trap the room with mop falling over when you open a door.
  • Blood. Dump puddles of fresh blood to track your footprints if you step into one. Or leave such bucket on the doorway to have you with even longer being trackable if you fall onto such trap. Also that sure would be noisy. Toilets could possibly come to be an utilised room if you are a mess. Cuts could also leave a trail. Mindless running into a puddle sure would suck.
  • When she gets desperate, maybe slam the lockers to open them, can leave a good jump for a player but also an indicator of the danger.
  • This is a bit of personal preference but... I feel like sound can be more enchanced with her echoing in the hallway or slight muffle if she's in different room. Sound can play a major role in some tactics and giving them such an indicator could make it less tedious for them to sit in locker for major of the game unable to tell where she is.
  • Also counter for tactic above, maybe she could muffle her voice on purpose or pretend to do specific things to bait the player out. Evil I say. Evil.

Sorry for such dump of ideas. Though I wanted to share some of them, majorly making my own tactic just ten times worse in the process... But hey! I love this game and felt like some of these things could bring a huge twist to the gameplay. What do you think of them?