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duchainer

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A member registered May 13, 2014 · View creator page →

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The main issue with the first section of the Giant boss (so the climbing section until you hit his eye for the first time), is that you are only in "danger" when gripping on the vines. It seemed like the rest of the climb was as "safe" as a normal platforming section.

So maybe the Giant should move more to try to make you miss your jumps or something. At least something more than only waiting for you to hang on before trying to shake you off.

The rest of the boss was pretty cool though, with the rotating section when you are trying to save the golden knight, and with the falling debris as you are making your way to the catapult.

Have a great day :D

Oh, and the Giant boss fight, with the changing or even rotating level was really cool, even though the first section (out of 3  I think) was mostly un-eventful, maybe you should be attackable even when not gripping his vines?

Also, just saw the twitter account, so following that now :D

Oh, and I was using a third-party Xbox One controller. So I had no input issues, other than the selection in the settings menu being not quite easy to see.

Hey, saw your video on youtube, and tried out the prototype.
I went through the main story line, plus the optional boss and 4 coins.

It was fun, I like the movement and the wall jump + spin are pretty permissive when you have issues during platforming sections, so the game was not too hard. 

I like the child like wonder of it, and the cartoonish behavior in the cutscenes, like the post Giant Boss cutscene (shakedown, run back, put eye in, silly dances/running in circle). 


I was able to use Itch.exe with Wine, by using Lutris, so that I could directly play the Windows demo, and it ran fine.

Here are some issues I spotted (that might have been already reported, but just in case):

 - The first stairs and a few others, are not slopes so you can't climb them up by walking, you need to jump.

 - The music does get kind of loud compared to the normal volume of the game, so maybe you should normalize the volume of it in some way.

 - During the Giant Bossfight, the last pile of rubble that the Giant does before the catapult, I was run and jumping and for some reasons, I was still grabbing no ledge in mid-air, but moving as if I was. It stopped as soon as I pressed the jump button, like a normal ledge.

 - The combat seems the weakest point of the game, especially the optional Creep bossfight. I'm not sure how to make that better or adjust with more acrobatic plateformy combat, but the easiest strategy seemed to be jumping and downward attacking the head of the boss, killing him way quicker than 2 slashes, than retreat. But I might not have dodged much, so maybe using the dodge invincibility frames would make it trivial too?


In any case, is there some place we can subscribe to an email list, or is the Youtube channel the place to follow the game's development?

Thanks again for that fun 50~ish minute prototype, I was missing some simple fun games. 

Have a great day and happy game development.

Could you try again the Discord server, and what do you mean by an automated "time-out"?

That render scale is "locked" when you have "Auto Performance" enabled. If you disable it, you should be able to set the resolution scale yourself.

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Maybe the difference in skull structure [1] between sexes could be a good starting point. Seems like especially the jaw is wider/squarer on males. ^^

[1] https://www.juniordentist.com/differentiate-male-skull-female-skull.html

Works flaw lessly on my part, try 7zip instead if WinRAR doesn't do the job : https://www.7-zip.org/a/7z1900-x64.exe

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Great game, need some forethought have a snake long enough to save all the big house's villagers so I quite like that your length is not reset during the game, allowing to become a god of death on the last levels. ^^

Damn that last level is tough. Nice concept and drawn collision are good bu smoother curves would help the game feel like this android tiny bird. Also, I'm not certain of how the starting momentum of a level is decided, sometimes I go higher other times lower with more speed. Keep up the good work ^^

Nice first submission, did manage to get out of the tiling and turn dark for a time which was surprising. Also, I thought the yellow trails scattered around the level would be collectable or be interactable in some ways since walls do. Maybe they could speed you along or something. Good continuation.

Nice first submission, did manage to get out of the tiling and turn dark for a time which was surprising. Also, I thought the yellow trails scattered around the level would be collectable or be interactable in some ways since walls do. Maybe they could speed you along or something. Good continuation.

I suppose this is faster than using something like modulate on all white models?

Nice one. Good action-puzzler on the theme, even giving a story reason for the one shot mechanics.

Yeah, space would be a good candidate I think.

Great concept even if the dancing mechanic seems a bit weird especially with wave 3 enemies still shooting sometimes. Other than that I learned never to trust your masked friend. ^^ 

Yes, it gets a bit easier depending of your chosen upgrades. Thanks for trying it out ^^

I added it in the summary from the full description. Thank you for your feedback ^^

Great idea and execution.

Seems like ther is an aspect ration problem : I can't see the first and last card in their entirity, even if changing resolution. Other than that seems like a great concept.