Secret Bread was amazing, I couldn't figure out how to play with the mouse different "dot sizes" (like in the keyboard bindings) i feel like this on a multi touch display with sensitivity would be amazing to play with even for live events
DarioDaF
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oh no graphics was perfect, I moved the stuff around in paint to make a small screenshot, it was just that there were 2 ways to make the same wave, probably the part that was different was off screen (maybe a sign?) So it registered as not similar.
For the graphics audio UI and everything else it worked perfectly 👍
Sorry, didn't manage to play it the premise is cool, if you are interested I can give some hints on the scaling issues, I use often Godot and if you are using control nodes it's probably a metter of setting anchors and margins appropriately
https://docs.godotengine.org/en/stable/tutorials/ui/size_and_anchors.html
The idea is nice to throw children, there are 2 little things that would be nice quality of life:
- Death plane (yup I fell off the level...)
- Some visual indicator for the children cooldown, I thought there were some problems with the mouse at first, but then I realized you can't pick up the child until it got back to "follow you" state
I'd love to see more levels in the future :)
Wow nice, I'll have to consider that case in the simulation then 😅, it should run capped at 60 but I guess the screen you have has high refresh rate and the browser decided to step it up (making speeds faster too I suppose), hope to figure out relatively soon all the weird things of the engine to be able to add some gameplay around it
would be nice if possible to have a playable version that doesn't depend on the browser (best would be just html5), I think you might be using game maker by the devlogs, feel free to ask in the solodev discord server, we can help you export it so it's playable in any browser and more people can try it! I'd like to try it myself
I've engaged by accident (didn't know the direction) some bullets (top right action of Insurgent) and right click nor left did anything to disable that action (and also sometimes, but this I guess was due to low ammunition, I couldn't recall the small ships for refuel).
First play was quite long, but fun, finished with me and the big enemy ship flying endlessly outside the map...
Love the concept, wanted a lot a keybind to "end turn" (maybe enter or space) and being able to pan around the map by dragging the mouse, apart from that I hope to play it again, will definitely follow the project
Water has strange lights/shadows when you are in it and driving in turret mode is fun, but if you exit the ship while in turret it's a mess -.-", apart from this I love the game (no need for SAS is GOOOD) the ship speeds always seems to be reasonable so it's always higly controllable.
Mouse controls feel strange expecially because it's not obvious how to roll, keyboard is totally fine, love the idea and hope to play it again (more) and this made me also curious on how the orbit and planet drag is all handled in the backend
Like the water, the web version lags on relatively good hw (even tho doen't use much GPU/CPU, seems more to do with GC or spawning stuff lag cause it's not constantly slow), hitboxes are definitely too large because you need to jump a lot before the obstacles to avoid them, would like to replay again if the gameplay feels more "on rithm" or you have cues on when to jump
That's what I deserve for trying to fix a potnetial desync issue in the last 10 min...
I removed the fix code and now should work fine (although this might mean rubber banding for the local player after a while, still better than freeze, I need to work on that more and make a tutorial on all the issues and stuff I had)
Love the idea really interesting and fun I went a bit overboard with the coding to translate all into a single string with 1 char commands, I had once a zombie stand on top of the turret and I couldn't operate it, great stuff and if you want any short term help I'd be glad to spend some time on it, I wanna see it improved!
I liked it, there are a couple of things that I noticed playing: dash cooldown it not indicated so it's hard to actually use it reasonably, the other is enemy spawn point doesn't seem to care about where you are (can spawn on top of you and shoots don't work in that case so you need to save the dash for that case). Apart from those 2, art and the idea of health passing trough enemy are really well done
I had to reset a bunch to move around because it seems the "target" for right click gets taken by raycasting and the current used object is included in the search (resulting in being 99% stuck with the trashcan if you use it because it covers the cursor), apart from that I like a lot the concept and the movement of most object is really fun
I really liked the game, I already seen you redid dialog at the last time so it's probably related the fact that multiple dialog boxes can spawn on top one another, apart from that minor inconvenience I like the lower movement speed and thought it was more reasonable than stopping completely the player!
Having to look the room while cleaning them is a nice touch that makes it a little bit harder, also I noticed you can go trough walls! (teleport from room to room without moving in the hallways, it would have been very hard otherwise). The `C` for the door knob was so well put and all the art is fantastic, nice job
There is a series of interconnected factors that shape this game, the main of which dates back to the 30th of April, but it wouldn't fit in this tiny comment page to explain the audacity and resolve of this project, so in layman's terms this game is really cool! Thankfully one I opened notes I read "thank you for reading" so I avoided spoilers, I liked the story and the art is amazing.
Clicking options in the main menu took me to
![](https://img.itch.zone/aW1nLzU4ODY5MzcucG5n/original/2Gmn%2B6.png)
and ignoring the error will start the game normally with the CRASH screen, replaying it I know it's not intentional, but it really made me laugh hard :)