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Penguin Garden

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A member registered Jun 15, 2020 · View creator page →

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I was thinking something like adding a few more shades to the smaller sprites, the big ones are great. But pixel art isn't really my thing so I don't know, traditional art is easier for sure.

Did you try it on wine or a windows virtual machine? I should really do a version for linux in the future.

Yes, I hit F11 but the "press ESC to quit fullscreen" menu messes with it. It's very weird because it only happens sometimes, I'm not really sure when it does it. I guess you just have to scroll up not in the middle of the screen. The only thing I can think of is to increase the distance of how close to the edge it starts scrolling if its running on browser

Yes, it works now! I played for a bit, I really like the full character portraits while they're talking but they make the sprites look a bit too simple by comparison. Bullet hells are already not the most noob friendly games so being on a horse makes it even more confusing for someone who doesn't play them a lot like me. Don't know if there's much you can do about that though, the game seems to play well. The only thing I found awkward was aiming my arrows. It's kind of difficult to manage while doing other things because it's not as fluent as the rest of the controls. Sometimes it didn't change in the direction I was expecting. Maybe it's something you can get used to when you play more.

I'll be honest, I don't even know why Touhou became so popular as I don't think most people actually play these kinds of games. This does really feel like Touhou though so that's a plus. I would recommend you focus on the characters even more as I think that's what made 2hu interesting to people. Good work so far!

There's something off with the lighting. It's pitch black sometimes.

This is how it looks at the start


And this is the exact same area when I take a few steps back and it lights up

I assume this is not intentional, its really hard to play at the moment

It is a bit too early, I just kind of wanted to see if anyone would have any glaring issues with the engine or core mechanics. But maybe it's too hard to tell at this point. I only tested it on my native resolution so I think it looks bad on lower res desktops, will try to fix that for next time.

Thanks for playing, hope you give it another shot when I improve it a bit, I'm really interested in what fans of the genre have to say about it

I just played for a bit to see how it works on browser. I'm actually surprised this runs well on it, I tried it on chrome and it played about as well as it did on desktop, just had to load more. The only issue I found is scrolling at the top of the screen with your mouse didn't work properly sometimes but I'm not sure if there's much you can do about it.

I promise to give it another proper go one of these days and I've give more useful feedback, too many demos to play right now.

I will work on a short how to play section for the next demo and polish the controls and UI a bit, it really is very important for a game like this. The graphics will probably need to wait a bit. Thanks for playing, hope you try it again in the future when I add more things!

Thanks a lot, it is really useful! I'm glad it has the civ vibe even from this early on. And good job on finding a random crash I missed, I left the AIs playing against each other a lot but it never happened to me. I'll try to make it a bit less cryptic in the next release.

Yes, I will try to add some ingame instructions on how to play for the next release, it is definitely a little confusing even if you have played civ. There will be more jokes, mostly through diplomacy and events. I will try to keep them not too inapproriate.

Thanks for playing!

It wasn't anything major, it was around 50-60fps mostly. When I was looking at something shiny it fell to around 40 but I think that's the lowest it got.  Just pointing it out because I don't have a potato PC

My specs are :

  • AMD Ryzen 5 2600 Six-Core Processor 3.40 GHz
  • 16.0 GB RAM
  • NVIDIA GeForce GTX 1650

No problem, let me know if you fix it

Didn't work for me, am I missing something?


I did it! Took me waay too long, this game is hard. It is pretty addicting but I despise those doors that spawn enemies. They are soo hard to dodge, it's not really clear which tile they are targeting and they can overlap with other things and make it impossible. Personally I don't think the early 3d look fits for this kind of game, I would prefer some more cutesy 2d sprites but that's subjective.

That's fine, I think it's best if it the controls are similar to civ 6 since its the most popular game of the genre. No one is going to complain that the control are the same.

I think you might be right, the current control scheme for the mouse doesn't seem natural to people. I will see if I can change it up a bit. For now it is mostly basics, I will try to add more flashy things and maybe some help on what to do at the start for the next demo.

Thanks for playing!

It's almost impossible to hit with the Q skill or the charged attack if you're not using lock on even if you line up perfectly. You're kinda forced to keep the lock, it makes it a lot easier. I would prefer if the dash was less spamable but had more invincibility, I got hit while dashing pretty often but then again I haven't played many similar games, idk how they do it. Oh and I know it's an early demo but I have to point out that my framerate was inconsistent

Good work so far, pretty good for a first demo

Pretty fun gameplay loop and most of the UI is clear. One thing I couldn't figure out right away was how to sell things. For the other buildings you only need to select them but to sell you need to select them and then press on the small checkmark so that felt a little inconsistent.  Oh, also I closed the game because I wanted to read the tutorial properly (I may have skipped something about selling), but it saved my progress and put me in the next stage. Pretty good overall, I can't give many suggestions on what to improve other than visuals

Wow this is really polished and fun to play! I'm not sure what to complain about. I guess some of the puzzles felt like I forced the solution and I wasn't 100% sure if that's the intended way to do it. I also skipped a few, too difficult for my smol brain. In some stages you could have multiple drawings on the screen, in other you could only have 1 at a time, would be nice if you can tell somehow. Would also be nice if you can switch between different physics for your drawings in future levels. I didn't find any ways to break it or any performance issues. Good job!

The zoom doesn't work properly yet, sorry.

I didn't think about that to be honest. Do you think right clicking for movement would be more natural? Right now it's used for deselecting things but we'll see.

The camera moves around with the arrow keys, S probably opened one of the menus. They should close when you right click somewhere but I will probably add a close button in the future. Producing from the buildings is a bit unique for these kinds of games, I can see it being difficult to figure out. The way I plan to fix it is to have the game cycle through all the idle units/buildings before you can end turn like in the newer civ games but let me know if you have any other suggestions.

Thanks for the feedback!

The humor will definitely be a big part of the game! I just need to make sure it's not too offensive because it's a touchy subject.

Yes, not all UI elements scale with the zoom level, I will fix that soon.

The starting units will start on separate tiles, I don't plan to have units just stay on top like that. But I'm not 100% sure how to handle unit stacking yet, I'd prefer if it didn't exist but if the game becomes too much of a slog with a lot of units blocking each other I might need to have some stacking.

Thanks for playing!

Is there a way to pre-generate a world so people can jump right into it? Might be good for testing so people play on the same seed and they don't need to wait to generate a huge world. I don't remember if I checked what the armor actually said in his inventory, I think I just assumed it's heavy because it looked big lol. 

It takes a really long time to generate even the smaller worlds and I had some stuttering when I was playing. I personally prefer smaller worlds with more things to interact with but maybe you're going for a more huge world like Daggerfall type of game. Still, there could be some places that aren't randomly generated, like a starting area for example since its hard to figure out what to do at the beginning. 

Combat felt a bit too slow. I found an enemy with armor and was attacking him with my hammer and only doing like 2 damage per hit. We were fighting for so long that he broke his weapon on me and was doing no damage with his fists. Then I switched to a dagger and killed him super fast. Shouldn't hammers be good against armored enemies?

I know the UI isn't final but I'd really like to see the items show which slot they're going into before you equip them, I think that will save a lot of time.

Are the enemies only in dungeons? I didn't run into any when I was outside. The outside area was a bit boring, the dungeons were a lot more interesting.

Seems like a very ambitious project, good luck!

It looks very polished and plays pretty well but honestly I wasn't super sure what I'm doing. I just swam around until some bosses spawned. It was kind of hard to tell where the play area ends, I just hit an invisible wall but I couldn't really tell from a distance. Would be nice to know as it kinda kills your momentum. I like that you can improve your stats and I get that you don't want it to pause the game but I would prefer if the options appeared instantly so you can pick something right away.

I couldn't figure out where I need to run to from the last boss' ability, what pressure does and the initial skill that's assigned to the right mouse button. I haven't really played any similar games though.

Sorry for the barebones demo, it's still really early in development but I wanted to share it. Would love to hear if you guys have any suggestions or cool ideas, especially from civ fans. Check the controls from the itch page description, there is no tutorial yet. Thanks!

Thanks for playing, glad you liked it! 

The druid has an upgrade that turns him into a tree if he stays in place for a turn. It makes him a lot stronger but it can be punishing if you do it accidentally so there is a way to revert it if you use his secondary skill. 

I did recently release the game on steam so I'm not sure if I'll be posting any more demos here. Ideally I'd want to show off my new project next time. The last demo in DD 57 was focused on the campaign and I think there are some VODs there if you want to take a look. 

Where is the nuke? I couldn't find it. It's really easy to get out of bounds in the randomly generated level and the brick house obliterated my framerate when I shot it lol. I do like the new defense level but it would be nicer if the artillery actually shot at the enemies and helped you a bit

I love card games, I will give it another try but so far I only had time for 1 run so I'll give me first impressions.

It feels a lot like a mix between Magic the Gathering and Hearthstone which is fine but I did find most of the card effects to not be all that exciting. Maybe its just because its your starting deck. There was a card that gives stats to another card when it enters the board but it could also target itself which felt weird to me but maybe I'm just used to it being different in other games. I'm not sure how much you want to focus on the AI but there was an instance when the AI could prevent losing but didn't. I had 5 damage and he was at 4 hp and he blocked the creature that dealt 1 damage because it was a good trade for him (if he had the life to survive). Overall pretty interesting idea but I'd love to see a lot more flashy effects and rewards for this kind of game

Thanks for the feedback! The end turn thing does make sense.

What was the character that changed appearance? The treehugger does say that it can't attack if you check his skills but I understand that there are a Lot of skills to read and people probably won't see all of them.

Also where is the new awoken demo, I wanna play it

I hate it, it makes me feel like a boomer. JK, I always sucked at platformers.
I got filtered at level 11. It is pretty fun and looks nice, I like that its very fast. It feels like the spikes could have slightly smaller hitboxes maybe, sometimes I died when I barely touched the edge. Pressing down and jump on keyboard didn't feel super natural and I had no clue about the wall jump until I accidentally discovered it. No idea if it was explained somewhere. I also hated the slippery platforms but maybe that's the idea. I don't really play these types of punishing platformers though so I can't add much else

Thanks for playing! I will check out the vod later.

Healing effects are not as accessible because I was a bit scared of players keeping all of their units alive and snowballing really fast. Having more units is very strong here because it lets you get all the resources on the map.

If you play on higher difficulties the computer gets more mana so he does tend to spam the most expensive spells often which could be annoying.

The game is edgy, true, I'm not sure if I'm going to change that direction in the future since the whole point of going indie is that you can do whatever you want but I guess it could be written a bit more professionally. You are right about the visuals, this is definitely something I'm going to put a lot more time into for my future projects

This is a totally different demo from the last one as it features some of the skirmish maps instead of the campaign.
No tutorial this time sorry

Thanks for playing, I'm glad you liked it. 

The shopkeeper tries to scam you on the first level and keeps increasing the price of the potion so that you can't afford it for a few turns. Maybe the first map is not the best place for a gimmick like that but I'm not sure where else to put it.

The level bar unlocks upgrades but that's not super relevant in the demo, you only get one towards the end. That's the only thing that you really keep between maps, my goal is to focus more on the strategy aspect rather than the rpg part. I'll consider either having other rewards for finishing levels or giving players more units earlier on to make it feel more like a strategy game.

Cool game, reminds me of the good old RPGmaker horror games. I'm not sure when I'll have time to finish it so I'll write something now (currently in the second part)

Why does the rake insta-kill you? It's not a big deal, sure, but it feels kind of annoying to make the player reload. I've played RPGmaker games with tons of insta-kills (Misao) but in that game it was established pretty early on that everything is dangerous and that you should be careful. Here, this is the only thing that kills you (as far as I can tell) and it doesn't even look that dangerous. You might condition the players to avoid everything that looks suspicious after that. Or you can go the other way and make everything kill you. I saw some beartraps that only did a little damage when you stepped on them.

Sometimes I selected a dialogue option by accident and I wasn't even skipping the text. It's usually not a big deal but it seems like your choices actually matter here and it would be bad if it changed how the game progresses without the player knowing what he picked. I think there was an option in RPGmaker to not select any dialogue options by default and you have to move 1 down to pick the first one. Might be worth considering for this game.

The soundtrack is really good.

Not much I can say about the gameplay, typical RPGmaker stuff. I do like that there is actual combat and not just story.

That's odd... I'm pretty sure I tried shift + right click and it didn't work but now I tried it again and it did. I wonder if I messed up something or if it was a bug.

I assumed there is no rally because all the other commands are on the menu but that one wasn't. I guess it just replaces the move command atm. Would also be nice to see your current rally point.

I'm sure you will, keep it up

The UI seemed pretty intuitive. The only thing I didn't figure out at first was that I didn't see the empty slots showing how many perks you can have but I don't think that was an issue. I am used to playing RTS games though so clicking on the towers seems natural to me, maybe not so much for other players. The other thing that took me some time to figure out was that I need to stand next to the towers to restock them. I wasn't sure at first if that showed their hp or what.

I think I played on normal with the timeslowing character and got around wave 23, I was still doing okay but I didn't have more time to play. It seemed pretty easy at first but the difficulty did ramp up towards the end and I actually had to pay more attention. I was mostly just using the submachine gun and I only tried the other weapons on the turrets, I picked 1 of each just to see what they do. I haven't played enough to be able to say much about the balance of the weapons and upgrades. My first impression is that spending most of my money on my main character is better than spending it on the turrets and I only spent money on them when it was way cheaper than the alternatives. The fences didn't seem very strong but I only started using them late so it could be because of that. I didn't notice any enemies that felt overpowered. The homing missile guys seemed annoying at first but I don't think they actually hit me. The other projectile enemies weren't too hard to dodge either. I think my biggest worry was to not get surrounded by melee enemies.

Hey, it's nice to see an RTS for once (and one that isn't just trying to copy sc2) I'll be a bit more critical because I'm more invested in this genre:

The engine is solid, the only issues I had were that units feel like they slide (they don't start moving to where you tell them to instantly which is fine but they do turn instantly which is weird) and sometimes the way that fog of war gets revealed seemed off. Would also be nice to be able to queue unit commands.

The idea of capturing bases that autoproduce units is fine but I didn't like the execution. First of all all the units seem very random and have nothing to do with each other so its difficult to get invested in the different "factions". I don't get how the buildings work, they don't have any tooltips and as far as I could tell they don't cost any resources? Can you just spam buildings forever? After I built them I figured out that they buff your units or something but it's not very clear, and it would be nice to know that before you build them. Personally, I would prefer if there were less different factions but they were more fleshed out with more buildings and unit options.

Units die way too fast so you cant micro them very much. I just waited until I got a bunch of units and sent them all to kill everything. That's kind of boring imo, you want the player to go out on the map early and engage in smaller fights. It also makes unit abilities not very important since a lot of the units are just cannon fodder. Control groups worked fine but they could maybe show the number you assigned them to so you know you made a control group with them. There were no rally points as far as I could tell? I liked that the map expanded and new enemies appeared but without being able to rally units it gets kind of tedious on larger maps.

Some skills like that of the skeleton are way too important and others aren't. If players don't click on enemy units and read them it could be a problem. I only realized what the skeleton did once I trained some myself so they kept respawning in my base and I had to set up towers there. Also the AI doesn't seem to know how to counter the skeleton either.

There was something wrong with my minimap, not sure why. It split into three:


I don't want to come off as too negative, I think you have a solid base for a game but I would like to see some tweaks in the gameplay.

Cool game, I like the different ways to spend your money and the combat feels good. It ran smoothly for me, even on browser. My only issue is that it feels a little samey after a while, could maybe need a change of scenery: like new areas of the map opening up or moving to a new location every X waves. There's already a way to move your buildings around anyway but I didn't feel the need to use it when I'm staying at the same place.

Horseshoe tank? Yeah right, that's gotta be a panzer 4, you can't fool me! I was going to complain that I can't play as them but you actually can unlock all the tanks so that's pretty cool. Customizing your loadout is also a fun feature. Is there a way to aim vertically with the 90mm? I did manage to beat the stage without doing so but it feels pretty weird. Level 2 had some slight performance issues. The repair sequence should probably have a timer? Now you can just take your time and it doesn't seem very difficult. 

I'm not sure what to say about the controls, the tanks are quick and responsive but I'm not sure if they should be. Depends on whether you value realism or more fun arcady gameplay more. I did actually prefer the third person view because in first person the camera is locked to the turret which moves slowly so its a bit more difficult to maneuver imo (probably easier to aim thought?) It wasn't very obvious when I'm about to die, especially when I was using the "horseshoe". Overall, it was pretty fun to play.

Thanks for playing! I will try to shorten the end turn animation a bit.

To me panning the screen seems pretty intuitive but I have played a lot of rts games so maybe its because of that. There were some people that didn't figure it out at first but usually they got used to it over time. You can also move it with the arrow keys but I don't think a lot of people tried that. It did seem like a big issue for you though, there is a lot to explore to the right on the last stage where you died. Do you have any ideas on how it could be made more clear that there's more to the map and that the player should be moving the screen around more?

I did check out the telescope but I wasn't really sure what it was showing me. I think the cube I couldn't figure out was the one that had 3 swirly things and one of them wasn't surrounded by solid tiles. Idk how to explain it lol. It was around the area where the camera follows you.