Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

boxes

45
Posts
5
Followers
A member registered Jul 31, 2016

Recent community posts

That was real good, very fun. Some feedback:

  • It can be difficult to discern the player from the boss at times. Giving the boss something to differentiate it from the player would help.
  • Give the laser some sort of audio feedback for when it hits, it can be difficult to tell if you hit with it if the boss is off-screen or you're busy dodging bullets.
  • Being able to see more of the arena and/or keep tabs on where the boss is would help.
  • Melee does good damage, but I'm not really certain of how the system works or why there's three buttons. 

Overall I really enjoyed this, good music and solid gameplay. Nice work, hope to see more of this in the future.

Thanks for the feedback, glad you enjoyed it. I'm still thinking about how to handle healing, a partial heal from the shuriken pickup seems like a good idea to test out. I'll be giving the boss another look later on to try and make him feel a bit more readable, I've noticed a lot of people have an inordinate amount of trouble figuring out his spin attack so that's something to tackle. And I'll make sure to have an analog stick control config for next DD, totally skipped my mind.

Thanks for the feedback! You know, I actually spent the first couple weeks of this project trying to come up with just such a hook mechanic. Tested out a few different ideas but ultimately nothing felt right, so I decided I'd settle for making something decent regardless of whether it were a clone or not. Still, if I do come up with something good, I'll implement it.

I haven't played Overcooked or any other cooking game for that matter, so I don't really have a frame of reference, but this was pretty neat. Feels like you've got all the necessary mechanics functioning properly, and the controls were easy to adjust to. Only thing was that I felt like things cook a little too quickly, but I don't know if that's part of the design for these sorts of games.

Thanks for the feedback, glad you enjoyed it! The character moving while attacking is something I've been on the fence about for a while, so I'll be giving that another look. As for the telegraphing I don't plan to go so far as to make it immediately obvious what the player needs to do, so no worries there.

Thanks for all the feedback! I've already gotten started working on some of the points you brought up, like those hitboxes and the jumps where you can't really tell where you're going, but I'll definitely be looking at everything.

Thanks for the feedback! Y'know, I was  going to take the day off but that's such a good suggestion that I have to implement it right now. Thanks!

Thanks for the feedback! I'm very much still learning about game and level design, so I'll definitely be working on improving how the game teaches the player to play it. Starting with those dogs, which I think have been the most consistent issue so far. The wallrunning animation is placeholder, I haven't gotten around to making a proper one yet. And the HUD will definitely be larger.

Thanks for all that feedback, certainly didn't expect anyone to stick with the game for that long. And it helps a lot to be able to see someone playing the game. I'll definitely be giving hitboxes another look and testing tweaks on the walljump. Telegraphs are something I've been thinking about a good bit. I'm looking into the possibility of teaching the player to associate certain audio/visual cues with a specific response, like with the boss and sliding under their attack when they see the glint. Hopefully the next demo will be a somewhat smoother, but still challenging, experience.

Thanks a lot, glad you enjoyed it!

I second what vahellis said. Spear mechanics are interesting and have potential for some fun gameplay scenarios, but the level design needs work. Could not find the door I was asked to take the key to, and the whole thing felt a bit cluttered and difficult to navigate. I'd also like to add that those little orb enemies don't read as such until they start shooting you. Final note, aesthetics are very nice though maybe have an option to disable CA.

Thanks for the feedback, glad you enjoyed it! That issue with the boss definitely wasn't intended, on death you're supposed to start with full health. Its now been fixed and the prototype updated. Over the next few weeks I'll be experimenting with yours and all the other suggestions I've been getting, and hopefully I'll have a better game for DD35.

Some thoughts:

  • I like the concept, especially the form-switching system.
  • Unfortunately, there's not much incentive to switch forms as they all feel equally effective. Maybe focus on making each one feel distinct/have its ups and downs.
  • I concur with Essell on having two gun/ranged forms. Not sure why that's a thing.
  • The boss can easily be stunlocked with the sword form's basic attacks.

Way, way too dark. Couldn't see enemies until I was low on health or 10 feet away from them, by which point they had already shot me up.  I'd suggest sorting that out first before moving on to anything else.

The camera certainly makes it feel like a 5th gen collectathon, which I suppose is nice for the purposes of evoking nostalgia but otherwise feels dated. Jump is a tad too floaty for my liking, but aside from that movement feels fine. Level design felt like it was heading in the right direction, and I enjoy the toy/little-man-in-a-big-world theme. Keep it up.

Core gameplay is solid, sliding into enemies is fun. Found it a bit difficult to read the tooltips next to the HUD while I was playing, maybe have a way to go through them prior to starting the actual shooting. Also, the broken crates can get in the way and make it difficult to discern where/what guns are on the ground. Overall though, all the essentials for a solid TPS are here. Good stuff.

Not much to say beyond what others have already laid out. This is very well put together, very nice and polished. Gun is a bit awkward, but manageable. If there were a way to turn 180 on the spot I think it could help, but that may affect gameplay and balance. Regardless, very nice work.

I feel the human is too floaty and the walljump too weak/slow, but aside from that they control well. Had no issues with the spider, enjoyed her gameplay segments. Keep it up.

Thanks for the feedback. I've updated the prototype to address some of the issues with the dogs, hopefully they're a bit less frustrating now. As for controls, the game defaults to gamepad so you'd have to go into settings to select a keyboard configuration.

Thanks for the feedback. I'm experimenting with bumping up the internal resolution, since that's been an issue others have brought up and it's probably a good idea to give the game and player a bit more breathing room. I'll likely end up reworking those dogs, since just about everyone has had issues with them.

Thanks for playing. There's a little bit of acceleration/deceleration in the movement, so turning around isn't quite instant. For the dogs I've been thinking of giving them some sort of audio cue to let the player know one is nearby/has spotted them so the player has a bit more warning. And for the dogs being inside/on you, you can't hit them at that point because the attack hitbox doesn't extend that far back. I'll be testing extending it back a bit.

Thanks for playing. Did a quick test with the dogs. If you're referring to not being able to hit them while they are directly on/under you (likely after they've jumped), its because player attacks do not extend that far back. I'll experiment with extending the hitbox back a bit,  but as of now its working as intended.

Thanks for playing, glad you had fun and I appreciate you sticking it out for that long. I'll definitely be prioritizing rebindable controls, so hopefully it'll be a bit easier to play next DD. 

Sappy already laid out what I was going to post pretty thoroughly. Combat need a bit of work, enemies need more sound, and its easy to get turned around in the environment. Still, I've enjoyed seeing your progress posts and I want to see how this shapes up.

Come to think of it, I don't think I ever played SMB2. So I don't really know. I'm just going off of what games I have played and what feels 'natural' to me. I'll give it another run through later, see if maybe it just takes a bit to click. As for the boss, I agree. Just a little something to spice up the fight a bit is all I feel it really needs. No need to rework the whole thing, disregard that.

I look forward to seeing your progress.

I wanted to avoid the type of walljumping where you just sort of hop up the side of one wall, since its always been off-putting to me. Easiest way to do that was to negate walljumping if you were holding the same direction as the wall you were clinging to. But I also wanted for the player to be able to effortlessly get off the wall, and the easiest way to do that was to disengage the cling if they pressed away from the wall. This lead to not being able to press/hold either direction if you wanted to walljump. I got so wrapped up in making it work that by the time it did, I had gotten used to it and didn't think anything of it, and I never revisited it.

In any case, I've updated the prototype to address this. Now you should be able to walljump regardless of what direction you're holding. If you want to get off the wall, just press down.

Thanks for the feedback, glad you enjoyed it. Working on the walljump issue right now. I do intend for the dogs to have a visual indicator for when you hit them from the front, so the player understands they didn't damage it. There's an audio indicator right now, but it tends to get lost between the music and other sfx.

Thanks for the feedback. Truth be told I was concerned the unorthodox walljumping wouldn't be well received, I suppose I just got a little too used to it. I'm modifying it right now, it should allow for walljumps regardless of whether the player is holding left, right or neither direction. As for remapping, I do hope to have that implemented by next Demo Day.

Aesthetically, I love this game. Mechanically, I'm torn. Shooting is great fun and clearing a wave is satisfying, but the ammo scarcity keeps getting in the way of that. It can be difficult to keep tabs on ammo counts for each weapon, and I often found myself pulling out a gun I didn't have ammo for. A few of the ammo pickups are a bit hard to see, especially at a distance, which aggravates the problem. My other major sticking point are the flies. Its very jarring whenever they hit you, especially if they come at you from behind or above. I think I'd be preferable if they pushed you in a direction other than the one you were heading in, rather than stopping you outright. This way they'd still exert their disruptive role without overly intruding in the player's flow. But that's just me.

Regardless, I'm very interested in seeing how this turns out.

Some thoughts:

  • Already very close to nailing that King's Field aesthetic, I'd say one or two art passes and you've got it. Very nice.
  • Combat is fairly simple, but again it feels in-line with KF. Enemies could do with at least one more attack/behavior to make them more engaging, and the player swings could stand to be a bit faster.
  • Exploration was enjoyable and gratifying. Opening up shortcuts, getting past the swinging blades, finding an axe, all good.

Its an early project but it feels like you know exactly what you want to make, and are well on your way to making it happen. Looking forward to seeing how this shapes up.

Movement feels pretty good, and I like using audio cues to let the player know they're running out of ammo. Looking forward to seeing more progress on this.

Took me a minute before I started to get it, but once I got there its pretty fun. Has potential.

I have no idea what this game is trying to be or do, nor do I have any suggestions or advice. All I can say is that it is amazing and belongs in the MoMA.

Thanks for all that feedback, and I'm very glad you enjoyed it. I'll get to fixing that bug soon.

I enjoyed the 1st/3rd person hybrid system in R6V, so its nice to see someone else giving it a stab. Only suggestion I have is maybe make pulling away from cover a bit faster. Feels a tinge too 'sticky' right now, though its nothing major.

Some thoughts:

  • Pretty enjoyable combat. Skills are fun to use and I appreciate the variety in enemies and encounters right away.
  • I dig the visuals, very clean and minimalist but still manages to produce some nice atmosphere.
  • Stats, inventory and resource management don't seem overly complex, which I appreciate.
  • Only bit of criticism I have is with the writing, feel like it could be worded better.

I'm usually not one for roguelikes, but I'll keep my eye on this. Good stuff.

Thoughts:

  • Player movement/control is close to feeling like it does in Castlevania.
  • Good improvement on the mountains, and with getting rid of those blur filters.
  • I like having all those sub-weapons available at once, though maybe offer an alternate control scheme that takes advantage of more keys/buttons.
  • Different buttons to open/close the pause menu is odd.
  • Transitions between rooms/sections are too jarring/immediate.
  • Level design is where I feel the main issues are right now. It can be difficult to gauge jumps, some jumps need more space to clear them consistently, destructible blocks and crumbling platforms don't stand out as much as they should.
  • I dig the music.

Overall it feels like an improvement over earlier versions, good work.