Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

brimstonewalker

251
Posts
9
Followers
2
Following
A member registered Apr 15, 2018 · View creator page →

Creator of

Recent community posts

>I'll juice them way up in the next build, expect geysers of blood...

Don't make me too excited please :P

>Are you sure it wasn't a C-RAM turret shooting them down when you were tossing one?

Now that I look closer - yeah, I think you're right - they are being shot out of the air. It's a really cool feature, but I didn't quite understand what's going on at the time. Make of it what you will, but I though that was a bug.

A love letter to /agdg/. Pure sovl, even if it's a bit jank.

Nuke effect is gorgeous. Lazer shoots the lazer somewhere off target, so is the railgun. And while railgun is a hitscan - it kinda messes up the lazer since the hitbox goes to the left of the target reticle.

Also - I don't think large open areas work - arena defense and the level with the thruster were kinda boring. Smaller levels are fine though, loved uncovering secrets by shooting walls.

I have something to add aside from what I've said on stream - I feel like right now the writing is a bit too cliche. Maybe that is your intention, but most of the "plot twists" are kinda obvious - the fairy obviously is leading you into a trap, Strauss is obviously an evil vampire, scared woman obviously hides something/knows something. I dunno if you're planning to subvert those tropes later down the line, but if not - it may become boring story-wise.

Liked 2/3 new levels. Liked the skunk and the sniper bot, leg guy can fuck off, he's not fun to fight in a large open space.

Every time I killed the sniper bot - his rifle flew somewhere, so I couldn't really test it - but I dig how you've changed the grenade launcher.

Cool stuff. 

Please don't make me fight legbot in a large open space again.

Great progress, liked the new level, even though it felt kinda random-ish. Platforming is fine, but new moves (air dash) feel like they either don't have enough weight or too much. May need a bit of tweaking.

Wall jumping is a bit uncomfortable right now, tried to avoid it. And there was one bone missing.

Cool stuff, but I kinda wish the level was more streamlined. Not necessarily linear, but right now it feels like a collection of random platforming challenges.

(2 edits)

Feels like an idle game since paddling provides too little to actually bother paddling. I think this is also a problem with the difficulty curve - early levels don't need you to regen mana for the balls, while in later levels it won't matter since your ball will die before reaching the paddle back. 

Shop is nice, I dig different ball ideas, though not all balls are made equal I guess - heal ball is kinda trash before the first merge, while earth ball is good from the get go. Predator ball is fine, fire ball needs item upgrades before it becomes viable - and even then it's still very reliant on RNG.

Music is nice, I like it quite a lot.

Good stuff, but needs more tweaking and polish.

Also - you can just not release the balls when the level starts and win every single round. Probably a bug.

(2 edits)

Girl animations are very nice. Customization is very welcome, but dog model didn't update even if I changed it.

Fans are extremely finnicky - it took me quite some time to understand how they work. It feels like they apply "realistic" physics instead of the normal "apply force until player is X meters up in the air", and that messes up some platforming sections for me.

Enemy AI prioritized duck instead of me. Controls broke a couple of times - at some point my sliding was disabled, and sometimes the girl won't exit the last slide frame until I jump. 

Looking forward to see more updates!

Gotta be honest - I think you should work on game feel first and then bother with the gimmics and various systems. Cuz right now it feels worse than morrowind combat.

Didn't read the wall of text behind the start point, and the "small note" is multiple pages long.

It's extremely barebones. Fighting doesn't feel good. In fact - it doesn't feel like anything. Death isn't programmed in the game yet - but even then - it took me a couple of minutes of standing still to get my health to zero. Well, not exactly still - I had to move a bit to make sure the slime hits me.

That's kinda unacceptable IMO. If your game isn't supposed to be an action game - then you need a proper tutorial to let the player know how gameplay works. If it's an action game - then you should prioritize action first.

Right now - it's extremely raw. There was one suggestion from the stream chat - "Make one small room with a slime and make fighting it interesting before doing anything else", which I think is a great idea.

Fantastic artstyle, both for the character and the map. Platforming works, ledge grabbing is much appreciated. Scooter feels just a tiny bit clunky.

Big props for controller support, but usually I expect circle button to exit the shop (start button exists the shop intead).

Great stuff, I wish the level was bigger though.

It works, but I couldn't get myself to slide down the slopes.

Walking animation is a bit bugged - legs don't move. 

There isn't much to do, unfortunately.

(2 edits)

Peak sovl. Love the destruction, love most of the weapons, love the graphics, love the audio. The audio is actually, unironically peak. Finally, my purchase of good headphones is justified lmao.

I really can't say anything negative about this game. Pure GMI energy.

Needs more blood on the bugs though.

UPD: I just remembered - the grenades seem to fly on the same "plane" as the buildings. So while it does move in an arc - it can hit the building in the way of an arc (as it was shown during throwing) and get blown up - so it isn't really usable for sneakily tossing them over buildings. I think that's a bug.

Beautiful visuals, really cool shader on the mech. Mech torso rotating separately from the legs is a nice touch.

Other than that - unfortunately there isn't much to do.

Very solid NES-like. Punching hitbox is surprisingly generous, but it took me too long to find out about the up-punch. Managed to reach wave10 without using the block.

Jumping through the platforms is a really nice addition. Love the progression with more crabs and more species of crabs, though drill crabs happen too soon imo.

A very nice arcade game, loved it!

It works. Opponent sprites are pretty cool. I didn't really understand what "Kill Bet" does, but it sure did kill an opponent with low cash. Also took me a bit of time to understand that one of the cards is not for me to use.

Yellow highlight was also a bit confusing at first.

Holding F to speed up is not very comfortable, maybe it should be a toggle? Default animation speed is extremely slow.

Beat all 3 opponents and ended up playing poker alone.

Footsteps were just too silent when I started the game - tried making them louder and heard the hum. Made sfx quieter to not hear the hum and I don't recall noticing/hearing footsteps, so you may want to adjust the volume of footsteps as well

I've tried it on Mac (same browser - Vivaldi) and it works. Doesn't work on Windows though, for some reason.

Also encountered the same problem today with another in-browser godot game where fire effects won't render in browser. Dunno why, may be a godot issue

Pure, unfiltered, concentrated sovl in a small package. Absolutely AMAZING tutorial, controls are very fun, so are some of the weapon descriptions. Not all characters are created equal - hacker is kinda boring while arsonist and chainsaw guy are great in both gameplay and descriptions. Music is balls to the wall, which is also great.

I really dig projectile ricochet, but it seemed to me like it bounced too many times. It did lead to some fun consequences like bullet going all the way back to my team, and it's great, but... I dunno, I both like it and at the same time think that it's kinda too over the top.

It felt like some vfx didn't exist or load for me - I had no explosions and no fire sprites. May be a bug.

Needs more content, and I wish those funky drawn characters from the capsule and previews were in game (as those drawing, not as pixelated amogus looking guys). Also - I see what you did there with the decapitated body sprite.

Good stuff. 

I've played it on stream, your game starts at 0:58:22

https://www.twitch.tv/videos/2345058995

Hopefully it helps

Models are kinda uncanny, especially mom&dad. May be the case of "Scott Cawthon games before he made FNAF" kinda deal.

I really like how you can interact with the physics, there seems to be a lot that can be done with that.

Did not really care for the story, but I appreciate that it's there. Also - having kids do what strangers tell them over the phone is a really, really bad idea. Even if the entire neighborhood is gone, mom got that fluoride stare and dad was norwood reapered.

Reminded me of PSX/old PC quests, early 3d ones. Which is a pretty good vibe. Did not like how the camera moved in third person, first person felt pretty good, but I wish I could jump and interact with mom/dad/phone/cat in first person.

Lots of bugs, major one - the game not loading properly. Also tiny little glitches.

It's an intriguing little game. A bit too clunky for my liking, and I wish it was more stable. But I really, really wanna like it just for sovlful aesthetics of pretty much everything.

Sea depth skybox is fantastic, so are the models for the Iso-chan (I'm coining this nickname, copyright, trademark, etc) and for dead crabs. Map is surprisingly vast, but relatively easy to navigate - though I would've preferred more landmarks for where I could and couldn't go. Jumping feels good, but I would prefer a bit more water control (air control but beneath the brine) - though it's a very minor nitpick, I didn't have any issue with current controls.

Harpoon throwing is good, appreciate the visual trajectory - though it flies EXTREMELY far with proper angling, and can be thrown almost across the map (which may not be optimal, especially with the grappling rope attachment). Speaking of grappling rope - it's a bit too finnicky, especially when you swing. I didn't have any problems, BUT I can see how it could become an issue. Also I would prefer some notification about when the rope is about to run out and I'm gonna fall - but that's probably in the QoL department.

Ambiance is nice, though there is some low freq ambient noise in the SFX channel. I would imagine it's intended since you're underwater, and God knows what's making that noise in the dark depth of the sea void - but it also messes up other sounds on the SFX channel (like footsteps).

It's a solid start for a platformer, and the setting is fairly unique. Looking forward to see it developed more!

Plz let me harpoon the fish to death.

Fantastic stuff, really solid megaman-like. Only real issue for me was the lack of VSync - everything else was pretty much perfect.

I didn't really utilize transformations much, default armor mode is just too great and versatile. Bomber guy is pretty neat, but he severely lacks in the moveset department compared to the motorcycle guy or the deafult armor guy.

Holding circle button to open the transform wheel takes just a tad too long for my liking, but that's a minor nitpick.

Didn't really have much trouble with the bosses.

Good stuff, fantastic visuals and really tight gameplay. Looking forward for more!

Aight, so... It's an improvement from previous demo. A small one, but an improvement. It's not exactly unplayable, like the last time. It's just playable. Not on the controller though, but whatever.

So let's start with the positives. The shooter guy can actually shoot in the direction of the mouse click. That's nice. That's an improvement. And levels are no longer empty - they now have random junk scattered around. That's also nice. I figured out that you can destroy junk for cash and allies. That's great! Because with allies from the crates I no longer had to experience The Gameplay!

Why would I not want to experience The Gameplay? Well, for starters - you're still locked in the animation. It's great if you want to feel like a turret, but every single TF2 engineer knows that the moment you leave the turret unattended (aka - stop healing it) - it's gonna get wrecked. And that's exactly what happens here. AOE attacks that God knows who's doing from across the maps right at you don't help. Dash that recharges for god knows how long (aka "too long") is pointless and might as well not exist. Primary attack is fine, shotgun is good - the actual weapon I used to clear enemies.

Well, until I got a character with a yellow bar spawned in the first level and got killed. Now that's a lot of fun - having no way of dealing with them aside from kiting and pretending to be a turret while balancing on barely any health from one hit from him. Or better yet - getting one-tapped. Balance is still horrible.

Melee guy is worse. Non-cancellable animation, again. The only viable move (the whirlwind) hides behind an extremely long cooldown AND gets cancelled the moment you stop pressing shift. And that means - the only instance of move cancelling doesn't actually serve any purpose aside from making the experience more miserable.

Got killed a couple of times by a crate falling on me. Fun.

Allies use the same models as enemies - only distinguished by green circles which aren't that visible once the VFX start playing.

Levels are differentiated by the kind of enemies spawn in the beginning. While having random junk with goodies on the level is nice - it doesn't make the arena more interesting.

I did not have fun playing it. In fact - I kinda suffered through it. There were improvements from the last time, sure. There are less characters now, and you can shoot in the direction of the mouse. Though I feel like that should've been in the game from the very beginning.

I think you can salvage it, but I also feel like feedback is falling on deaf ears, cuz non-cancellable animations (especially on the melee guy, cuz they are VERY long and close range) were in the last demo, along with insanely long cooldowns and unbalanced enemies. I have no idea what your vision for this game is, but so far it's not the kinda game I would be willing to play voluntarily.

Such a cool NES man-like. Absolutely loved it - a bit of a puzzle man, just a tiny bit of action man (trying to shoot snake men and dodge bullet men from primitive men). Music is not distracting and didn't seem repetitive to me - though I was focusing hard on trying to play the game. Managed to find cash (why is cash, and not cash man?), and stopped after reaching meat men. 

It's very cool, and big thanks for including teleportation - it's such a nice QoL to have. And the fact that everything is "man" in the game is adorable.

Great demo, got very invested in it and absolutely loved it.

I gave up. Got 9 seconds on normal and around 18 seconds on beginner. Quite proud of that.

"Cover" mode seems to still play the original - stream segment of the game got muted.

Can't say much else, I'm not a IWBTG fan.

I want to like this and at the same time I want to hate this. I have quite a lot to say, so I'll try to structure this feedback in some way.

So, let me start with what I liked. There seems to be a lot of interactivity, and I quite like it. I seem to be able to talk with some NPCs (even though they tell me gibberish - but that may just be a broken font), I can grab junk beer, I can buy some stuff from street vendors, I can get run over by a car, enter some buildings... It's neat. There seems to be some sort of faction mechanic underneath. Grappling hook works, and the map has a lot of neat verticality - which is good. Even a built-in height limit! And quite a number of guns, which work well enough. Bazooka shooting pistols is pretty funny. 

It seems like a lot of effort went into this game, and it shows.

Yet it also shows that it's held together by sticks, play-doh and a prayer, and those construction materials don't seem to like each other very much. It feels like it's constantly trying to break. Completed missions keep getting completed over and over again. Health decides to decrease itself randomly. Damage indicator shows up whenever it feels like it, and it doesn't really like synchronising with health very much. It's extremely rough. It's playable, but it borders on the edge of "technically playable". Some damage deals 13 points to health, some just kill you. Physics also wanna take a bite out of player, including the vent in the bathroom. But that's not the worst problem of this demo.

The worst thing about this demo is the color scheme. I guess you wanted to hide untextured assets, and it looks cool on screenshots, but it's EXTREMELY unpleasant to play. I played for 40 minutes, and I had to take a break and close my eyes for a bit, even eye drops didn't really fix it. It's a huge strain on the eyes, and what's worse - some scenes in the game are so overcluttered with objects that it becomes close to disorienting, even after you kinda get used to playing. Maybe it could be fixed with shaders, maybe it could be fixed with contrast sliders - I dunno, but I'd say this colour scheme is borderline criminal.

It's not a bad demo, and I don't wanna crab or shit on it. There seems to be a lot going on, and I like what you have going on here in terms of mechanics. And I understand that imsims are tough and bugs are gonna be present in the demo, that's to be expected. But the visuals... Sorry, I legit hate them. That is my biggest complaint, and what's ruined this demo for me.

It works, kinda. Doesn't play well with a 4k monitor - had to change the resolution to see what's going on. Pretty barebones, but I guess that's to be expected.

Icons on the blue bar didn't render for me for some reason, so that was broken.

Terraforming is pretty neat. Door tool and window tool failed to activate for me.

Nice tech demo.

Very cute game. Mechanics reminded me of "Max & The Magic Marker" (took me a bit of time to remember the name). Except yours is much tougher due to physics - I wouldn't have been able to solve the majority on my own. Or it would've taken me a long time. I reached the "cans of paint balancing on the ruler" level.

Graphics are simple yet cute, love the fact that paint is left on the stage after every single action. I very much dig the mechanics, and addition of different properties for the drawn lines is a nice touch.

I didn't expect this to be a puzzle game, but I liked it quite a lot. Good stuff!

It feels very polished. Kinda wish controller was supported, but I have a hard time imagining how it's gonna go with the 360-aiming.

A very solid metroidvania, both mechanically and graphically. I didn't have that much trouble with the level design aside that one time when I fell down and kept falling due to disappearing floor - now that was dickish.

Noticed lots of stuff that's unlockable with grenades and tiny crawlspaces where I could slide before I could actually slide, which is nice.

I don't have much to say, honestly. It's great and it's very polished. Good stuff. Kinda unfair to other demos submitted due to how great this is.

Pure, unfiltered, concentrated sovl in a small package. Absolutely AMAZING tutorial, controls are very fun, so are some of the weapon descriptions. Not all characters are created equal - hacker is kinda boring while arsonist and chainsaw guy are great in both gameplay and descriptions. Music is balls to the wall, which is also great.

I really dig projectile ricochet, but it seemed to me like it bounced too many times. It did lead to some fun consequences like bullet going all the way back to my team, and it's great, but... I dunno, I both like it and at the same time think that it's kinda too over the top.

It felt like some vfx didn't exist or load for me - I had no explosions and no fire sprites. May be a bug.

Needs more content, and I wish those funky drawn characters from the capsule and previews were in game (as those drawing, not as pixelated amogus looking guys). Also - I see what you did there with the decapitated body sprite.

Good stuff. 

Maybe consider adding destructible environment, worms style?

Very gentle amount of punishment, just the way I like it. Controls are very tight, so are the levels - obstacles are placed not too sparingly, not too dickishly (is that even a word?) - once again, just right. Margin of player error seems to be very gentle - not too forgiving and not too punishment.

So what I mean to say - I really enjoyed the game, even though I don't play time attack/hardcore platformers on my own. Also some levels seem to have almost rythm-game like flow to them which I appreciate a lot.

Colour scheme switch is great, though it seems like not colour schemes are created equal. But hey, more options for the player is good, right?

Good stuff, I liked it quite a lot.

Character editor works perfectly and may even be better than Oblivion character creator in terms of creating blue eyed melanated bipedal fish.  Memes aside - it is a nice character editor.

Main game works, but there isn't much. Combat didn't really work (took me a bit to realise I need to equip the sword, but still). Spooky teddy bear with red eyes - was hard to find the switch to turn the lights back on.

Curios about where this game is gonna go. Keep it up!

Movement is mostly fine, but needs a bit of tuning. Aiming at jump pads and enemies works, but air velocity is a bit too much. That would be fine, but air control is very tough - especially visible on the platforms at the edge of the map.
Spinning is good, but feels just a tiny bit slow - and it shouldn't probably last that long - sonic keeps spinning when the velocity slows to a crawl. I'd say the same for actually running - final speed feels good, but the gain is a bit too slow for my liking.

And at last - it feels like you slow down at the peak of a loop, as if you're using actual physics and not sonic physics.

Overall - it's a good start, but needs polish.

It kinda works? The initial window is tiny and immideately locks the mouse, it's insanely hard to get to fullscreen - which is probably the hardest part of the game.

Controls are a bit wonky, and it's not immideately apparent that it's a stealth game. But it kinda works? Managed to get to the third stage without many issues. Going over beams near the ceiling over many enemies is very nice but not challenging.

But yeah, lacks content. Severely lacks content, unfortunately.

Very cute and very short. Nice cutscenes, great artstyle. Music is a bit unfitting - I kinda expected something more cheery.

I dig metroidvania-style progression. Most of the game wasn't hard, but the boss, especially second phase with bullets from up top is BS, not a fan. Had to cheat to beat it.

Otherwise - very cute game, very lighthearted. Please nerf the boss.

(2 edits)

So, uhh, Bonzi Buddy/Microsoft Office Assistant, but with boobs?

She didn't really respond to inputs. I managed to get her mad a couple of times, but I wasn't sure what made her that way (typical woman experience, I guess the game is pretty faithful to the source material in that regard). Unfortunately there isn't much to do. I mean, sure, you can, uhh, accidentally swipe the mouse across the boobs and they would jiggle, but the physics are kinda off. Her hand clips through the boobs when she's waving at you, and it feels like you tried to contain her animation in her window - so the waving itself is very uncanny. Bag also clips through her arm.

Again - there's really pretty much nothing here in terms of gameplay - the only thing that there is to interact with is the shop. It took around 1min 15sec to go from 102 to 104 (I spent initial cash to buy a bag). If I were to assume I get 2 points per minute - it would take 125 minutes, or 2 hours, to get one music track, more than 4 hours for a single piece of background, more than 3 hours for a jacket. Cheapest option (a hat) takes 50 minutes. It feels like there's gotta be some premium currency down the line, "use 5 diamonds to skip the wait" kinda deal that's all over mobile games nowadays, because otherwise - those wait times are atrocious.

Now I understand that that may probably be intentional, this is a "run in background doing nothing but drain resources and play a funny animation every now and then" kind of application, BUT. Unlocking all backgrounds  takes 6500 points, which would translate to 54+ hours of having her run in background. Which MAY be possible if you work remotely and spend 8hrs per work day on your personal PC - but even then it would take more than a week to unlock that. And I haven't counted music and accessories.

So yeah, in-app "economy" is pretty scuffed. Easily fixable with Cheat Engine, of course, but still.

Considering this is an app that's supposed to just run in the background and provide you with visual relief - I personally would not include music, OR let it connect to spotify/apple music/youtube music/whatever. You have a decent selection of chill-like music, and it may be fine for some people - but I personally don't know many people who work while listening to lofi chillhop while working - it's either nothing, or podcasts, or some rock/rap/other kind of upbeat music. It may just be that my perception is skewed, but IMO music will be turned off by the majority of people if the app was to be used as a background pretty picture.

Character is cute, but a bit generic. She doesn't look like she should have abs, but she does. Oh well.

I dunno what you wanna do with this app. If it were to be a "desktop companion" - then I dunno. 2007 called, they want their office assistant back. Especially considering some editor apps have similar functionality built-in as plugins.

If it were to be a game - then KinitoPet immideately comes to mind. Bear in mind that KinitoPet came VERY close to being considered a virus/spyware by some due to some of the activities that it performed. Otherwise - I have no idea how this app could be made into a game, aside from becoming a clicker game.

Oh yeah, and no anime girl will ever replace my boi F1 from my childhood memories.

Reminds me of Q'bert and flash games. I really dig the difficulty progression, it's actually pretty good - gets tougher the more you play. Nice!

Flying birds from door attack is BRUTAL, mainly cus it's hard to understand what squares are gonna be affected by it.

Didn't finish it, but I managed to get to 20 stars a couple of times.

Cool stuff, needs more different enemies and more floor layouts.

I really do dig the overall style of the game - the graphics, the weird song, the menu - it's good. And combat visually seems fine, it's messy, but it kinda works when you're watching it - which is good, and seems much better than the first gifs/webms posted in the thread when the characters were 2D.

But unfortunately the gameplay doesn't connect with the visuals. It feels kinda imprecise. Like - hits missing when they seem like they should've landed and hits landing when they should've missed. The idea for "you have to commit to a move" is interesting, kinda reminds me of YOMIH. Problem is - you're still binding the gameplay to real time while making the player sit out and wait the end of the move. And at this point even though it looks fine from a distance - to the player the game starts to feel sluggish.

I honestly don't know what to suggest. It's an experiment and I can dig that, but it didn't really work for me, sorry.

Insane amount of progress since last time. Much better models, which is great. Character models are uncanny valley dead eyed, which is probably how an actual barista looks like after "Moe Moe Chu"ing the customers all day. 

Coop works and is great, though probably needs a word filter for the usual no-no words. Otherwise - it was an absolute shitshow.

Mouse seemed a bit jittery, dunno if it's a browser issue or an MP issue. Also - I randomly deconstructed the table while trying to brew some coffee, maybe you need better keybinds.

Didn't really get to experience the tea brewing mechanics, but I like the "buying more stuff for the cafe" progression.

Also - in MP multiple people can start moemoeing customers, and one player can get "stuck" moeing into oblivion once the customer leaves. That is hilarious, but may not be intentional.

It's still a lot of fun. I'm really looking forward for the next update.

Don't starve but cute and chill. Screenshots didn't really do it justice (they seemed a bit too overloaded), but when the image is moving (in gifs or when you're playing it) - it's great. Absolutely love the crayon drawin aesthetic of the entire game. Music is chill and very suitable, character sprites are cute (I only played as bird characters though).

I don't mind the tedium of collecting resources, though it seemed to me that having an entire tree drop a single log is kinda... not fair. Gimme at least 2 or 3 please? I wiped out a lot of greenery around the base very fast.

My only real gripe is - the quests don't really register stuff that has already been accomplished. Like - I've built 2 shelters before the quest popped up, yet the quest wanted me to build 2 more. This is VERY annoying, especially since I had to go very far to get more resources. But the game is so cute I can forgive it.

Very cute game. Absolutely loved it. Puts me into just the right sort of resource grinding trance.