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DustoTail

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A member registered Dec 13, 2021 · View creator page →

Creator of

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Thanks for the adjustment. Much better for the eyes. Though the assets and the environment are very well made, I just want to point out some points from my side and my laptop spec.

Gameplay is a bit monotone, since you are just walking and hitting (which is actually hard to hit due to the slow windup time) for a few minutes straight. Due to time limit, just the core gameplay done is good enough. Just feels like pointing it out.

NPC wise, the running/walking animation and the direction they are moving sometimes dont sync up, making them look like moon walking on the ground, which kinda ruins the atmosphere. When they are died/capture, theres no animation or visual clue to show that you actually hit them, besides the score and just straight up thanos'd of course. Considering the amount of time, its reasonable I guess. But some sound effects like screaming and a thud would be nice. They are hit with a mace afterall.

The starting menu actually clipped a bit in my PC due to the resolution difference. mine is 1920 x 1200.

Probably it is due to my laptop spec (no GPU), so there is a bit of jittering, and sometimes, texture not being rendered in the distance (just white) for a split second. 

Thats it. Great game ~~ Good job ~~

gameplay is very promising. the visual and audio also helps with the immersion. Best of lucks for the updates^^

oh, sorry I was not specific enough, "Papers, Please" is a game and it has some aspect of managing money and living expense. It has real consequence in the game if you do not manage it well. I figure it would be a good addition in the game.

silly me... didnt notice some buoys were lit. So the entire time, I was just sailing non stop, not strictly following the path as long as im in the correct direction. It might have been due to the same hue with the background, and too many of them, some even not lit though also on the track. But yes, like you said, if one miss just one buoy, one would miss out the rest. So making the the interactable buoys more obvious would be great.

Thank you~~~

Glad that you like the concept. I will probably add some more gimmicks and enemy types depending on the region on the map (couldnt this time due to time).

Camera wise, I havent done any cinematography before so thats that :)) I planned to use dolly track cinemachine but I am not how to deal with the jittering when the camera goes around the corner due to auto distance calculation. That would probably be better for atmospheric game. But I just opted for good old tracking. Next time i guess

Thanks for your feedback!

Thanks for playing!!

Environment wise, ye I could have added more. First time using Unity Terrain system, so I just painted the same old texture everywhere lol. I will probably add more gimmick, enemy types and levels, when i have more time.

UI wise, like you said. Just a little bit pressed for time :))

For the weird camera behaviour, I think it would be the Cinemachine Collider component working with the trees. I will fix it or adjust the cinematography.

Thanks for your honest feedback, much appreciated!

Ye, the only interaction available rn is just hopping around, eat the suspicious flower and avoid spawning enemies. So my endings were based around that. I actually planned the game out to be bigger with more enemy types in different regions (basic enemies in the fields, huge one with long legs in the trees, and maybe some humanoid), and more gimmicks to interact with rather than just the flower, but was pressed for time so decided to scope down.

For camera, tbh, I just picked up cinemachine. I played around with it but not sure between dolly track and just simple tracking. Forgot to turn off the cinemachine collider component too for the trees since i made them transparent when bunny is occluded. Just not good at cinematography rn.

I actually planned to make the scene lighter just to make the navigation slightly easier. But I may keep it that way, or making the contrast bigger like you suggested if I implement some directional hint in the future.

Thanks for playing my first complete game!

I didnt dive too deep in the game, but I would say the concept itself is ok. Though it would be more fun and/or interesting if you can add a twist, that would add your touch to it. Can be sth dark, sth fun, sth competitive, sth atmospheric, depends on you. I see that you do have the day-by-day shopping / living expense system. Maybe you can make it a challenge for the player (like in "Paper, Please" or "Passportout") and sell that idea also?

As of now, the game is too difficult to make sense of what the player should be doing but I think you will add how to play soon enough. The latin naming may turn some people (including me) off. I didnt understand what the seeds are and what it would do in simple English. So I was mostly clicking randomly hoping it would work. Maybe adding hints or simple dictionary so that player can fall back to when not sure (tho that may lower the risk of killing people down)? Your call

Bug wise, not sure if it is one or not, but i can use my mouse scroll wheel as if it is LMB. if it is not a bug, then it would be very confusing.

Lastly, for a first game, it is impressive that you managed to make all those systems in game. Hope you learned a lot and had fun.

Other the bug that you mentioned, I only find a bug there you press E fast enough at the orb statue to make it so that the text box appear twice.

Gameplay wise, so that its easier to be played, I think turning of the collider between allies would be a  good idea. Sometimes, your allies would just body block you in the corner and get in your way. Additionally, currently the controls are very focused on the left hand, whilst the right hand only be used for clicking UI. I think it would be nice if you can either balance it out between the hands, or just remove the mouse controls completely and focus solely on keyboards (just odd that you need to use mouse so little just to move on the gameplay and not used again until the next UI buttons). Maybe making targeting the mouse job (using ray casting)? It would make it easier to target too, since right now, you would need to start from the first character (aka you) and press Tab until you reach the one added the last.

I like the concept. basically Tower Defense and Vampire Survivor combined. And also a high score system to make it worth the grind. I had fun trying to reach the desired average playtime u wanted (but failed).

I am not sure how much it would affect gameplay but making the camera FOV a bit bigger would be nice, too actually see whats in front when the gunner started firing.

Currently, since everything is basically sprites on a mostly solid color background, things seems kinda flat, would be nice if u can add shadows. 

Balancing wise, I dont have much experience, but currently, either enemies grow too fast, the power up too week, the power up frequency too low, RNG sometimes just harsh. Maybe you can somehow convert these things into some value point and use them to decide the stats of enemies and power ups popping up.

wanted to try it out, but my laptop gave in. Couldnt pass the loading screen. Could be due to specs not meeting the requirement for the used engine.

I didnt find any dialogue...

Music is soothing, matching the "we are on a long journey" vibe of the small paper boat in the vast sea. Nice

I reached the end, but nothing new happened. Not sure what to do next.

If its writing, though im no experts, I think there could have been some intro for the characters. Can be some backstory, some traits, anything to help the player relate to or remember with (also visual wise). The story was basically too abrupt for me, so I was basically spamming the next button.

Personally for me, for audio and visuals, it feels as if theres no consistency (cartoon style in dialogue, creepypasta in the back, cheerful music, and weird jokes from banana). Although there is a style where different style mixed together to create unique experience, its kinda hard to pull off. If its intentional then nice that you tried making it work.

Fun little rage game :)

The riddle and parkour, maybe reduce the difficulty a bit unless you want suffering (literally a death counter to tell how bad i am). The riddle, maybe because me dum dum, but hints are always welcomed for me (maybe make it optional or after some time). The parkour, very punishing for small errors, AND there is a time limit for certain part. Having one is ok but both is a bit too much i think.

Music sounds good. Nice transition also.

naruto running through the dungeon!!!!!!

Game Title/URL: https://dustotail.itch.io/lost

Pitch/Information: You play as a small little creature who wandered into the dark forest. You need to find your way back home to your beloved owner by going to the center of the map. There are 3 endings (2 bad, 1 good) depending on your actions. Things are not as it seems. You need only a mouse to play so why not jump right in this small experience I made.

I'd like feedback on: Game concept and story-telling, visual and audio.

I need help on: Modeling, rigging, 3D animation (preferably procedural and/or non-humanoid), and environment designs

calm and relaxing VN game. Also impressed by the UI. Although the UI in the starting menu does have roughly 0.1s lag before its lighten up when hovered over. In general, great little experience

great 2d top down shooter with a twist to it. I think the core gameplay implementation is fine. just that for the upgrade, for some reason, the amount of money i currently have and the amount displayed in the shop was not correct after first stage. Can still speed my way through the level tho

Good old 2d platformers never dies

I think the assets are great. But I really couldnt play far into it due to the dizziness from the camera rotation added with the motion blur effect (a bit too much i think)

The game is very polished and intuitive. nice team work

Animation and UI looking SMOOTH

the consistency in art and audio really helped with immersing. Nice little experience