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Faulko

197
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23
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23
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A member registered Jan 08, 2024 · View creator page →

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Yhank TOU for dunt hucking!

Indeed, the difficulty scaling isn't quite good enough yet. We felt a bit hesitant on the possibility of making it too hard, but ended up falling into the other side. We got changes planned to remedy that, though!

I hope you managed to get some enjoyment out of it, though. Thank you so much for playing the game, and especially for you feedback! It's really appreciated!

Attention: dunt hucking can cause many side effects. Hunter's discretion is advised.

And yes, I agree with you! The difficulty progression right now isn't quite good enough, so we've got a couple of tweaks for the next update that should make the game a bit tougher and more exciting. 

We really do appreciate the feedback, though. Thank you for the feedback and for playing the game!

That's an amazing score! Oh, wait, what's this... 

Look! That just got you a ticket into leaderboard town!

Seriously, thank you so much for playing the game and getting such a good score too. It makes us happy!

Nothing like pulsing trees and fire grass to get a good headstart on the day. Thank you for dunt hucking! 🫡

Wait, the blaze is purple??? I THOUGHT IT WAS RED

I'm so glad you had fun with the game, though. We plan to do some more stuff for an update, and then maybe work on a proper Steam version with a lot more stuff. Who knows what kinds of curses that'll bring into the game...

Thank you so much for taking the time to play and to leave your thoughts. It's always really appreciated by us!

Thank you! My brother spent a whole day making the shader effects, and I think it paid off!

There's a couple of things we're gonna tweak and add in an update, for sure. But I'm glad you got some enjoyment out of the current version.

Thank you for playing!

Sometimes, dunt hucking can bring a curse or two to our hunters...

Also, very good point about the ducks that have been already hit. We're gonna look into it!

Thank you very much for playing the game and leaving some feedback, it's very appreciated!

Wow, that's an awesome score! You're taking the bus to the leaderboard club! (Also, always nice to see a fellow Mother fan)

I'm very glad you enjoyed dunt hucking. Thank you for playing!

If you had fun, even if for just a minute, then we've done our job.🫡

Thank you for taking some of your time to check the game out. It means the world!

It's actually really sweet that you felt like you were playing an arcade. Makes us smile.

Thank you for sharing our game and for playing it, too. It means a lot!

I'm very happy that you like it. And wow, that's a good score! To the leaderboards you go.

Thank you very much for playing!

Turns out that dunt hucking sometimes has its quirks...

Thank you so much for playing!

I'm very glad you enjoyed it. Thank you so much for taking some of your time to play our game and leave a comment, it's really appreciated by us!

The pixel art is nice and pleasant, and the music is really good! Gets you in the mood to slowly strategize. I also enjoy both the intro and the ending of the game!

I really like the incorporation of the walls, and not only that, but of the upgrade that lets you take advantage of said walls. Also, the upgrade to get one move after killing an enemy is an absolute godsend and makes getting into further waves possible.

This game is a very interesting version of chess with roguelike aspects, and I really enjoyed it. I ran into no glitches and it ran as smoothly as butter. Just wish I was a bit better at chess. 😅

I made it to round 12. Awesome game!

The pixel art is nice and pleasant, and the music is really good! Gets you in the mood to slowly strategize. I also enjoy both the intro and the ending of the game!

I really like the incorporation of the walls, and not only that, but of the upgrade that lets you take advantage of said walls. Also, the upgrade to get one move after killing an enemy is an absolute godsend and makes getting into further waves possible.

This game is a very interesting version of chess with roguelike aspects, and I really enjoyed it. I ran into no glitches and it ran as smoothly as butter. Just wish I was a bit better at chess. 😅

I made it to round 12. Awesome game!

The art looks nice and I like the idea of the UI. I punched the air a few times. I also punched a guy all the way down there. He was calling for it.

After reading your GDD, it does feel to me like you might've overscoped a bit. It happens to the best of us, and it's part of the learning experience. The knowledge these jams bring is invaluable though, and it'll be interesting to see what you do on next jams with the knowledge that you've gained here. Keep making stuff!

The art looks nice and I like the idea of the UI. I punched the air a few times. I also punched a guy all the way down there. He was calling for it.

After reading your GDD, it does feel to me like you might've overscoped a bit. It happens to the best of us, and it's part of the learning experience. The knowledge these jams bring is invaluable though, and it'll be interesting to see what you do on next jams with the knowledge that you've gained here. Keep making stuff!

I like the isometric pixel art. Fighting against the boss with this battle system also felt very fun! I like the attack that destroys the platform, I thought it was clever. A suggestion I'd have for an update is for projectiles to have shadows shown on the floor, so that you can tell what lane they're in. 

I hadn't read your GDD before playing and felt that Mikey's legs felt very Megaman-esque, but after reading it, I see it isn't unfounded. Mikey's design also reminds me a bit of character designs you'd see on very old cartoons, with the gun having the eyes and all. 

Only thing I struggled with a bit was getting the arrows keys to work, but after I fullscreened the game and opened and closed the console, the controls started working. Other than that, the game works really well. This is good, especially for a first game submission. My first game submission was full of softlocks, so I speak from experience lol. 

This is a very good first step and I hope you had fun putting it together. Keep making stuff!

I like the isometric pixel art. Fighting against the boss with this battle system also felt very fun! I like the attack that destroys the platform, I thought it was clever. A suggestion I'd have for an update is for projectiles to have shadows shown on the floor, so that you can tell what lane they're in. 

I hadn't read your GDD before playing and felt that Mikey's legs felt very Megaman-esque, but after reading it, I see it isn't unfounded. Mikey's design also reminds me a bit of character designs you'd see on very old cartoons, with the gun having the eyes and all. 

Only thing I struggled with a bit was getting the arrows keys to work, but after I fullscreened the game and opened and closed the console, the controls started working. Other than that, the game works really well. This is good, especially for a first game submission. My first game submission was full of softlocks, so I speak from experience lol. 

This is a very good first step and I hope you had fun putting it together. Keep making stuff!

This is a very interesting take on a roguelike. You don't actually get to move around on the map, but instead only spin around your own base. The animations for when you move the cannon have a very cool and appropriate robotic motion to them, which looks really cool!

Aiming with the keys can be a bit tough, especially when you're trying to be very precise. I really like the setup for the actual gameplay though. Choosing the module, the button that will activate said module, and then its placement on the cannon. 

I also like how the music only kicks in after you select your first weapon. The music itself is very good, not being tiring to listen to whilst also maintaining tension.

Some weapons I didn't use as much, like the flamethrower, because it doesn't last very long, and turning the cannon towards the enemy you want to hit can take a bit long. I really enjoyed the hammer and the shield (they're op lol).

I did notice that if you have a speed booster or a megabooster adjacent to a shield, when you spawn the shield, it "runs" away from the cannon.

I think I'll take another swing at the game at some point as I'm not very good at it, but I really liked how much you need to strategize the best position for each module, and what to use at what moment. It's got a lot of depth, and it'd be interesting to see an expansion on this one!

This is a very interesting take on a roguelike. You don't actually get to move around on the map, but instead only spin around your own base. The animations for when you move the cannon have a very cool and appropriate robotic motion to them, which looks really cool!

Aiming with the keys can be a bit tough, especially when you're trying to be very precise. I really like the setup for the actual gameplay though. Choosing the module, the button that will activate said module, and then its placement on the cannon. 

I also like how the music only kicks in after you select your first weapon. The music itself is very good, not being tiring to listen to whilst also maintaining tension.

Some weapons I didn't use as much, like the flamethrower, because it doesn't last very long, and turning the cannon towards the enemy you want to hit can take a bit long. I really enjoyed the hammer and the shield (they're op lol).

I did notice that if you have a speed booster or a megabooster adjacent to a shield, when you spawn the shield, it "runs" away from the cannon.

I think I'll take another swing at the game at some point as I'm not very good at it, but I really liked how much you need to strategize the best position for each module, and what to use at what moment. It's got a lot of depth, and it'd be interesting to see an expansion on this one!

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That's a cool concept! A sword that actually fights against whoever it is that's trying to pull it out in order to see how worthy they are. It's cool to compare this to your entry from the last jam because it shows how much more you were able to explore, like dealing with menus, damaging enemies, animations and also playing music.

Keep at it. You're getting better every time!

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That's a cool concept! A sword that actually fights against whoever it is that's trying to pull it out in order to see how worthy they are. It's cool to compare this to your entry from the last jam because it shows how much more you were able to explore, like dealing with menus, damaging enemies, animations and also playing music.

Keep at it. You're getting better every time!

I like this a LOT. Jumping between enemies feels incredibly satisfying, and I really appreciate that you're able to string your next attack even as the sword is bouncing off of the ground. It makes it so you can actually reach and attack escapees that seem to be too far away from you.

Possessing enemies also felt good, as the controls for it are simple, aiming is reliable, and in this mode, your attack has infinite reach. It's incredibly useful for situations where there's escapees far away from you that are close to escaping. I also used it multiple times so that I wouldn't be stopping time as the sword constantly.

The enemies being knocked back by you brings an interesting depth to the gameplay, as if you want to get rid of them as soon as possible, you have to get on their height, cutting it close to losing your momentum and attack timeframe. Both the visual and sound effects when slashing through a bunch of escapees is also super satisfying.

The logo design is awesome and the training area is super appreciated. I really like the gameplay concept and it'd be cool to see it be expanded upon. Sick game!

I like this a LOT. Jumping between enemies feels incredibly satisfying, and I really appreciate that you're able to string your next attack even as the sword is bouncing off of the ground. It makes it so you can actually reach and attack escapees that seem to be too far away from you.

Possessing enemies also felt good, as the controls for it are simple, aiming is reliable, and in this mode, your attack has infinite reach. It's incredibly useful for situations where there's escapees far away from you that are close to escaping. I also used it multiple times so that I wouldn't be stopping time as the sword constantly.

The enemies being knocked back by you brings an interesting depth to the gameplay, as if you want to get rid of them as soon as possible, you have to get on their height, cutting it close to losing your momentum and attack timeframe. Both the visual and sound effects when slashing through a bunch of escapees is also super satisfying.

The logo design is awesome and the training area is super appreciated. I really like the gameplay concept and it'd be cool to see it be expanded upon. Sick game!

The pixel art in this game is beautiful. I love the background, and especially the clouds. The swords also look powerful and awesome! In the sound department, the music helps to give a relaxed feel to the game while the sound effects help with immersion. 

Regarding the menus, the mechanics of each one of them is explained well! 

The story is emotional, and the sword collecting aspect that follows it is quite interesting! I spent close to an hour fighting and collecting parts, making a sword army that satisfied me. I really liked the fact that we can find parts that already come with beneficial effects, and that we can put an aura on these parts without substituting the effect that came with the piece. Really makes you feel like that sword is  s t a c k e d  up.

The others have said a lot of the things that I'd say, like having floating damage numbers when dealing/receiving a hit, in-game descriptions of effects, among other things. It's interesting to think of things that could be implemented in the future, though. Maybe quests with boss battle-ish sword fights? 

Also, I played this game on my phone, and it worked perfectly. This game is really really solid. I enjoyed my sword-collecting experience. Good work!

This is how my collection looked by the end. I'm a big fan of the bread "dagger", myself. It's not very good during battle, though...

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The pixel art in this game is beautiful. I love the background, and especially the clouds. The swords also look powerful and awesome! In the sound department, the music helps to give a relaxed feel to the game while the sound effects help with immersion. 

Regarding the menus, the mechanics of each one of them is explained well! 

The story is emotional, and the sword collecting aspect that follows it is quite interesting! I spent close to an hour fighting and collecting parts, making a sword army that satisfied me. I really liked the fact that we can find parts that already come with beneficial effects, and that we can put an aura on these parts without substituting the effect that came with the piece. Really makes you feel like that sword is  s t a c k e d  up.

The others have said a lot of the things that I'd say, like having floating damage numbers when dealing/receiving a hit, in-game descriptions of effects, among other things. It's interesting to think of things that could be implemented in the future, though. Maybe quests with boss battle-ish sword fights? 

Also, I played this game on my phone, and it worked perfectly. This game is really really solid. I enjoyed my sword-collecting experience. Good work!

This is how my collection looked by the end. I'm a big fan of the bread "dagger", myself. It's not very good during battle, though...

Wyoming Jim must've done something really bad to this boulder, because it does NOT like this guy!

The CRT filter is simply awesome, the effect on the "You Win!" text looks super cool, and the pixel art looks really nice. The music gives this really interesting and odd atmosphere to the game that's kinda hard to describe. It feels like danger is approaching, but *we* are the danger. 

Only thing I'd point out is that the estalagmites maybe could've used something to stand out a bit more, like maybe a black outline or something of the sort. I thought they were part of the background at first, and there were moments I'd forget they were obstacles because they just blended in really well with the scenery. AKA I have skill issue.

I really enjoyed this, though. It was a short and sweet experience that controlled really well, was fun and looked awesome. Good game!

Wyoming Jim must've done something really bad to this boulder, because it does NOT like this guy!

The CRT filter is simply awesome, the effect on the "You Win!" text looks super cool, and the pixel art looks really nice. The music gives this really interesting and odd atmosphere to the game that's kinda hard to describe. It feels like danger is approaching, but *we* are the danger. 

Only thing I'd point out is that the estalagmites maybe could've used something to stand out a bit more, like maybe a black outline or something of the sort. I thought they were part of the background at first, and there were moments I'd forget they were obstacles because they just blended in really well with the scenery. AKA I have skill issue.

I really enjoyed this, though. It was a short and sweet experience that controlled really well, was fun and looked awesome. Good game!

It is done.

The mouse movement being connected to the X axis made this game trickier than anticipated, but it was also an interesting challenge.

Having to switch between weapons and shield on the fly made the levels feel intense. I especially liked the moments were the bullet would hit the shield, causing time to slow down just to see the bullet being kicked back. It was an awesome touch.

The retry button was also very appreciated. Made things very convenient, especially in a game like this where you're going to die a lot. The different items that you're supposed to slash definitely caught me off guard, like having bananas and apples kill me; but it was funny.

If anything, it'd be interesting to see an iteration of this with some variation in the scenery and music, but it felt to me like a fun challenge. Cool game!

The mouse movement being connected to the X axis made this game trickier than anticipated, but it was also an interesting challenge.

Having to switch between weapons and shield on the fly made the levels feel intense. I especially liked the moments were the bullet would hit the shield, causing time to slow down just to see the bullet being kicked back. It was an awesome touch.

The retry button was also very appreciated. Made things very convenient, especially in a game like this where you're going to die a lot. The different items that you're supposed to slash definitely caught me off guard, like having bananas and apples kill me; but it was funny.

If anything, it'd be interesting to see an iteration of this with some variation in the scenery and music, but it felt to me like a fun challenge. Cool game!

Wow, there's a lot I like about this. The aesthetic and feel of it, in general, are awesome. The pixel art is beautiful, and the music slaps.

It was a bit confusing at first, but then I realized the altar in the middle and everything clicked. Controlling the sword feels pretty satisfying as well.

One thing I'll say is that the graphics, the sound effects, and especially the way that the sword looks as it moves around reminded me a LOT of Castlevania Symphony of the Night, so it felt very cool for me.

I really liked this. It gave me a sense of nostalgia. Very well done!

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Wow, there's a lot I like about this. The aesthetic and feel of it, in general, are awesome. The pixel art is beautiful, and the music slaps.

It was a bit confusing at first, but then I realized the altar in the middle and everything clicked. Controlling the sword feels pretty satisfying as well.

One thing I'll say is that the graphics, the sound effects, and especially the way that the sword looks as it moves around reminded me a LOT of Castlevania Symphony of the Night, so it felt very cool for me.

I really liked this. It gave me a sense of nostalgia. Very well done!

This game is simultaneously rage inducing and super fun.

I really like the touch of the knight burping every once in a while, and the gameplay itself is really interesting and fun, especially when you get the temporary power up after killing a certain number of enemies. 

I do feel that the speed of the regular shield can be a bit tough, since I ran into situations where I had enemies approaching me from opposite sides, and the regular shield was just way too slow to protect me.

The music is fitting whilst also making the situation feel funnier, and the sound effects are satisfying! Farthest I made in the game was wave 10, with 109 kills and 171 bonks. The game can make you rage, but it also works really well and I personally had a lot of fun with it. I really liked it!

This game is simultaneously rage inducing and super fun.

I really like the touch of the knight burping every once in a while, and the gameplay itself is really interesting and fun, especially when you get the temporary power up after killing a certain number of enemies. 

I do feel that the speed of the regular shield can be a bit tough, since I ran into situations where I had enemies approaching me from opposite sides, and the regular shield was just way too slow to protect me.

The music is fitting whilst also making the situation feel funnier, and the sound effects are satisfying! Farthest I made in the game was wave 10, with 109 kills and 171 bonks. The game can make you rage, but it also works really well and I personally had a lot of fun with it. I really liked it!

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Right off the bat, awesome CRT filter and logo effect. It looks awesome! 

I really like the gameplay. Like, a LOT. Kicking yourself off with bullets and going everywhere while also being able to slow time. It's just so well put together and flows super nicely! 

The sound effects are super satisfying, and I really appreciate the fact you didn't put an ammo limit. Just lets the player have fun shooting away!

A random suggestion I have of something for the future is a timer for speedrunners!

Everything here is just really good, and I would love to see this expanded into a full game. This game's sick!

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Right off the bat, awesome CRT filter and logo effect. It looks awesome! 

I really like the gameplay. Like, a LOT. Kicking yourself off with bullets and going everywhere while also being able to slow time. It's just so well put together and flows super nicely! 

The sound effects are super satisfying, and I really appreciate the fact you didn't put an ammo limit. Just lets the player have fun shooting away!

A random suggestion I have of something for the future is a timer for speedrunners!

Everything here is just really good, and I would love to see this expanded into a full game. This game's sick!

At first, I played and finished the game thinking I'd only be able to possess weapons. Imagine my surprise when I found out you could actually possess enemies and be able to use a second ability with each weapon!

I'd say the reason I missed this in my first run is that the game refers to the tutorial pathway as "Story", and the game also spawns you right next to the "START" panel. Since I wanted to experiment how the game felt, I naturally went towards "START" first. Making it more clear that that pathway is a tutorial could prevent people from missing any of that stuff.

I did also feel like the game could've used a bit of music as well. With that said, I like that all three weapons operate very differently from one another, especially the spellbook. Currently, there isn't much of an incentive to possess enemies, since staying as a weapon lets you continue attacking and you have a lot of health that way. The concept is interesting though, and I like the second attacks you get when possessing an enemy.

I also appreciate that you listed the controls in the pause menu. It's an appreciated touch.

This game has a neat concept, it just needs some polishing. Good work!