Skip to main content

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

chaikadev

321
Posts
9
Topics
259
Followers
71
Following
A member registered Sep 30, 2016 · View creator page →

Creator of

Recent community posts

Alright. I saw your twitch playthrough after I replied to you.

Thank you for the feedback! Which surfaces couldn't you climb on?

Good point about the controls. I released a new version of the game with a consistent scheme.

(1 edit)

Yeah the gliding has a lot of momentum involved.

Thank you for the feedback. I wanted to do more advanced flying physics and add more effects but I ran out of time.

I might actually do this, thanks for the suggestion.

I got filtered by the first wall, I can't latch unto it a second time.

I like the game's aesthetics but the camera acceleration and low FOV makes it very unpleasant to play.

Thank you for the feedback!

Thank you for the feedback!

(1 edit)

This game was made for the Brackeys 2025.1 jam. You can vote for it here: https://itch.io/jam/brackeys-13/rate/3349788

(1 edit)

Thank you!

Thank you!

Thank you for the feedback! What do you mean by strange?

Thank you!

Nice work! I like the idea and the voice lines are funny. At first I didn't understand that the gates on the floor are harmful to the sheep. I played the tutorial too quickly. I wish the game would communicate more information to the player like how many sheep you have to bring to the pen to win.

There's something wrong with the chopper's movement, it's rotating way too fast.

(1 edit)

I expected a monster to come out at night but I was wrong. Unless I didn't play enough?

I like your use of colors.

(1 edit)

First, your game has high ludo energy. It's very immersive. I like the feeling of being small and seeing my objectives from very far away. The level design is excellent. Is your game going to be purely linear? It feels ripe for a metroid-esque or DS1 interconnected map.

Here's my list of things that I noticed as I played the game:

The protagonist looks great. Its anthro design with thick thighs is reminiscent of sybil from pseudoregalia.

The tutorial text goes by a bit too fast. You need to have a way to reread past sections. Or at least a button prompt before the next dialogue line appears.


I found one of your easter eggs lol.

The idle animation is amazing.

I'd like checkpoints to save the equipment I had at the time I reached them.

The rappel section and everything after it needs to be a bit more forgiving.

It would be nice to a have a way to test your equipment safely in the level design before committing to a potentially deadly jump.

If you throw a spear from too close at the green blocks, it doesn't work.

One of the checkpoints is bugged. It was respawning me in mid air, under a platform. There was no way to stop falling to my death every time. It's the first checkpoint you encounter after you leap back to the giant block you threw your spear at earlier.


My run ended here. I had a lot of fun. I was totally immersed. I will follow your game's development closely.

(1 edit)

Nice game! The combat feels satisfying and I like most of the animations. The music is good.

Nitpicks:

  • The gameplay mechanics are introduced too fast, I didn't have time to get used to them before moving on to learning a new one.
  • The font needs a lot of work. The "n" looks like an "h". You need to adjust the kerning.
  • The UI takes too much space. Especially when points pop up.
  • The sprites need some work. Which sprites have outlines and which ones don't seems arbitrary. The color usage looks all over the place. A more limited color palette could help.
  • The menu transitions are at a different pixel scale than the rest of the game, it looks off.
  • I had issues with the audio muting itself.

I would have liked to play more levels. Is there only one besides the boss rush? Anyway, I hope you keep working on your project. I had fun.

(1 edit)
Didnt notice that, still advise you to make more descriptive and reactive icons so you can see whats going on without clicking on every unit

You're completely right. There's an icon that should display on the right of the label when a unit is out of ammo. I'll have to check if it's bugged or if its conditions are hard to achieve. (running out of all types of ammo, instead of 1).

But the tank is just pz3 and I dont know why to use it in something historically non-accurate instead of charismatic things like early french tanks for example

Yeah I know the kangaroo looks a little too much like the pz3. My goal is to have original designs. Newer vehicles should fit that criteria better.

Same goes with the artillery, you just slapped a box thing in the middle of pz3

Reuse of other vehicles' chassis is very common IRL. For example the german guepard SPAAG has the same hull as the leopard 1.

Thanks for the feedback!

Amazing art in the main menu, did you draw it yourself?

No it's by Hirotonfa.

Can you add the main commands as buttons somewhere in ui

Yeah I'll do that eventually.

It feels like the motor sfx is bugged

It is

Units randomly stop shooting or even stop completely, at the same time I suddenly got control over enemy unit so maybe this is related

Units can run out of ammo. Did you press tab by mistake? In debug mode you can control enemy units.

Also are your units models final or wip?

They're final-ish. The textures and mesh might receive improvements but their overall design won't change.

That's fascinating, thanks for explanation.

Thanks for the feedback! It's true that there's a lot of clutter. I might make the labels smaller next time. Eventually I'll also add platoons (groups of units under the same label). That will help too.

(1 edit)

Interesting! I have another question, are the in-game vehicles (such as the attack chopper) 2D sprites or actual 3D models?

Nice progress! I love your pixel art.

I was wondering something. In the image you featured in your patchnotes below, how did you draw the mech? Good perspective knowledge only, or do you have a 3D model for reference?

(1 edit)

The gameplay is excellent. I like the low-detail environments. It makes the game very readable. The sandbox approach to missions is fun as well.

If I had one criticism, it would be that the futuristic elements like the shield regen and railgun don't mesh aesthetically with the ww2-era tanks.

(1 edit)

I played 30 more minutes. I'd love to have a velocity vector symbol on the cockpit's HUD to help me shoot at weird angles and a zoom button for long range shots.


I enjoy the base mechanics a lot. I can't wait for new content.

(2 edits)

Thanks for playing!

It was a bit odd to see enemies just pop in; will there be e a fog of war in the future?

No. The game series I'm inspired by (wargame) doesn't do it, so it's not going to be in this game either.

Is there a "mass embark" button? Pressing X on a group of transports disembarks all troops but for embarking it seems like you have to do it one by one.

No, but I'm planning on adding this feature.

Thank you for the feedback! I'll adjust the game accordingly in a post-DD patch.

Thank you for the feedback! It's possible the LoS is bugged in this example, but I think the infantry unit may be non-visible because of the forest. I'll have to explain this mechanic carefully in the eventual tutorial.

(2 edits)

It's cool to see you updating your game! It's getting better and better. It's my first time playing since DD57. My thoughts are similar to back then. It's good that the controls are more intuitive, but I miss some of its aspects in DD56 like being able to aim the cannons without changing the direction you're heading.

Additionally, please let us activate more weapons at the same time. Especially the light cannons.

(1 edit)

I tried to play with fellow agdg devs but we couldn't connect to each other's lobbies. The direct connect button didn't work either.

(1 edit)

I love your game's aesthetics. Is making a sled in the first death spikes level the intended solution?

Interesting rts, reminds me of the wargame series. All the mechanics like panic and ammo types are really cool, looking forward to playing this again soon!

Thank you! The wargame similarities are not a coincidence, it's my main inspiration. You could say I'm doing a "wargame-like".

I don't think that right click for re-embarking infantry is listed on the controls. minor bug , while I'm attacking with Q or with T, if I click outside of the map, this glitches out the aim maybe a balance thing but I can blob a lot of tanks by assigning them to follow one unit such as a recon and destroy anything with a super volley, without worrying about formations.

Feedback noted, I appreciate it.

- This game is a lot of fun. I love the bombs, they're very satisfying to use.

- You need to add a next level button and some way to move the camera.

- It's hard to place units on top of and behind walls.

- You should add some flowers to contrast with the green. Too much grass.

- Navigating the menu is a bit annoying. There's enough room to display all the buttons at once.

Nice game!

About the player handling: The movement speed feels too slow. I'd say increase the move speed by 50% and the space between the obstacles too to compensate. I don't like that the character turns by itself unless the track is tilted.

Maybe you could add a reward for doing tricks like a speed boost.

The camera feels fine.

The visual style looks plain. I'm surprised you asked about this since most assets look like placeholders.

I hope keep posting progress, I like this kind of game!


Nice game as always! Just letting you know you can get stuck in the corner behind this garbage bag.
(1 edit)

Thanks! Main menu is going to be patched in quite soon.

Thanks for playing!