Skip to main content

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

BulletMagnet

21
Posts
2
Followers
57
Following
A member registered Dec 31, 2015

Recent community posts

Is there any additional information I can provide that might help figure out what the issue is, perhaps the "trial.log" file I attempted to send via the instructions on the game's Steam forum, that was returned as undeliverable? Thanks in advance.

Noticed that the game was updated and tried again; version 1.1.14 doesn't seem to work at all on my computer, I double-click the aforementioned .exe file and nothing happens. Please advise whenever you have a moment.

Hi, I'm having some trouble getting the game to run; when I open "kandria-windows" I get a black screen for a few seconds, but then the application minimizes to my taskbar and the process repeats without progress if I attempt to maximize it. Any help is appreciated, please let me know if you need any additional information from this end. Thank you in advance.

Something else that comes to mind is having some sort of "portal" or the like appear for a few moments on the spot the enemy is going to spawn, to give the player a bit of time to reposition and react. Thanks for replying to me, and best wishes on your future projects.

Perhaps another possibility would be for enemies to only spawn when the player is onscreen, or appear in more distinct "waves" that can more easily be indicated/tracked? Interested to see what you might come up with.

Hi, I just had a quick go at the demo, and while I liked a lot of what I saw one thing that I found quite frustrating was the fact that enemies can appear and attack with little to no warning from offscreen, particularly in locked rooms where they spawn repeatedly, leading to unavoidable damage. The addition of some sort of onscreen enemy indicator beyond the radar display would be a big help. Best of luck with the game going forward!

The workaround let me play the game, so thanks for that. :) The first/slow opened game is still there in the background, though, and makes my laptop fan cranky, not to mention still needs to be closed once you finish playing. Again, if I can be of any help in allowing you to pinpoint a more permanent fix let me know; thanks again for your help.

Hi, I'd like to try this but for some reason it runs very poorly on my laptop, the framerate drops so rapidly at the title screen it's unplayable. I'm on Windows 11, Intel Core 7 @ 2.6 GHz, RTX 2060, 16 GB RAM; let me know if any additional info might help you pinpoint the problem. Thank you in advance for your help.

Just tried again and the game works fine now, thanks so much for the prompt reply. :)

Hello, I got the game in a bundle, and the Windows version does not seem to work as a standalone application; it boots up Steam instead, and will not work even if you delete the Steam files in the folder. If you could address this so the game plays DRM-free it'd be appreciated; thank you in advance, and let me know if you need additional information from this end.

Thanks for uploading, it's pretty fun (my top score is 80,940,950, with Earth magic). One question, using an X360 controller I can't figure out what the "bomb" button is, and the config menu doesn't even seem to mention one; is that something you didn't have enough time to implement, perhaps?

In any event, there's plenty to build on here (it would appear you have at least some manner of rank system present, for starters), so hopefully you'll see fit to make more like this. Best of luck going forward!

I'll second this - enjoyed the demo quite a bit, but hesitate to pull the trigger because I'm much more comfortable using a controller. Support for them would be much appreciated!

Touhou with a touch of Twinbee. Dug the demo, hope this one gets finished proper.

I'm getting the "memory access violation" error as well, any help would be appreciated; let me know if any additional information on my end would help.

Hi, thanks for releasing this, it's good fun. One thing I will suggest, not so much for the game itself but the readme and the page here, is that while many of your players have probably played Espgaluda before and already know, for new people it might be a good idea to note some of the less obvious mechanics at play, most notably 1) The amount of energy decreases faster whenever you defeat an enemy, and 2) The point value of score items increases the more of them you obtain in a single "hyper" session. This will help them get more into the risk/reward of high scoring. By the way, is there a way to view one's high scores that I'm missing? Thanks in advance!

Thanks for clarifying a couple of things. I don't know how much more work you plan on putting into this, but my top suggestions would be a transparency adjust option for certain elements (score numbers, blood spatters, etc.) and perhaps a bright outline around certain enemies to make them easier to make out. All the best with your future projects.

Hi, I've put a bit of time into this and thought I might offer a bit of constructive criticism:

- The fact that most characters' sprites are vertically-oriented makes it feel unusual for a horizontal shooter from the get-go, but putting most of their hitboxes on their lower halves was particularly difficult for me to get used to.

- Even when I was managing to keep an eye on the hitbox, oftentimes either the flashy effects of my charge shot, enemy explosions, and/or pop-up score numbers would end up obscuring my character and/or an enemy's attacks, causing me to lose my place.

- In similar fashion, while hostile bullets are usually easy enough to keep track of, the enemies themselves, particularly the frustratingly relentless tent dwellers, are frequently able to sneak through the chaos undetected and bum rush me; also, when recovering from a death the bloodstain effect tends to make it difficult to get a bead on my position before the invincibility runs out, frequently leading to a quick repeat death.

- Most of the treasure chest items you find seem to just increase score, but I think some do other things; it's hard to tell, though, since you just grab a whole bunch at once and move on quickly to avoid being swamped. Is there more to pickups than points, or am I imagining things?

Hopefully most of that makes sense, let me know if I need to elaborate on anything. Thanks for sharing so much free stuff with us, hope you're able to enjoy the holidays coming up.

Thanks kindly for getting back to me: weirdly, I tried the game again the other day with a different controller (but the same make) and this time the A button seemed to work, which is especially weird since no other game gave me that sort of trouble...I'm kind of at a loss, frankly, heh. In any event, thanks again, and let me know if there's anything you'd want me to help you test.

Hi, I'm playing this game with a third-party 360 controller, and while all the buttons work fine in the menus, during actual gameplay I get no response from the A button (though the B button for dodging works fine, as does the analog stick). I'm on Windows 10, if that helps - any help you could offer would be appreciated. Thanks!

Hi; I like what I've played of the game, but during the "knife fight" after a few attacks the game seems to semi-freeze and I'm unable to click anything or progress; any idea what might need fixing? I'm on Windows 10 if that helps. Thanks in advance!