That sounds good. There is nothing I can't handle. It does give me a better idea of what you want. Lets start small and at the beginning. The first thing we need is an introduction. The start of the game. Before anything else we should make the first five minutes of the game. The day night cycle, combat, skills, fatigue, lust, currency and reputation can wait. I will send you a request on Discord. All I need from you right now is what you want the first five minutes of the game to be.
AxalKay
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Hey. I can't promise you the moon, but I can do everything you listed (how well is up for debate). I would like to hear more about your idea. I am a strong believer videogames and sex are both artistic. I would gladly be willing to work with you if your game sound like a good fit for me. Please give me all the information you can (how long you expect the project to take, specific mechanics, things you want in the game, things you don't want in the game, etc.).
I tried the game again and I wanted to try dashing and I do do think changing the way you dash could be helpful. Highlighting why the dash is useful would also help. I could avoid most attacks without even trying to dash (which is a good thing) so I barely dashed even though I was making a conscious effort to dash more. Don't take game design advice from strangers, but you could steal an idea from Cup head and have colored bullets that reward you for dashing through them. Maybe give the player a shield or remove the bullets from the screen. I don't know. But the dash as it is feels pretty useless. You could go the opposite direction and cut the dash all together. Replace it with something else or not. Again don't listen to me I am just some jerk on the internet.
I made it all the way to the boss and it was really mean. I found its attacks nearly impossible to dodge and dashing did not help. I am sure with some practice I could beat it, but I didn't try a second time. It should give more of a warning before attacking or have easier to avoid attacks. It felt a little unfair.
Thanks. I appreciate your advice. I am glad you didn't find any bugs. I play tested for two days. I will be adding music ASAP. I really like that font, but for you I will make it easier to read.
The clock is set to military time. Allura is always in the garden at 12 except when it is raining, in which case she will be in the music room or home ec class. Was she ever in the garden? I am really curious because I can't not get her to show up? What exactly did you do before noon on the days she didn't show up?
Why should I lower the height of the text bar? Did it cover something or would it just make it easier to see the backgrounds? if the latter pressing the H key will hide the text bar all together.
I know art is not my strongest suit. I will keep working on it.
I am glad you liked the game. I was going for different. Again I appreciate your feedback.
Hey. When you have a minute could you give me your thoughts on Allura of The Bully. Specifically is the game fun? And what did you do to win Allura's heart? Thanks in advanced.
First thing I noticed: carrot not stick. Don't brand easy mode as easy mode. I found this game to be pretty challenging, but never turned on easy mode because I knew I would be giving feedback and I wanted to play the game as intended. Were it branded as practice mode I probably would have tried it.
I really like the penta shot. It is really powerful. I took it as my starting ability all four times I played. I think you need more starting abilities.
I never actually used the dash. I was moving shooting, watching my abilities cool down timers. I was focusing on a lot and never found a situation where moving my fingers to the shift key felt like it was worth while.
I used the lazer exactly one time. I found rooting myself down was not worth the damage. It would have been more useful if I had a shield, but I didn't and never took the lazer again. I see the potential for it to be useful, but it feels very situational and penta shot is just flat out better.
I really like the visuals and music. The game is fun. I will be giving it another shot in the future.
Block off is an interesting game, and it is very impressive. I found it to be a bit trivial, because I could rotate every block in any direction. I had so much freedom the game never posed challenge. I think it is a really strong foundation for a great game.
I found binary madness confusing. I would make the 4x4 board the default and add an image of a completed puzzle to the the instructions.
Marble maze is really well made. It is a technically impressive game. In writing we have a saying. "If you want to make a side character interesting give him a limp or an eyepatch." Marble maze is a good game. It does not have e gimmick. The little axis thing in the corner of the screen was really helpful. It made the game a lot more friendly.
I would appreciate it if you could give feedback on Allura of The Bully. :)
These are the ideas I had for pets. Do you think they are compatible with the rest of the game?
Every pet must be kept happy. You must play with your pets at least once a day, they must be fed and given water and they must be given affection. If you are not kind to your pets 1: Their special abilities will stop working for a minimum of three days. 2: They will run away.
The specifics of how much care your pets need is up to the GM. Pets should make the game more fun not tedious, but they should not be an after thought either. These are pets not magic swords. If you want to give your friends a magic sword don't give them a dog.
Seas king. (Jellyfish): Crabs will be hesitent to attack if they see you have one as a pet. They must be submerged in water at all times. The water must be cleaned or replaced once every three days or it will die. They must be fed crab meat or they will die.
Failed star. (Fire cat): Super affectionate and fluffy. Will attack anything that moves. They eat wood. If over fed they will burst into flames until the excess food is burned. Rather than hair balls they cough up charcoal.
Star chip. (Ice cat): Will only bond with one person. They will always help that one person. May help someone they have not bonded with if they feel like it. Hates water. They can freeze small bodies of water in muntues. Will freeze your canteens. A blessing and a curse to have in a desert.
Clay doomling. (Rabbits): Can predict attacks, but not other forms of danger. They are very fast diggers, but their holes tend to be small. If neglected for 12 hours, turns into a spirit and tries to kill you every few hours two or three days. If it fails to kill you in a few days it will run away. It can be turned back to normal if given a nice gift.
Phoenix. (Toucan): Is immune to fire. Can fly short distances. Their knife like bills can cut through almost anything. Phoenix are extreamly rare (toucans are going extinct). NPCs may try to attack you to steal it.
Mimic. (Hermit crab): Crabs are less agressive. Humans are more agressive. It can use almost anything as a shell.
Tappy. (Pony): Can lead you to water (but can't make you drink). Can carry or pull far more weight than one would guess over long distances. Eats large amounts of food. Does not like mud.
Rolly. (Cow): The entire spicies are all big goof balls. They can carry things, but won't. Despite being super friendly they are seen as lesser class pets and people may treat you differntly for having one. They will play with your other pets keeping them happy.
Baby island. (Capybara): Adept at traveling across water. Can carry a decent weight across rivers and lakes. Can create small pools of water (that may or may not be safe to drink). Loves mud.
Flower lantern. (Bee hive): Extreamly fragile! Flowers slowly grow around it. Some little furry wingged things grow out of it as well. The furry things are not dangerous and can be ignored.
Song bird. (Cricket): Allows for long-ish range communication and the sending of secret messages.
Cursed shadow. (Puppy): They don't know things are dangerous yet. They will gladly run up to a dangerous crab and try to make friends, if you don't keep a close eye on them. They may make NPCs more friendly.
Old Dog. (Everyone knows what a dog is): Very good at finding things. They are slow and can not travel long distences without being carried. They weigh rougly thirty pounds. They don't require attention often, but always appreciate it.
Rock: It is a rock. I have never seen a pet rock fail to do something, therefore pet rocks can do anything. Have fun with it.
Fur goblin. (Opossum): If you have a pet fur goblin clicky thives will be more likely to try stealing from you. Big heavy thieves. They like to steal. Most humans are afrid of them. Crabs will try to kill them on sight.
Clicky thief. (Raccoons): If you have a clicky thief fur goblins will be more likely to steal from you. Small light thives. They like to steal. They are less likely to be caught stealing than fur goblins, but less likely to escape if they are cought.
The rivalry between clicky thives and fur goblins is friendly and you can totaly have both as pets.
I changed the names of the animals becuse I don't want you to be tied down by their real world counterparts (and I thought it would be funny). Song birds are like crickets in every way that them being crickets would be fun and not like crickets in every way that would make them not fun. In other words these are just guidelines.
I really like the idea. I agree the game is a bit simple and it can be hard to keep track of what I need and where. I really like the map it was super useful. Having a greater variety of puzzles would help make the game more interesting. Sorry I can't be more help. I am looking forward to the successor.
I read the Creatures of Ruin SRD and I didn't see rules for having pets. As a little thing lover I belive all TTRPGs should have pets. I have not read the full game book. Does the game have pets? If so how do they work mecanically? If not do you have any advice on how pets should / should not be implemented?
I would like to make a short adventure centered around caring for a pet, but if there are already rules for pets I don't want to contidict them.
I find it interesting people complained this game was too hard. This game is too hard. I would appreciate it if a little line extended out of the arrow giving me a better idea where the bullet will go (like in those bubble pop games). and or make the bullets bigger. It is very hard to hit anything until it is half way to the egg.
Other than that the game is pretty good.
Thanks. I am really glad you enjoyed the game. I am still working on it; after I win flyest idea (I don't think I am winning prettest polish XP. ) I will release an update fixing the bugs, adding more interactions and improving the game in a number of other ways. Although the game was a little too ambitious for my one week time frame, I am proud of what I made. My biggest regret is not having two more days.
I hope you will check out the update when it is ready. When it is feel free to let me know what you think. Any feedback is appreciated.
Not the jankeyest Barbie game ever made. The Barbie model is not bad. I don't know what else to say.
Margot Robbie eating an arm as the cover leaves a bad taste in my mouth. (That is not a pun). I think it is in poor taste (again not a joke) to use her image that way. If it was the fictional cartoon Barbie that would be a horse of a different color.
I don't want to sound too critical, but I my second fight was against Heather. I was lv 1 and she lv 7. I won by playing my highest rank cards every time unless I had a heart throb in which case I played him. There is never a situation where I would not immediately play the heart throb. I like the concept and the visuals, but the game play needs a bit of work.
I don't quite understand this game. I can appreciate a lot of work went into making it. I feels unfocused. There are a lot of minigames, but none of them are particularly fun. Dream boyfriend was my favorite; I played it for about five minutes. I would have been more willing to spend time on it if the conversations were randomized. If learning was rewarded rather than memorization. I think you got too ambitious and bit off more than you can chew. I mean that is kind of what game jams are for. I am not trying to criticize your game. I just think cutting down and focusing in in one thing could have helped make your game more engaging.