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druiddev

25
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A member registered Mar 02, 2022

Recent community posts

Considering Ice Path is my all time favorite Pokemon dungeon, this game instantly clicked with me. The style thematic and consistent, and the gameplay has a great core feel to build a whole game around. Moving platforms, multi-room puzzles, boulders that need to be pushed, the possibilities are tantalizing.

Backtracking could be made a little easier, it's very easy to softlock yourself going backwards into a room that requires an ice block to reach the exit (Three Tracks for example). I was also able to enter some kind of noclip mode by mashing E on a book too fast.

Total playtime: 30ish minutes. Found all the books but couldn't actually go to the exit to gloat about it.

Game is fun as shit and has a hilarious presentation to boot. Looks like the game got updated since I last downloaded and judging by the comments a lot of my complaints have probably been addressed.

So all I'll say is this game is fucking awesome. I will probably replay this more throughout the week.

Total playtime: 2~3 hours, I lost track. Ugly Bastard killed himself in front of me at the cusp of our final battle and that I still haven't recovered emotionally.

Interesting prototype for a survival game, with a pretty cool wiver system. I explored every biome I could see during worldgen, which is itself satisfying to look at. I found a snail, gathered enough wood to try and trap it, and decided to build a dam instead. I don't know what I expected to happen, but keep in mind other players will be retards like me and immediately try this.

Some kind of highlight on whatever item who have equipped would be useful. I placed entirely too many wood blocks before figuring out how to unequip the stick. In fact by equipping a stick, quitting, and genning a new world I was able to create an infinite sticks glitch that throws up nullreference exceptions.

Total playtime: about 15 minutes. I built the greatest construction known to man so I call that a win.

Beat the Minotaur in 30 minutes by going all in on Nina so I'll count that as a victory. Not much to review gameplay wise. It's RPGM. Nina getting an AoE spell at level 3 speeds up a lot of the early grinding. In the interest of time I played until I died. The writing can be funny at times, especially the deliberate typos, but the inescapable feeling of seethe I get from this kinda mars the whole experience. While the concept is endearing, when every NPC has a variation of "I have nothing important to say" it's easy to grow bored of the optional dialogue pretty quickly.

In the interest of time I played until I died, about 45 minutes in on dungeon floor 3. I (obviously) did not reach the end.

Probably one of the most unique mechanics I've seen in a while, and the presentation is excellent as well. The game has a lot of easy to read, yet stylish choices like the armor breaking away as you lose health or the way flying enemies spin out and explode. Aiming and shooting feel nice, though I will admit I'm terrible at this and sidescrollers in general (a unique mechanic is one hell of a hook) so take the following with a grain of salt. 

I gave up on parrying halfway through my second run because I could only get it work work without getting chipped about 30% of the time. If there are controls listed anywhere other than ASD, LMB, and Space I never found them. I pressed every sensible key I could to varying results. Sometimes I could perform a spinning dive but I don't know how. 

Total Playtime: 1ish hour. The Void Lord ate more lead than I could carry and wanted more.

Absolutely love the enemy design, and the weird, grody sense of humor. The weapons feel great to use, though the pistol feels a bit weak for how scarce ammo for it is, and movement is clean without being overpowered. The level design is also solid, with just the right amount of side-paths and retracing while still being fairly easily to navigate.

Criticism time: the regular guys and shotgun guys look too alike, and the lava AoE left behind by the big flying guys is more of an annoyance than a hazard. Enemy projectiles can also be kind've hard to see, and even harder to judge where they actually are.  Lastly I don't know what you plan to do for the reticle, but the one you have now is a bit much. A simple blue dot would be fine, unless you plan on having the reticle expand based on the weapon spread.

Total Playtime: roughly 30 minutes. Kills: Didn't Count/Everyone. Secrets: All but the one that had a sign saying it's nearby.

As someone who is to this day convinced you can time the slot machines in Pokemon RBY, this game speaks to me. Most of the gameplay mechanics are easy to intuit, and the ones that aren't have a convenient tooltip within reach. The minigames also add a delightful bit of variety, and the art is endearing.

As for suggestions and criticisms: the early game can be a bit... tedious. Even with good timing the reels can still just screw you and early on it can feel like you're struggling to make progress in a fight at times. Also anything you can do to improve the visual clarity of the symbols on the reels would only be appreciated. After about an hour and a half of play I started to get a headache from squinting at the reels.

Total playtime: roughly 2 hours. The leprechaun remains unslain because of eye strain.

A wonderful roguelike about a guy who happens to be bald. Gameplay is fun and intuitive for the most part, and the RNGless approach to combat makes learning enemy attack patterns the primary skill you need. Abilities are fun to use, though there are some balance issues (armor crush is hot garbage), and you will often find alternative ways to use skills. Preparing a strong attack for enemies at a bottleneck or using ground-slam's AoE to give yourself extra range is fun (gasp) and most of the abilities I encountered had at least a few uses.

As for criticisms and suggestions, one thing I immediately noticed was had I not read the game's description or used the help screen I probably would've never intuited how to find the skills menu. I would suggest either a skills button or tab next to the main inventory, possibly with a bold S to hint at the keybind, that can be pressed to open and close skills. Alternatively have it to where clicking an empty skill slot opens the skill menu. I also frequently shield-blocked myself and messed up my rotations trying to play quickly, a dedicated Rest button could probably remedy this some. A way to click and hold navigation could be nice too.

Total playtime: roughly 1 hour 15 minutes. I did not reach the end because of goblins.

I'm not usually a fan of Trials-type stunt bike games, but the inclusion of interactables, enemies, and objectives really freshens up the gameplay and shows the game is inspired by more titles than most in the genre.

Controls took a second for me to get used to, as I haven't played many of these types of games with a keyboard, but after a minute or so I'd say my only complaint is the interact key doesn't initiate levels from the world map.

Art and sound design are both quirky, and I found myself chuckling at the physics and mechanics more often than not. Music loops are simple but catchy.

I give Bearcycle (alpha): Faster than the average bear/10

Everyone has already mentioned the lag so I'll try and focus on the game itself.

I really dig the quirky visuals, with Chad as the MC and the soulful menu art. I also like the very old-school feel of the gameplay. Menus are nice, and I was able to intuit them easily enough. The map can be somewhat hard to read, and with the intense fog of war is a necessity.

Music is also good stuff, helping capture that 90s ARPG feel. Some more sound design obviously wouldn't hurt down the line.

I really hope the lag issues get sorted out, it seems like there's a quality retro experience in the making with this one.

I give Plunderground Heroes: This review is still under construction, so don't even think about bothering me about it/10

A very atmospheric survival FPS that manages said atmosphere well despite some of the blocky graphics. The System Shock 2 and Doom 3 vibes are certainly there, and with some updated graphics and mechanics this game could reach levels of spook even beyond those titles. Being able to hear the footsteps of distant enemies certainly helps build tension as you enter new areas. 

Aiming feels nice and shooting feels responsive, a must for an FPS, and melee combat is a tense circle-strafing dance. Platforming and climbing make exploration feel more engaging than one would expect, and seeing both the rusted vent and the notch where the hammer is was enough to tell me that climbing was a mechanic.

As for complaints, the flashlight battery seems to drain entirely too quickly. I spent most of my time playing in complete darkness trying to salvage what little light I had. I also spent a majority of my time at 10 HP because the ventilation shaft enemies seem to deal unavoidable damage.

I give Untitled FPS Game: >You WILL serve us/10

Definitely an enjoyable game with an intriguing setting. Some more maps and an endless option would make this an excellent TD experience. The idea of mobile "towers" as squads of units is well explored here, and when combined with rigid garrison towers and barricades, gives the player a surprising amount of options . Squad movement being as limited as it is is an interesting realism mechanic, though way to swap lines 1:1 would be appreciated so you don't end up with an order of spearmen stuck in your base.

There are balance issues here and there, such as garrisons seem a bit too necessary to succeed. Unit control also cost me a run because I couldn't figure out how to exit it, and the AI is way better at aiming than me anyway.

The pixelwork on the individual units is quite excellent, the units are all easily identifiable at a glance which is remarkable considering the small size and realistic proportion of the characters. I can't wait to see the environments get the same loving treatment.

All being said, I give 55 Days: Gonna need one hell of a burn pit/10

Both of those games have several methods of mitigating or ignoring misses, so it's hard to gauge how much of an annoyance it could be without most of the skills and passives in the game. If you plan on having effects like this it should be OK to keep missing in rt combat in (and let the player abuse them for evasion builds). I just know that people meme on Morrowind to this very day for its roll based hits in a rt game.

Great start to a single-player MMO style game. Unique and interesting progression mechanics and cross class character building, if done right in the coming days, could make this game one hell of an RPG. Attack and movement feel already point to this being the case.

I don't know if I quite dig the "misses in RT combat" approach, perhaps damage number ranges would suit the game better. 

In the visuals department the game looks great. The enemy designs are striking, the lighting is dark without being unseeable, the UI is excellent and the skill icons are vivid.

I give Orthello, Son of Death: I spent 6k hours in FFXIV so "MMO" is a compliment/10

A well crafted and moody RPG that successfully manages to blend the feel of several other great games into one distilled package. The game is still very early on and thus has its issues, so I'll try to focus on what's there.

Graphically the game manages to blend late N64 with early 00s graphics, specifically the visual stylings of Ocarina of Time and Morrowind, extremely well. This gives the game an immediate nostalgic kick you didn't know you needed.

Controls are solid, and an excellent example of having drawn/sheathed weapons as a mechanic. I did have some difficulty with the combat, mostly due to the lack of audio feedback, but also due to being unable to find any kind of armor. Some early game enemies fit the difficulty well, while others will two hit kill you faster than you can react.

Audio would be the main area the game is lacking overall. While what sound effects there are are used competently, there simply isn't enough. The music as well fits the tone and visuals great, when it decides to play.

Truly the game's biggest achievement however would be the NPCs. Widely varied and with their own schedules, reacting to the player's actions, all things nigh unheard of in indie developed games.

From me, PinkTurtle-WIP gets: Punched in the head by an alchemist because I stole his pomao fumo/10

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Absolutely gorgeous, all that can be said really. From the glow of heat coming from the flames in the dungeon, to the dragon in the background of the outdoor area that can't help but capture the imagination for this game's future. This game even this early on is a feast for the eyes.

This will make an excellent metroidvania once it's complete, or even before. Add in crouching, air dashes, and aerial attacks and this game will play like a charm.

update: sound design is stellar. Attack sounds are chunky, and even the little campfires and torches crackle. Music is fittingly melancholic for an adventure in a strange land.

After everything I gotta give Din of Sen: Worth upgrading to Windows 10/10

Played for the first time today and oh man is this my kinda game. 3 hours, gone like that. Excellent combat, great OST and sound effects, interesting progression mechanics, adorable nostalgic visuals.

I can't wait to see this game completed, it has "indie darling" written all over it.

I have to give Archtower: My girlfriend says she likes it because "the characters are small"/10

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A promising start to a a great roguelite boomer shooter with some issues. The lack of a pistol start and the overall weakness of the player's attacks even with a ranged weapon make the game feel less brutal and more unfair. The floatiness of movement combined with intricate traps doesn't help in that regard either. The best roguelites give players a solid foundation upon which they can fuck up and die later on, rather than death slogging over and over for an early good drop.

This being said I do dig the visuals, with its great use of color, and definitely enjoy the sound design. The little "bing" for the garand reload made me chuckle, and I wish I could've survived longer to see more little touches like that in the game. 

Add in some more cat-pun related items, like a ball of yarn that distracts enemies, and this game will have reddit wrapped around its finger.

I give CTWKY: Please don't call this a "Buwumer Shuwuter"/10

A cute little demo with some great spritework. Definitely a good start for a defense game.

As mentioned mage-stacking is a bit too powerful, but IMO it's due to the short supply of/high cost of villagers. Warriors also seem needlessly bad for the villager loss risk involved.

All in all a good start with endearing pixelwork, I look forward to seeing this game grow.

I give DePhants: Recruit this villager for 50G/10

An interesting faller-type game that truly nails the PSX visuals. The angel, the texture of the triangles, the mix of sprites, polygons, and 3D models really digs at the nostalgia.

Music is a verifiable banger while still being haunting enough to fit the surreal visuals.

As others have mentioned the objectives are unclear at first, either an intro or even a short description on the itch page would help a lot.

My only real complaint design wise is the bullets are all but a non-issue, as where hitting triangles is fairly difficult. More merciful hitboxes on the triangles but more bullet-hell like projectiles could turn this project into something truly special.

All in all I give REIZEN: doing 360s around God's messenger/10

An unfathomably based game for unfathomably based gamers.

One-handed control scheme by playing with either mouse or keyboard provides peek comfort while grinding negotiations or save-scumming fusions.

OST so brilliant i paid the composer to do mine #notbiased.

Spritework is excellent and animations are snappy, which gives battles a surprisingly fast pace for a turn based RPG.

If you play, which I highly recommend, be sure to read as much as possible as the writing is top notch stuff.

I give Mirrored Soul: Sprumking one-shot my tardigrub with a firecracker, but I still got his ass in the end/10