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FinetalPies

14
Posts
2
Following
A member registered May 26, 2016

Recent community posts

Also (felt worth making a separate post)
I was fighting the bunny-guy boss, and used the syringe to heal right as my toxin meter filled out, causing the screen to go black but not causing a game over. I could still hear game audio so I just mashed attack buttons and eventually it skipped to the final victorious cutscene. (I'm not sure if I was simply invincible during this bugged black-screen state or if I just got really lucky)

On Public Build 2_0_7
If an enemy does 2 animations on the player after being knocked down (ie: knocked down, animation, don't get up, another animation), the enemy sprite won't join the animation properly and will simultaneously be standing there and engaged in the animation.
The J key to self-knockdown works even while knocked down, which is a hilarious mode of traversal but also a way to escape animations with multiple buggy consequences, including having two player sprites visible. (One under control, another locked in animation)
Combining these two bugs it is possible to get knocked down, then escape during the second animation with the self knockdown. Now there are two copies of each the player and the enemy, but the standing enemy sprite will be completely idle, leaving the player free to beat the tar out of them until they disappear without a death animation.

I think it's a combination luck, Luck, and just getting a lot of loot into multiple cycles of endless mode.
I'm right with you that I can't ever seem to get a cleaver build off the ground.

Often I beat him by just playing it slow and only attacking him once or twice per turn.

Tricky controls but mastery is definitely possible. Occasionally frustrating (sword size 4 really stumped me for some reason) but not in a terrible way, just part of the challenge.
Obviously beautiful and hilarious, that goes without saying lol. I liked it a lot thanks for making it!

It's just giving me a blank screen, yeah

Definitely a fun little challenge!

What a great concept for a game. I love stealth games, and dogs, and sunglasses.
Though it's frustrating to be spotted by an enemy immediately after 'fighting' them. I just finished convincing them!

Very satisfying

Is anything like LAN coop available yet/soon?

I think I understand hubs a bit better now, they are more like organizational tools than anything. For if something could have multiple conditions/actions.

I also remembered another feature I would like to see. Range setting for conditions. Basically replacing the current 0-25, 25-50 and manually setting "20%-50% shields" and the same for choosing range. Replacing "short/medium/long with ranges like, "5 to 15 metres".


That type of thing

PS: I got stuck on "Back to back", glad to hear I'm not the only one!

I think this animation is worth putting in the tutorial of the game.

(1 edit)

Hello! First of all I really like this game and I'm looking forward to future development. It's very fun and rewarding.

I'm still not clear on what hubs are useful for, I'm still just getting good at using multiple conditions and outcomes. Here's an example of what I've made:

http://puu.sh/p5AUn/2b8904a17b.png

My biggest requests all appear to be on your roadmap. Except being able to rename and save different AI setups. And having conditions that compare values, like. "If your health >50% and closest enemy health <50%" or, "If closest ball is closer to closest ally base than closest enemy is closest ally base". That might be understandably complicated, but it would let us do a lot of neat things, like make lower hp bots move behind allied bots with lots of health, etc.

Anyway, thanks for reading, good job on the game. Graphics are great, UI is great, I look forward to challenging my friends to AI robot battles!