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assnoid

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A member registered Jan 08, 2019 · View creator page →

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nice, spacebar not auto focusing the king is a huge upgrade

Very glad to hear you enjoyed it my friend. I'm thinking for this game I'd like to keep the scope limited and stick with score attack. I'd like to take this idea further at some point but im looking to finish this project soon and am constantly fighting scope creep lol. I remember those games on iphone, the comparison to such kino is appreciated.

the reload system is pretty poorly communicated right now, i like your idea to show all ammo on the status bar, especially since I am adding a shop upgrade which enables backpack reload (switching weapons wont cancel your reload). Ammo management is pretty tough right now once more enemies start spawning in faster.

I havent heard of ubermosh  before, but since its 50 cents on steam ill check it out! I like using the sword to reflect bullets, I might add a power up like that in a future build. 

The feedback is much appreciated.

Sorry to heat that man, losing work is always de-motivating. You can power through this brotha

Loved this game. Gun is very satisfying, movement feels tight, levels are interesting. I especially like the design of the main character and the art that shows up when you beat the tutorial boss, I'm a sucker for any kind of knight with a gun. I personally wasn't a fan of the whole game pausing for a chunk of time whenever the player takes damage, but that might be personal preference. This may still be a WIP, but the lack of hit effects on the sub-weapons made them a lot less satisfying to use than the main weapon (other than the sword dash). The challenges were really fun, especially the poke / bomb only challenges which force you to consider your resources differently. The crusher and timer challenges i didnt like as much. Personally I thought the game was a bit easy, but I'm imagining the difficulty will ramp up as the game goes on. Great stuff!

Very glad you enjoyed it! I've got a health UI element added in the most recent build which I'll include in the next update. The reload system I'm realizing I did a poor job communicating, unless the keybind is messed up you should be able to press R to reload (some weapons reload round by round, others reload all at once) but you are right that there needs to be a more clear UI element. Thanks for the feedback!

I made it to Bragnor and then Bragnor beat my ass with straight 6s! I felt like the difficulty was pretty good and I could barely scrape by after crabs, though obviously heavily RNG dependent. I appreciate the simplicity of this game, definitely a big strength. I thought it was really fun trying to figure out a strategy for each boss based on observing  their abilities, that was my favorite part. I lost most of my health to the gambler and never figured out how his ability worked that brought my dice down to 1. Like other people noted even some basic enemy portraits and dice rolling animations would really do a lot to enhance the experience. What you have here I think is good stuff, my slop brain goes straight to thinking how much more re-playable the game would be with some deckbuilding/progression elements as well.

The lean into sim physics is cool. flying around trying to not crash into the buildings is fun. The amount of inertia is a bit overboard imo and makes it hard to respond in any meaningful way once you have any momentum built up. I wouldnt mind this as much if the mech was a a bit more maneuverable in ground mode. Overall I really like the idea and seems like a solid prototype! the game over screen made me laugh as well

horse touhou game is fun! im no shmup god and was only able to beat the UFO on easy, I always die to the snowy wind attack on stage 2 on normal and above. music and art are very charming. the game is very responsive and the controls are intuitive once you get used to aiming the bow. I wish there was a bit more feedback on hitting an enemy, sometimes i wasnt sure I was even doing damage. The tiny hitboxes also made me wish there was a fullscreen option, i found myself leaning forward and squinting at the screen during denser patterns. The patterns for stages 2 and on were especially  fun and creative. Who is this Lombard fella and why does he never talk?

extremely fun shmovement game once you wrap your head around the mechanics, which took a while. I really liked the enemies. especially killdozer and the dynamite head guy. The game reminds me a lot of umihara kawase and the grenade jumping reminds me of the old ikiki game bimboman. I may be a brainlet but i found it unnecessarily hard to land on the grenades and get the intended momentum vector. I really want more levels , it feels like theres not a ton of crazy shit you can do in the current ones, but the mechanics are very promising.

I uploaded my campaign mission replays and a couple of my failed and semi-successful attempts at invasion, hope its helpful

fun puzzle and cool game. if I was an elementary school teacher teaching kids about gerrymandering I would make them play this game. Then I would leave the room and when I come back they would all be playing bloxxorz and bloons TD on coolmathgames.com, but they would be missing out. 

I didnt have any trouble drawing the polygons after I figured out they only draw after you place the 3rd point and you have to press space to lock them in. I could see this being a fun minigame in a city builder or 4x type game.

Great concept, I really like the 3D planet backgrounds and chill music. As others noted tutorial text is a little much, but I dont think that should prevent you from throwing a bit of writing into the rest of the game. It took until halfway into my run that i noticed you had to sell X of a resource in 1 transaction to fulfill the contract. I was never able to fulfill any sell 15+ contracts even if all I did was sell low qualities. Feels like the Atom Smasher is a bit too limited since after using it to fulfill a contract or two the energy requirement (and cost to refill energy) is not worth it. I also had Miss Tutorial pop up before i even made my first move on the 2nd planet to tell me i was fucked and should just give up (but I ended up making quota just fine which I thought was funny). I feel like using profits to purchase buildings/upgrades between planets would mix up the gameplay. 

Fun game to zone out to, promising prototype.

This game is fun as shit and I really like the clashing art-styles. I played the 3 campaign missions and thought they were a pretty good introduction, the idea of unlocking new units by taking objectives was dope and reminds me of the warcraft 3 campaign mission where you hire mercenaries. Unit variety is nuts and I cant think of an RTS archetype that didnt get some kind of representation (except maybe capturer/converter). I got my ass caved in playing invasion mode until I figured out I had to use the envoy to scout for gates or else id get overwhelmed quickly. past a certain point I wasnt able to find them fast enough even with multiple units scouting which made me wish they were just marked on the map. without a "your forces are under attack!" indicator or a "zoom to latest event" hotkey i ended up panning around a lot to find shit was going wrong that I had no idea about. The pace of invasion mode was a lot more fun than conquest imo. 

Overall very nice

the hand drawn art in the corner with the rendered cockpit is soul. I had by far the most fun in arcade mode since there was an interesting space to maneuver around in and lots of fellas to shoot at. Every weapon except the gatling and grenade has such a slow rate of fire that i ended up just swapping weapons each shot to keep up with the enemies. The side dash didn't feel like a meaningful change in speed. and the quick turnaround i only ever activated by accident trying to back-dash.

The campaign with other characters was cool too but i had no idea what was going on or how the levels were connected. Reminded me a bit of Ace Combat missions but without the between mission briefs. The tower map was really fun but the other ones were pretty damn sparse on the enemies. Overboost in the big map was really cool (especially boosting into the skybox to drop in on buildings) but I wish I had some control over it.

its a fun experience and im looking forward to more Hawken kino

thanks for the stream and feedback! always cool to watch other people play the game. Flash game is the intended look, I cant draw for shit and haven't made the level/menu assets yet. The progression system is simplistic and in its current state is basically just there for the reward part of the gameplay loop. Telefrag I like because it changes the way you play the game but the rest of it doesnt really.

what would you like to see in a more motivating progression system?

Hit indications are weak as shit since I also haven't added any effects for that yet, but thats a good point about not being aware of whether the bullet hit or not.  

damn thanks for the stream! appreciate the feedback too, I'll probably implement the feedback i got to add some dumber enemies to start off and ramp up as the game goes on. You can buy a health upgrade from the store between runs but there's no UI element for a health bar yet.

thanks for playing and leaving feedback! the projectile origin is slightly to the right of center to line up with the hand sprite which is probably causing that issue, I appreciate you finding that.

You aren't alone in feeling that its pretty difficult. More enemy types are a good idea to ramp things up beyond just the spawn rate / enemy cap.

thanks for playing and leaving feedback! you are right and reload sounds are next on the list. I've gotten the comment about reloading automatically a few times now and I think it makes more sense for a game like this where you're almost always shooting.

thank you sir how are you i will look into it sir

I like the green monster and the room graphics are trippy. Seems to work well enough as a prototype, not much going on at the moment. It would be nice if the enemies did more than stand in place and if there was some change-up in the gameplay as you progressed through the rooms

the archer is definitely the most dangerous enemy by far and ends most of my runs. I'm considering making his projectiles a bit slower and having him fire with a longer initial delay like the big guys with cannons, but I'm a bit conflicted because I want it to be a bad idea to push him from the front. Several people noted the chain lightning feels weak and the buzzsaw feels strong as well, I'll have to figure that one out.


Thanks for playing and double thanks for the feedback!

Dope shit, super solid, no suggestions other than the obvious wanting more music and content. was able to beat easy mode, filtered by stage 12 on hard mode. 

yeah the images were great, I was talking about the pause menu

I tried to play Chapter 1 first but ran into some bugs. At first I somehow skipped the trigger for Billy's character screen to pop up meaning the rifle didnt spawn, walking into the rightmost tile next to the level transition seemed to get it to pop up. Unfortunately I cant pick the rifle up off the table no matter which angle I approach it from or what key i press which pretty much soft-locked me. 

I played through Chapter 2 and I was really really impressed with how stylish and densely packed with cool shit everything was. Very distinctive visual style.  The writing made me want to learn more about the setup in Chapter 1, the characters in Chapter 2 scare me up. The snake bitch battle was good stuff too, the battle sprites really caught me off guard. I feel like I cant give much feedback on the battle system since I was only able to play the 2 fights in this chapter, but it seems like there's a lot of room for strategy beyond just the usual attack/heal cycle. 

Favorite character: Beef Wellington. I'm literally just going off the screenshot but i am so excited to see that motherfucker in action once I do get to play though Chapter 1.

Looped through the first few stages a couple times. Love the art, world design, aesthetic, and music. Most of the weapons felt like i was giving the enemies little kissies while others felt punchy and satisfying like the shotgun. It felt like there was very little feedback on killing an enemy. I like the enemy designs as well, especially the moon and the wizard. I also appreciate being gaslit with the discord notification sound effect in the corpse bog. Great demo! Excited to see where this goes.

Got a nice dopamine drip going on my first run as Luna. She felt by far the most fun in my opinion since you have the most options (they also seem like more powerful options than the other characters). Beat the summoner focusing on fire damage and fire-rate. I could just be a brainlet but I dont think it was very clear what falls under spell/physical/weapon damage. Ice boomerang was my favorite weapon, XP increase upgrade was most OP. I also really like the menus and character designs, professional quality shit.

Thanks for the feedback, other people have suggested power ups / progression as well so definitely looking into that. The comparison to Zombie Assault Kino is high praise.

I'm only familiar with the Ross Game Dungeon video on Messiah but I definitely want to see more games like this. I think with this kind of game the level design is make or break for whether its fun or not. I really like the little sandbox and I thought the door opening with the camera was really impressive. The shooting completely broke for me and every character ended up invincible and T-posing but the guns felt nice. Platforming on the pistons kind of sucked since the player bounces constantly while it moves down, it reminded me of the teeth platforming puzzle in System Shock 2. If you can set up a few fun shootouts that'll be an improvement on Messiah.

I noticed that the game stutters when you fire any type of gun for the first time, which I'm pretty sure happens because Godot is compiling the particle effects / shaders when they are first called. You can preload and instantiate them while the game is first loading to prevent this but it does make your initial load a bit longer.

My Tubel was sufficiently Norted. I like the trippy backgrounds and character animations, and the concept is pretty cool for a puzzle game (reminds me of Abe's Oddysee). I felt like most of the levels were just walking to the end and i didn't feel very accomplished for figuring any of them out. I dont think anyone is going to read the how to play page when it is longner than the Unabomber Manifesto. It feels pretty unique though which is definitely a good thing.

congrats on your certification and thanks for your feedback!

this is really fun! nice job

cool game, looks insanely nice and plays well, got filtered by the green jellyfish