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assnoid

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

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Hope your trip goes well, that is cool as hell.

Its a fun game, i really dig the shipwrecked concept. I'm a big fan of co-op gauntlet  dark legacy so the idea of playing this 4 player sounds awesome.

  • i really liked landing the grabs, those felt good
  • Most of the enemies are fun to fight. maybe im blind but the cannon guys dont seem to have a tell for when they're about to fire
  • getting the first tier of weapons / armor feels like a huge upgrade which is nice
  • stopping to cut the grass gets annoying, especially with how much of it there is
  • could really use some juice and beefier sound effects, maybe some hitstop, screenshake, or particles on landing a hit
  • Combat in general feels very simple. Nothing wrong with that but also not tight enough yet to really be a selling point
  • It'd be really cool if by the end of the game your attack speed can be like 3x what it is at the start, didnt play long enough to find out
  • Environment didnt really "hook" me to see the rest of the island. this might just be my preference talking here but I wanna see some weird shit
  • Feels like stamina should start regenerating maybe a little sooner imo, adds a lot of down time to combat
  • loop of going out > finding materials and getting EXP > coming back and crafting / leveling is nice
  • I ended up stopping in the smith dungeon. I get what the idea is with the pipes but was spending so much time running back and forth through the tight rope rooms after changing the levers that I got fed up with the dungeon layout and wanted to take a break

Overall I spent more time playing this game than any other DD game I've played thus far, its a really solid base.I think a bit of juice and a bit more personality would push this game a long way as well. I enjoyed my time with it. Keep up the good work!

its bubble kino.

some feedback

  • spamming bubbles is fun and chaotic
  • i like the different ammo types, wish i could switch between them with the number keys 1-4
  • sound effects are very well done, but the buzzing light droning sound made my head hurt after a few minutes.
  • took me a minute to actually figure out how to control bubbles with rmb + scroll wheel
  • was able to smash all the walls just by spamming rock bubbles at them. only realized afterwards this was probably not the intended solution
  • mouse sensitivity is 5x what i am used to, a slider would be nice

Overall its a nice start. Keep up the good work!

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I dig the concept as a first person vehicle enjoyer. I was surprised how nice and punchy the revolver felt and the sfx are great. shooting the tribals felt good. The pistols are way more useful than any other weapon and once you can dual wield them there isnt much reason to use anything else (except the rifle for sniping monkeys)

  • controlling the boat is fun, slightly janky but nice for a prototype
  • i like the arsenal and enemy designs
  • driving the boat from place to place is oddly relaxing. if  the environment was cool enough id probably play the game even if it was just the boat
  • opening the game on "Find and kill the dark shaman" goes hard
  • i wish the boat was more tied into the combat part of the gameplay somehow, it felt like a separate game being on /off the boat
  • backtracking back to the boat on the large land masses isnt very fun
  • 2d enemy sprites are nice but clash hard with the current assets

I noticed a few bugs:

  • there is a tree jutting out of the wall that a monkey jumps to and can throw shit at you while being un-killable
  • jumping while running up a slope sometimes doesnt work

Overall nice game, i enjoyed my time playing it. Keep up the good work.

very glad to hear you enjoyed it. 

i probably had the most fun putting together the sound effects out of anything in the project. a shame I'll have to re-do some of them if I ever officially release this.

Thank for the feedback, glad you enjoyed it.

I really like the idea of doing something like Hotline Miami since that was my main inspiration, but a wave shooter seems simpler for a first project and I'm trying to limit my scope to a pretty small game for now. In the future I'd definitely want to do something like that.

Beyond 2 extra stages and a secret or 2 I don't have much more content planned. I'd like to but I'm more interested in finishing this project and cutting my teeth on something new. Maybe I'll come back to it eventually and turn it into the gorillion hour ARPG it was truly born to be. 

Thanks for the feedback, glad to hear you enjoyed it. I hope you find your new role of WARPATH JUGGERNAUT a fulfilling one.

Visual clarity is something I'm struggling with so the specific example is appreciated. 

There should be a desktop version attached on the main game page, looks like I forgot to attach it to the Jam submission. Oops.

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Glad you enjoyed it and appreciate the feedback. I like that idea and I'll play around with it, the whole loadout / power up system is not very clearly communicated at the moment.

Thanks for the feedback and encouragement! it is very much appreciated.

  • I'm camping neutral, but id like to incentivize some kind of movement around the map. I'd like to keep the ricochet weapons and small maps, so I was hoping to encourage some movement with the timer extensions (the magnet things you call out in your last bullet). This is a fair point, on an older build a friend of mine was able to get 50mil points in the library with a perfect angle and the magnum.
  • A lot of people also feel that the archers are spooky. Maybe even too spooky. I'll make a note to revisit their fire delay and projectile speed. They are supposed to be a serious threat and punish you for being exposed but not to prevent you from running around entirely.
  • This is something I need to do better at communicating. Each power up upgrades the weapon with that icon, and there is also a time extension with yellow text which uses the railgun icon (magnet) as a placeholder icon (oops). The only place where the upgrade effects are actually explained is in tooltips on the loadout screen.

Thanks for playing and I'm glad you enjoyed it my friend.

Played for a few missions. As an XCOM head i am very intrigued with the potential for the strategy layer and base development, I'm hoping for more depth on this front. The battlescape looks great and is really intuitive, does a lot with simple mechanics. The variety of abilities is very much appreciated, though it felt to me like a few were much less powerful like the backstab (or maybe im just a brainlet). The base screen is nice, but I feel like it takes way too many clicks to get to you soldiers potential skills to train and actually go through them, especially with a roster of 10+ soldiers. I've never played into the breach but the mechanics remind me of that game. The tutorials are great, dont take too much time and get straight to the point. in OG XCOM there is an option to speed up / slow down the passage of time during scanning that might be convenient here. The battles were fun and feel more like a puzzle game than a usual tactics game to me. The council objectives are nice and give some variety and something to shoot for. The sound effects for having an attack ready were a bit loud and annoying. The intro cutscene has a lot of dialogue that i didnt really understand but I'm imagining that will get fleshed out later in development.

I ended up accidentally pressing the spacebar before doing anything with any of my guys on the first turn of a mission and wiping most of my squad, and not having a backup save. Thats on me for being a dipshit but I thought it was a pretty cool way to end my campaign. 

Pretty fun, managed to get to level 20ish on Risk 5. 

I dig the neon style and the simple visuals, the game just looks cool. Getting your firerate really high feels really nice once you are shredding enemies quickly. Really looking forward to when more weapons are implemented, that will be a fun sandbox. 

I see that the game will be multiplayer at some point, but having no way to pause in singleplayer is an inconvenience. It also feels like there should be a bit more juice on firing and killing enemies than there currently is, though i think its mainly due to the lack of sound.  i want to hear some impact and punchy sfx to sell the power scaling. The power ups are definitely too complex, having to read the power up options with 3 positives and 2 negatives and weigh the pros/cons of each really drags down the pace of the game but is required to play effectively.  I could be wrong here, but it seems to me like reducing fire delay is way more effecting than improving auto-aim angle or range since past a certain point there are so many enemies that its impossible to not be facing a nearby enemy.

Good stuff! Keep up the good work.

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Typing this out while I wait for the berries to grow for the objective to harvest 10 berries.  Been seeing your progress posts and really impressed with your development.

The art and vibe of this game are great and very relaxing, the UI is really well done and i like the squiggly line aspect. My eyes adjusted eventually but when I first started I could not tell what was a background and foreground element. Past a certain point the game kind of turns into an idle game where there is nothing interesting you can do outside of your base (going out and actively gathering is a marginal increase in speed once you have like 8 pawns). I'm imagining this will change once more interesting kritters and events are added in. Managing your dudes was simple and fun, though it feels unnecessary to have some chest inaccessible to the player while pawns are out gathering. Getting into nitpick territory here, but if there are 9 logs in a chest, shift clicking should just transfer all 9 even if there isnt a full stack of 10. 

I really dig the vibe and found myself kind of addicted to the progression. The tutorial is well done, though im imagining once more mechanics are in that there will be more to juggle rather than just hyperfocusing the objective.  

I ended up quitting right about the point where you need to wait on 10 wheats to grow and be harvested. I aint waiting that long again after the berries, I feel like having a tutorial much earlier to plant them all would alleviate that somewhat.

Favorite thing would probably be managing all the little kritters. Keep up the good work! Adding to steam wishlist

thank you for the feedback! much appreciated. 

The menu clipping is me being extremely lazy and adding the main menu as literally a 1920x1080 jpeg (and zooming a bit to have some margins for wider resolutions). I was hoping it was big enough to cover most monitors (i knew it would crap out on ultra-wides) but thanks for pointing it out, gives me good reason to fix it immediately.

Pretty sure I added the more obvious markers of where enemies will spawn based on your feedback from last demo day, so thanks for that!

Its kino. 

Reminds me of Kubus games and Revenge of the Sunfish, you love to see it. I like the story and the emerald the best.

Ran decently well on my machine. Based on the hardware requirements I thought there would be some generative AI writing lol. I picked Cross for my character.

I really like the concept, very ambitious. I'm a fan of phoenix wright but i don't ever see myself replaying those games, so im curious to see if a dynamic mystery system can work!

There is a LOT of text that is unnecessary in the introduction. I appreciate the info, but I'd rather have non-essential things and non flavor text tucked off in an optional menu. The breakfast scene as well I would rather see a table of results than watch every single person eat or pass and have to mash through the multiple repeat text boxes. If the game is going to be mainly played in the menus and text, then its gotta be snappy to navigate

That being said I really like the UI, has an ATLUS game vibe and is very stylized. The idea of the camera and being able to move it around is neat too, a lot of potential to hide secrets off to the side during an otherwise unassuming scene.

I'm excited to see more character development, that is probably what most people come to these kinds of games for.  Right now there isnt much beyond the influence game dialogue.

I couldnt find a list of keybinds anywhere (maybe im blind) so i had to fumble with the controls for a bit to figure out Z is interact. The camera is insanely sensitive and ideally should have a slider. Additionally, if I was moving from room to room I spent about as much time loading as I did in control of my character. The camera overall does not work well with the style of environment, moving into a new room you are initially blinded by a wall most of the time. I liked exploring the map, but i got soft-locked in the gaming room of all places. I ran up to the sweet gaming laptop and somehow got trapped up on the table. saving/loading left me still stuck, image attached below:Curious to see where you take this project! I like the bones of it, and I imagine it will be a lot of work to try and flesh out that many characters, doubly so if things are going to be dynamic. I filled out the poll, I liked Cross and Agatha best.

I dig this game. Keep up the good work!

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The bros are back and boinger than ever. Played the web version.

Game definitely feels fun even in the current sandbox state! i like the style meter giving me something to shoot for. The particles and sfx on poppin a brother felt nice but we can juice it further. I wasnt immediately sure what the different stats like damage, health, and powercap did but i prefer figuring it out to having a tutorial pop up. I'm usually not a mash fan but being able to mash the space bar and mouse simultaneously made it a lot easier and kept the pace faster. 
After a mash minigame, I noticed i wasnt able to click the upgrade button until moving my mouse off and on  the button. I also had a second long stutter when the first mash minigame popped up, which im pretty sure is a godot thing if a particle or something isnt cached before its first use. Or it was just my browser being slow, godot is cool like that sometimes.

thank you for the feedback my friend. good idea to add settings to the pause menu.

What did you find most distracting about the backgrounds? The floor tiles themselves, the props in the level, enemy corpses, or maybe the amount of blood particles?

I especially like seeing the stateflow for the AI state machine. good stuff

thanks for playing and leaving feedback, happy to hear you enjoyed it. It should hopefully be more obvious where enemies spawn and when they are spawning once I update the level tiles, I'll keep in mind that there should be some hint that there is about to be a spawn. when I playtest that trips me up too, usually if I hit an enemy once which knocks them out of the spawning state so they can quickly start attacking you.

Thanks for playing and glad you enjoyed it my man! I appreciate the encouragement. In my head the wiz just summons bullets and shotgun shells from a non-fantasy dimension and casts them like regular spells, but everyone else around him is just as confused as you are.

Thanks for playing and thanks for the feedback! The enemies have set spawn points, the idea is that they are coming through windows I haven't added yet ( and a staircase in the middle), but based on the current level tiles it definitely just looks random. I want to come back to this game later down the line to add bigger/more levels but am looking to wrap this version up pretty soon. Agreed that cannon fellas are more fun, the melee enemies are mostly fodder at the moment.

Which weapon do you wish you started with?

thanks for playing and I'm glad you enjoyed it! Technically in this game you don't just have a shotgun, you are the shotgun. the big bodies are usually what ends my runs too.

thanks for the feedback and especially for the video, that helps me a lot to understand what people pick up on or miss. I'm glad you figured out using the reflector to turn the shotgun into a sniper. 500k+ is the max rank currently attainable, making you possibly the most powerful mage tower massacre player on the planet. Adding loadout to the game over screen is definitely a good suggestion and an easy improvement. Thanks for playing!

thanks for playing it man, I appreciate the feedback. I made the more dangerous enemies start spawning in more frequently the higher the score is, the only other change to the AI is the archers having a very small additional delay to fire and slightly slower projectiles. I'll keep it in mind, maybe they are too sluggish. Can't trust a lobotomite with a crossbow

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.