Omg they are back for more. And again the writing is on point.
I played the browser version and was unable to make it fullscreen with control + enter. I just used the browser zoom instead.
I didn't expect Vreena to keep the Kyoto nyan nyan cosplay the entire episode. That was great and I'm always surprised how it feels closer to a tv show or cartoon than it feels to a visual novel.
GatherDev
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Hold down to fire, please.
Grenade feels super satisfying to use.
I don't know if needing to press the keys to attack is a good twist. After the third weapon, it starts feeling like a skill rotation of a mmo (on the other hand, I do appreciate anything different people bring to the table compared to the original games). Keep it up.
Hey, I have played until the part where the Bell shows up. I'm not sure it's the end, but I can't enter the door next to it, so that's where I quit.
Suggestions of things I think you can improve:
- Dialogue during the intro scene is way too fast. It should pause after each character's line and wait for player input, like visual novels and RPG games do.
- When a companion is off-screen, you could show an icon that looks like their head (maybe inside a white speech bubble, since your backgrounds are very colorful). I'm not sure the astrolabe will be intuitive to most players.
- Making the companion follow you in that part with the swimming pool and ladder was really difficult to me. Having to care about their oxygen made me even more nervous. Are you sure you want this system with your companions? It seems like your game would benefit from a system like "The Lost Vikings" had, where you control multiple characters, only one at a time. Check it out in case you don't know the game.
Things I really enjoyed: (!)
- Swimming. The part with the soccer ball. The part with the fishing rod. Those were all fun, but you didn't use them much. Killing the lizard with the knife also felt good, despite the crazy low range.
- The surreal visuals and strange characters is something I dig, makes the experience more unique.
The whale fight was my favorite and my game crashed during the mushroom fight (I got hit by one of its projectiles, but I'm not sure that was the cause, game just froze).
Since we play using the keyboard, I'd like to pick the fight from the main menu using the keyboard too.
Just a suggestion: maybe we could have a specific ranged weapon for a specific boss-fight. Just for a change, you know? A giant bird or dragon, maybe.
Keep it up.
Oh, man. So many hours of flash tower-defense games.
I had a lot of fun. Here are some things that, personally, I missed during gameplay:
- Soldier talking to us needs 1 more sprite while talking. Just an open mouth and slight different head position. No big deal.
- When you activate the extra speed button, player needs some feedback to know it is activated (for example, it could have a darker color, as if the button is pressed down). Also, since it has many arrows on it, I thought there were like 4 or 5 different speeds to pick from. Maybe 1 arrow when it's at 1x and 2 arrows when it's at 2x would be more intuitive?
- I suggest some terrain obstacles that force the player to time when summoning troops, in order to reach the enemy base. For example: Every 10 seconds an enemy bomber flies by, dropping bombs in a straight line. If our troops are walking that path in that precise moment they get in trouble. I also thought about tornadoes randomly roaming around, but it probably wouldn't fit the theme. I guess you get the idea.
I also had the cursor problem (web version).
I remember when I previously played this, I said something about the ominous song, it brings a nice and serious atmosphere, but the enemies saying "ouch" is more on the funny side. I'd pick one of them, so the mood is clear.
These energy walls and computers are bringing a bit of what Perfect Dark used to have.
Maybe a game mode where you have to survive waves of enemies while having limited ammo?
Thanks a lot, I'm currently directing all my efforts at improving player experience and communicating how the game works (including tutorial-like interactions , without making an actual tutorial). A lot of the problems you guys find I'm aware of, but can't fix. I'm slowly trying solutions and hope to bring a more enjoyable experience next patch. I appreciate the screenshot, the layering process is difficult to keep track sometimes, even having a visual scheme where I write stuff down is not being enough lol.
I really want to fix the collision that launches you far away, but I also want to keep mechanics like standing on enemies. So as my knowledge grows, I think solutions will pop up here and there. Your bug reports are very much appreciated!
Unfortunately this is my first experience with gamedev/coding so a multiplayer is probably beyond what I can do, sorry.
New classes, on the other hand, are on the menu. It will take a while, 'cause I will be experimenting with changes people suggested in terms of general gameplay and feeling.
Thank you a lot for taking the time and checking the game, specially for such kind comment.
Oh, you actually went through the adventure! Thank you a lot for this detailed reaction and feedback, it's very insightful and feels rewarding.
The fact that my characters were able to communicate with you made my day, specially since your game focus on storytelling. It is a joy building this world and hearing such feedback makes me want to keep improving. I hope we meet again in future DDs. The old totem king is dead, long live the new king!
Huh, I like that point of view about jumping automatically. Not sure if I will add it, but I will at least test it.
You got good points there, I think I can fix most of them with a tutorial level.
The agility problem is something I'm confused about, it seems to only update on scene reset. I'm new to coding so I have no idea why STR is working and AGI isn't. Tried fixing it many times, but my knowledge limits the amount of things I can try.
Thanks a bunch.
By perspective I mean the way you made the background. If you look at a sidescroller like, let's say, the first Mario Bros. In that game background is flat, it has no depth. Your game has depth, like in Captain Commando, for example. It has a vanishing point.
You don't have to play them, just take a quick look at videos in case you need inspiration for visuals/interactions with the background.
Also check how the characters move. No need to add that type of movement to your game, I just wanted to offer you some insight regarding what has been done.
I love it that you let us use portals without problems, I hated having to keep the scrolls in PoE.
Hmm, interesting. About broken equipment, as someone who has played a lot of mmorpg many moons ago, I like the theory of having your weapon deteriorate with use. But the consequences are usually: not doing high damage or having your equipment disappear. In terms of gameplay, the player usually goes to a blacksmith and presses 2 buttons every time they go back to town. I would like to see these mechanics you talk about, adding depth to the durability system in terms of actual gameplay. Maybe a rusty sword would have 10% chance of giving an enemy tetanus? ha ha.
I like seeing your updates so keep killing those bugs and ascend to a new class.
Oh my god, he looks so cute when you equip the armor lol
I was going to say "Damn he implemented skills but forgot about an enemy or test dummy..."
Nope. This guy is a genius. The npc IS the test dummy too. (I hope they are receiving two salaries, dev).
Seems like you got a base going. Can't wait to see what it becomes.
Btw I'm glad you want to add quest system.
lol when I saw the eggs I jumped at them thinking I had to collect.
Fun game, charismatic chicken and colorful UI. Poweru ps were a great design choice.
I bet multiplayer with friends is a blast.
If you decide not adding song, more chicken sounds would be welcome.
Controller support was a nice touch as well.
Your game was one of the few I also played in the previous DD. You are doing a great work with it.
Excellent visuals and that goblin voice takes me back in time.
This is the type of game I'd play for a little bit over the course of many days (or months), because I enjoy farming and going after loot, but since I'm playing it on browser I haven't finished the game (I wanted to find that goblin outfit you have made).
Npc at the start makes me think of the blonde one in the Everquest covers/posters, and of course, the Doom reference with it takes me way back, while also giving the character some life.
A volcano in the scenario is yet another positive choice you've made. Don't stop investing in the voice acting 'cause that helps a lot in a rpg these days.
There is a thing I never enjoyed in this type of game though (mostly player PoE), which is the "Unidentified" tag. I know it's a common feature, but it frustrates me every time I want to check new loot and can't just equip it right away... oh well.
Keep polishing this gem.
I love the art pieces, your thumbnail and the blue parts of background.
"Adversary" and "Division" rooms had these holes in t he ground. It felt weird that the mc could walk over them as if they weren't there. I wonder if they have a purpose. I tried making the spike sword enemy fall into it, but failed.
In the room "Do not feed", if you press Down while under the ladder, it makes you go onto the ladder. No big deal, but your game is super polished so I thought I'd mention it didn't feel natural.
The chill song is a good break from the main theme. Very much needed.
And of course, I love the idea of transforming enemies. I noticed that if I died and returned they would still be transformed, but eventually would return to original forms? I don't know what triggers it. Probably time itself. Since I died a lot and was punished having to walk back, I was appreciating finding enemies already transformed. When I saw them back into original form it didn't feel as good (feels like progress was taken from me).
Edit: I've played using a xbox controller and wasn't able to move using the left stick (I tried the options menu). I'd appreciate having that option.
Heeey, you took my request! Nice. I don't have your writing skills, but here is my feedback after playing the Web version.
Intro felt to me like the intro from fellowship of the ring (in a good way), when Galadriel present us the world. Very good description and fantasy imagery. "And legend became myth". I wish there was more of it during gameplay, maybe some specific encounters? We could find other strange structures.
"Cloaked swordsman slashes at you" - tried to block, dodge, defend, roll, parry, but I already had taken the damage. I'd like to interact more. (In Magic: the gathering we had cards that could only be used during our turn and a second group of cards that could be played during the enemy's turn as well. This greatly increases interaction and makes it feel more like a real time combat, allowing actions to be stopped or countered). Maybe this is not common in text games. I wanted to share the idea anyways.
I love it that when I asked "Why not" it gave me the help tips.
"You see cloaked swordsman idling in this room.
>talk
there is no one here.
>cloaked swordsman has an existential crisis and looks at the sky as a tear drops from his left eye..."
Air light weight heals for 0 ... ? Strange. Very strange. >Eat it >Fly >Bend Air . Oh well.
Found a heart shaped one that heals for 229. Seems overpowered.
I went through a few doors and found cloaked swordsman, scavenger and blood-covered swordsman.
I'm not sure there is more, but I'd like to see additional high fantasy elements. Maybe you want something more realistic and low fantasy, which is fine, but after the stone and unusual food I expected more weird objects.
Your writing skills definitely should be used more frequently. Maybe descriptive events? Not sure.
I'm glad we have text games here. Nowadays I see games more as an experience to go through and having more options is very, very important.
Also, the map was very, very useful. I had started drawing one myself.
Ahhhh I see it now. Thanks for taking the time and explaining it further.
You probably had to click with the mouse in the game screen again. Web games tend to lose control when you click away. (Not sure that was the case here).
In order to scroll in chat you use the scroll bar at the right. I can't remember if page up/down works after clicking the chat box text.
Thanks a lot, changes will be made for players to feel less lost, specially regarding controls.
I'm more worried about hand holding too much than doing the opposite, so your feedback helps me see what parts need explanation.
Curious about your chat being cut off though. Does it seem to be because of the screen resolution? Is it cut off on the sides? Web version?
I will answer your questions, but it's fine if you don't want to give another go. Your feedback had a lot of insight already.
xbox controller D pad up - read sign and interact with the world
Attacking while not standing is an experimental thing. You guys seem to hate it, though lol I want to take some risks.
Scarf is REALLY BROKEN. Idk how to tell Godot to keep the parts together, that is my fault and lack of knowledge.
So, during combat I want players to dodge snowballs and grind killing the enemies. After leveling up, you press select and add points to a stat you want to improve (for now Str is better - more damage) then fight stronger enemies when they see they can handle them and have enough money to buy recovery items. My biggest problem is communicating things. I hope to improve...
Chat goes away with F2 (Esc was the previous key, which is much more obvious. Web version had problems with it though, so it is a bandaid)
Your feedback was very kind despite all the frustration you had. Thanks, bro.
Hardcore gaming right here lol
Lovely art. Characters feel original enough too. I didn't expect the mc to start walking in the title screen. I think you could use this moment to tell us why we have just 1 health or why we fight. Are we sick? Have we escaped a battle before getting killed? Is it a curse?
Needs controller support asap.
I haven't played the original, but playing as a bat is not something you see often.
Game feels nice and I'm glad it has controller support. Music and the desaturated colors give it an... "odd atmosphere" (in a positive way).
A couple times I got stuck inside buildings and kept losing health, probably related to the bat's collision lol.
STOP JOGGING AND STAND STILL, HUMAN!
Thanks, Goblet. I feel + and - would make much more sense for the zoom, but I picked z and x so most commands would be nearby on the keyboard keys. I will consider changing it next. I wasn't expecting this, but it seems most people here use keyboard instead of a controller, and I focused on the controller scheme lol.
After a brick breaks the window, I went back into the bedroom expecting to find an Easter egg (and indeed I found it). Once you get back into the bedroom, its walls seem to have no collision.
Art looks nice. Most interesting part of it is I can't compare it to another style, it has a good amount of originality without standing out too much.
I liked the plot, characters and exploration more than I enjoyed fighting. It wasn't bad, but other elements were more engaging for sure. Having many fights one after the other felt wrong and I had to use the nuclear bomb number 3. More dialogues and less crabs would benefit pacing here.
Overall a nice game with a nice atmosphere!
That is addictive. From the name, to the song and the "CHAIN" effect.
I love what you did here. Reminds me of the early 2000's when we had a wave of games carrying this colorful and full-of-joy vibe. I specially feel that in the soundtrack.
I don't know if it would distract the player, but part of me wishes the witch's portrait would animate when we do a "CHAIN" and during "Game Over". Something simple would do, like facial expressions and a small change in angle. Just a thought, though. This game feels complete already.