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Federx

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A member registered Mar 29, 2019 · View creator page →

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boosting sideways was originally a bug. 

in hawken, you can only boost forward and dodge sideways. being able to boost sideways is a quirk of how my code is written.

but the thing is.. i kind of like it! it essentially adds an extra movement option, kind of like strafing sideways pretty fast, which comes in handy sometimes. i have been reluctant to "fix" this behaviour for a long time, and i am seriously considering leaving it in as a feature of its own.

i WILL buff the side dodge to make it more worthwhile though, that's for certain

kill him dead

yeah i also think that the triangle being the same color of the squares and background objects just doesn't make it pop up enough.
maybe it should have a smaller, white triangle inside of it?

as others mentioned, the reticle and where you are shooting don't really align much. i actually have a similar issue in my own game but to a much lesser extent
this added to the fact that the projectiles seem to be TRUE projectiles rather than a mere particle effects with a raycast makes it doubly annoying, because i'm effectively not hurting enemies in my own reticle, at all
why would you make the camera switch position with shift + left and right? it's extremely disorienting, especially considering that everyone uses shift to sprint

two things to mention:
if i keep holding the sprint button after the slide is over, the character just remains on the ground. i feel like it should get up eventually.
second, having to press both ctrl and shift at the same time is EXTREMELY UNCOMFORTABLE.

am i misremembering, or did you give the movement more inertia, and made the combat slower? because i honestly did not enjoy it as much as last time.
like it doesn't feel i'm in control of where i'm moving, even if i stop and change direction i keep sliding in the wrong direction for quite a while, and there's a noticeable delay between pressing the button and the attack animation playing out.

holding L to putt did not work for me. i had to complete all 3 holes by just shooting my way and praying.
why is there another golf ball guy to the right, i couldn't reach him because i fell into the void
great shotgun btw, i like that the golf course is randomized every time, though i don't think it should be able to give me the same course twice in a row

incredible atmosphere, you really captured the 5th gen oot/boku no natsuyasumi vibes perfectly well
some notable bugs/quirks to mention:
the camera was kind of wonky, like it doesn't exactly feel like it follows the player at times, especially in cramped places like the house
lost souls always got stuck in pretty much every obstacle in their path, it was very annoying trying to make them reach the exits
doors open one way only, which means that if you are close to where they are going to open they'll fucking slam into your face and push you to the wall lol
i couldn't get the mudball into the washing machine? maybe i was doing something wrong
after losing twice my main menu got incredibly glitched and i had to force close the game
probably other things you can see in the playtesting footage
btw i fucking LOVED the windows save system thing!

damn where do i begin
very ambitious and very interesting, but the initial generation (at 10km) is WAY TOO SLOW. i imagine this will become more optimized in the future
sfx are very annoying, especially jumping and walking/running, but i imagine they are placeholders
right after entering the game, i touched a small stone and i got stuck to it completely. no matter how much i jumped in place and ran and crouched, nothing worked. eventually i just closed the game without saving, and luckily i was back in the initial spot without having to generate anything again
i spent then a solid 10 minutes walking around, finding nothing but rocks and hills around me, until i finally found a very small dungeon
it only had one enemy... a level 9 bandit.
needless to say, i only did 1 damage to him, so i had to enable godmode to be able to defeat him
side note, when you get to zero (or even negative stamina), if you keep holding sprint, your stamina does not regenerate at all, which can lead people to getting "stuck" into walking slowly until they purposefully release the sprint button.
the combat honestly did not feel very responsive or satisfying. it felt more like king's field than skyrim, and this is not exactly a good thing imho.

some nitpicks i had

the hover engine feels very wimpy. like even with 100% power dedicated to it i barely raise higher

the forward engine is better, but even that has a very slow acceleration rate, and it takes a long time to get to full speed

the speed meter itself feels very arbitrary, like i go from 150 to 900km/h but it feels like i'm going barely faster

damn, i LOVE the underwater ruins!
i love the rays of light coming from above!
you are doing a great job
your game is far too advanced for me to give some useful feedback, so i can only nitpick
i don't really like the sound effect when my fireball hits an enemy. it sounds kind of.. metallic? which doesn't make sense.

finally got around to play with the fire scroll which was broken for me last time
it's waaaay overpowered, i can instantly kill all enemies with one hit from a safe distance, and when they die they often replenish my magic power as well
after lighting up some torches i lowered a wall and i was going back to it when i jumped down ONE FLOOR (it was like, 4 meters? COME ON) instead of going down the stairs and i immediately went to -3 health and died
I HAVE WINGS
WHY AM I RECEIVING SO MUCH FALL DAMAGE
fall damage is the PEAK of anti fun mechanics
please stop shitting up the thread, there were already plenty of shitposters around, and "shitposting in response to shitposters" just means that there's one extra shitposter in town now

the spikes level filtered me hard
great job

it's very fun to just drive around and fall of a cliff while shooting like a madman at distant tanks.
i'm also kind of a purist as far as ww2 aesthetics are concerned, and i would have gone with slower, heavier tanks myself, but i guess then the game would have become.. less fun?
i don't really like the shield progressbar at the bottom left but i guess that's temporary
no issues to report on my side

first of all, i actually liked the STYLE of the intro
but your song choices don't really fit the vibe of the game at ALL!
the combat didn't really click with me
it doesn't really feel RESPONSIVE, like it feels like one of those cheap bootleg gameboy street fighter clones where the movement was extremely limited for technological reasons
i get going for the linear animation style with few frames not blending with each other, but the combat itself should be more fluid
the "jump" was also extremely wimpy and underwhelming
if i press jump and a direction i actually want to jump TOWARDS that direction, maybe not flying all over the place like blazblue and virtua fighter, but something like tekken would be more appropriate
why 4 characters fighting?? it makes sense for a smash clone where chaos is the main appeal, but in a fighting game i expect a 1vs1 duel where i don't have to worry about people kicking the shit out of me from both sides

art is absolutely top notch
a thing that personally bothers me in this kind of games is that i have to collect currency manually
i imagine that there are upgrades to mitigate that, but i still like more when the coins are collected automatically on killing an enemy
furthermore, wouldn't it be better to have the enemies split into waves, so that i can actually heal and buy items between a wave and the next? it's very cumbersome trying to grab an item i bought while a bunch of big brutes are kicking the shit out of me

i think it's finally time that you add some SFX
not simply for the "juice" factor, but most importantly because they are fundamental feedback to let players know that a button was successfully pressed, a ship design was saved, a research is started, a research is completed, a probe is in orbit etc
aside from that, occasionally i have add UI elements covering the dialog screen, or character portraits covering buttons to press. ideally, things that are of utmost importance to the player to know (buttons, dialogue etc) should always be in foreground compared to more background elements for flavour.

i struggled a bit to notice where i was able to cross the railway in the dark. i think it should glow more to be more noticeable
i love the shotgun and machineguns
i still find bothersome how the retry button "wobbles" when you die, with your character and camera still ragdolling all over the place from whatever explosion killed you and trying to press retry it's kind of a challenge of its own

damn, the art of this game seems a lot more polished compared to when i played it the first time.
also, adding a continue makes the game much less frustrating
the final waves of the ice girl were waaay to hard for me though, like the entire screen was filled with projectiles, i had no chance to dodge them.
great job!

i'm actually a big fan of the genre, but i feel like it's too early to give proper feedback. lots of dialogue options had missing icons (like the mercenary camp), the trooper unit is straight up ripped from advance wars, and everything is clearly too placeholder to judge.
the character selection screen is borderline unreadable, even if you zoom in with the scroll wheel it remains very low res.

there isn't really any gameplay yet, but i really like the art style you are going for
i hope you add clothing customization to the editor next
side note, using the same button for normal attack and charged attack felt kind of weird to me, i feel like people might accidentally use the wrong one during the action

you need to have multiple weapons to be able to switch between them

how many weapons you have varies by level

i still find it weird how pretty much all enemies are either ranged or kamikaze, which makes trying to attack them with the scythe extremely dangerous
game's pretty hard as balls but that's by design
ahem, AWOOGA

yeah this needs more interactivity. right now even a tamagotchi has more gameplay
also, things are way too expensive, and gaining currency is waaaaay too slow

unless you guys are planning to slap deep monetization schemes behind it, which is most definitely not my cup of tea

what can i say? it's the best game ever made.
minor nitpick, the autocannon sfx is VERY loud.

i want MORE!

damn your game is juicy as FUCK.
shouldn't the dithering on the score numbers follow the numbers? right now it kind of feels like an overlay disengaged from them
aside from minor nitpicks like that, it's VERY GOOD!

as a noob myself, i'm extremely impressed of what you were capable of making in such a short time.
great job!

the game is fun, but i feel that the sprites of the small "crystal enemies" were kind of unclear, maybe because of the very low resolution.
also, the music didn't really fit the vibe of the game, i would have expected something more cheerful and upbeat.
the boss is very hard compared to the rest of the game, maybe the spawn rate of the projectiles spawning from above should be lowered?

the main menu buttons are a bit too "transparent", i can barely read what's written in them.

i still think that the levels are somewhat too long, i feel like super monkey ball really nailed the concept with its extremely short levels which are more about speed and execution, this feels more like an adventure game, a gauntlet to survive against enemies and puzzles to solve.
aside from my personal nitpick, solid work as always.

damn i really need to buff the side dodge.
thanks for playing!

your game is astonishingly good. i have no feedback to give aside from that, i'm sorry.
it's just too GOOD.

nice driving, though i initially thought that steering with the mouse was not working, but in reality it was simply the mouse sensitivity set waaaaay too low, so even if i moved my mouse across the entire desk the vehicle was barely turning at all.
it worked fine with the arrow keys, though it's not exactly how i would expect to drive a vehicle in a pc game

(1 edit)

a video speaks more than a thousand words honestly

i might have to double check the quick turn, maybe i'm doing something wrong compared to hawken since everybody seems to trigger it by mistake
damn i really need to fix that crosshair lol
the wireframe IS the debugging tool built in in godot, did you rike it
i will add more enemies to the earlier levels eventually.....
>force you to polish everything accordingly
sounds like a good plan to me

the guard doesn't really "check" the rest of the room

you can just drop in there and he'll go away quickly

sometimes it's finnicky to "vault" across the barrier with the jump button

you forgot to add collisions to some cabinets in the kitchen
finally, checking out this door softlocked the game for me

the overboost is just for crossing large distances quicker. i was thinking of making it last less and recharge quicker to be less annoying, but it's not designed to be a true six degrees of freedom kind of game.

the control scheme (side dodge, quick turn etc) are all based on hawken, and i'm not willing to compromise on them.

i have purposefully kept the difficulty low to make testing easier, but i do plan to ramp it up eventually.

yeah i really need to create a new particle effect for landing, i just recycled an explosion effect for now.

i feel like the difficulty skyrockets pretty quickly after a few levels, and not knowing where the next enemies spawn, your, uuuuh, balls are at the mercy of whatever enemies spawn next to them while they are far from the paddle.
like it doesn't actually feel like you are in control of how the level progresses, it feels very random

very impressive considering how little time you spent with it
it does the job

BUT WHY NO WINDOWS DOWNLOAD? WHYYYYYYYYY

yes the particles not working with inverted gravity is absolutely baffling to me as well.

hopefully i find a better walking mech sfx eventually....