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Stardust

11
Posts
2
Following
A member registered Jul 30, 2022

Recent community posts

Gosh, well now I just feel like an idiot XD

Anyhow, great game! I really like your artstyle.

Oh, yeah that was the issue. Thank you very much for the help, I was trying to play on an offbrand controller, since my keyboard doesn't have dedicated arrow keys. Tried with one that does and we're all good. Thanks for the assistance.

Well, at the moment it doesn't seem to work particularly well? Level-ups seemed to generally be non-permanent and seeing as the hero doesn't have an hp display and deals 10+ damage at lvl1, it really doesn't make much of a difference what monsters you place. So gameplay-wise, the game honestly seems sort of uninteresting in its current state.

The visuals are very nice. The art is stylized nicely and works in a way that makes it easy to forget that none of the assets actually have animation besides moving a png. It's coherent, thematic, a bit cute, and all in all this game's strong point.

The concept is very fun and handles the theme of the game jam in an interesting way.

This game has me hoping that development will continue. What's here now is a promising demo that warrants interest. I do think it's quite nice.

Thanks for responding. I did try installing it a second time, about to try a third ^w^"

I did manage to start the game, the error occured when attempting to pick up the first suitcase

Liked it. In a way, it's pretty ambitious to make a 3d game in 48 hours, and it works nicely. Honestly I would love to see this get more depth in the future, but what I'm seeing now is a fairly fun game with sort of Plague Inc. esque gameplay. The sound is calming and I think that suits the nature reclaiming city theme fairly well. It works well as an idle-ish game, since visually it's not a full attention type of game. I like it.

I like this game, quite a bit actually. It's fun, slightly hectic and definitely interesting. Gameplaywise, it fits into a similar genre as overcooked but it's quite creative, and I like the twist of getting high on your own supply, although I honestly don't know if I would consider it a role reversal.

The gameplay is really fun. The movement is intuitive and the controls are simple enough to pick them up quickly, allowing you to immerse yourself in the gameplay going forward. I like that you get a short grace period when a new mechanic is introduced to try it out. I did have some issues, two to be exact. The first is that I couldn't use the potion combining station and the pickup positions weren't telegraphed very well. For example, picking up blue feathers from the side almost always required multiple repositions, and the range on the teleport table was so big that I couldn't interact with the stations on either side while something was on it. The second was that I kept getting caught on invisible geometry, which would not only add delay in the movement but also reset momentum. That bug was quite frustrating, though I must compliment the gameplay for being able to draw me in despite that. The mechanic of drinking potions yourself is fairly straightforward, but it's a fun balancing act that works really well with the hectic gameplay.

The visual design is very vivid and satisfying. The items are very recognizable, the patrons have some variety that's just enough to tickle your peripheral vision and I like the clear telegraphing of the colors. I will say that the tutorial screen is pure visual overstimulation for me, mainly since it combines different pixel art styles, palettes and pixel sizes on a pixelart gradient background. However, the assets are quite pretty and, ingame, fit together surprisingly well. The only exceptions would be the potions, which were a bit of a letdown to me, due to their somewhat dull color. I think maybe making the outline similar to the empty bottle's would help them blend into the art style a little better. That said, it's remarkable that all of these assets succeed and forming a cohesive artstyle despite their inherent differences, and a pretty one no less.

All in all, a fun and creative game. I look forward to playing it more once the invisible walls are gone.

Not leaving a rating just yet, but I got an Error message and figured I'd ask about it.

############################################################################################

ERROR in

action number 1

of Draw Event

for object objBag:

Trying to draw non-existing sprite.

at gml_Object_objBag_Draw_0

############################################################################################

gml_Object_objBag_Draw_0 (line -1)

I like this game. It's simple but well-executed, it takes the theme and spins it around a little to see what falls out. 

The UI is simple but pleasing to the eye, although the saturated neon gets a little hard to look at in full screen. 

The writing is self-aware and witty and generally very well executed which makes the whole experience. It's very enjoyable and creative and made me exhale sharply from my nose on multiple occasions. The interactions are very banterous.

The concept in itself, while a little janky, works well precisely because of its self-awareness and wit.

But for a text based game, I would like the write speed a bit faster or a skip animation button, because particularly for more than single line text, the writing effects began to get a little frustrating. To be fair though, that's a matter of personal preference.

All in all, definitely fun, recommend trying it out.

I haven't, does it need to be a specific time of day? The Wikis didn't say anything about that. I've gotten the failed harem route a few times, but the event doesn't trigger for success

I'm having an issue, in the full version. I'm trying to finish the home harem mission, and I've double checked with the wiki that I meet all requirements, but for some reason the event doesn't trigger when they're both in the same room.

pogger