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A member registered Jul 06, 2023 · View creator page →

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-Snappier animation start please, having to wait 500ms-1s until a unit starts running or punching is too long. 
-Enemy death scream lasts 2 seconds beyond death
-Being able to walk through friendly units freely takes some of the strategy of turn order away but it could be a valid design choice, I haven't seen enough
-Allow skipping dialogue on space or some other button, being stuck on a dialogue line 2 seconds after you read it feels awful
-bkspc for undo is bad. 1 2 3 to choose actions and z for undo probably feels better, consult into the breach control scheme. this game is trying to appeal to players of that game, after all.
-there's more UI and unit stats than into the breach, I'm not sure it helps your game. 
-If we have to escape via the breach, why do the demons escape the level when it's done?

-I did not go on a mission past the tutorial because the unit animations and dialogue depress me.

I second including drifting

It somehow feels like the steer directions when going in reverse should be flipped. I can't point to a specific game because it's been years since the last time I played a game with vehicles like those, but it's stuck in my head, gamer sense.

It's weird not being able to kill infantry when shooting a shell at their feet, but only from direct impacts. I think the precise hitbox is for accuracy in detecting the zone you hit in a vehicle, but perhaps it would be nice to add an infantry-specific hitbox that's much larger, for sharpnel and shockwave.

self destruct VFX should be a different color from repair

Vehicle parts destruction is a neat.

One other bug, I accidentally clicked enter a dungeon in the overworld and wanted to cancel so I pressed escape. it loaded the next area but the screen was dark except for the cursor. moving the cursor made sound like the menu was up but nothing was visible. The screenshot I took is just a black screen.

Somehow party members seem to treat position 3 and 6 as the same one, I also tried to locate ranger at 3, same thing.
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I admire your progress the most(game to game). I admit, I wasn't sold on the concept back then but it seems more interesting now.

-Should replace resusciate with revive imo. it'd help ESLs understand it better right away but maybe you like the british tint.

-Why is the spellbook icon a spear?
-Most of the heals seem very similar. If it was the start I'd tell you to only have 2-3 heal types and focus on other support spells.
-I couldn't move my party out of the way fast enough when I had an attack warning in the tutorial dungeon but I dunno if there's a binding.
-There's some lack of contrast, most things besides the characters are faded.
-I don't like all those stats on armor, I'd rather have just straight up DEF ATK and that's it. 
-Why can I move the camera if it doesn't rotate my characters? seems logical imo. otherwise just diable mouse control. It's far more annoying to have the camera point some way but when you press W you walk 45 degrees to the left.

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I was quite at a loss as for what to do.
The controls obstruct the view and randomly(?) disappear/reappear
The conversation screen with the single mounted npc I found seems bugged when you try hovering on nodes, the links to other nodes freaking out, maybe it's the selected node that switches rapidly and randomly.

then I found a bandit outpost or something and quit playing.

The first thing I did was dig myself down until water, then read the controls. hover seems to work, fly is more like a weightless jump forward? it seems to be iffy. hover activates the swimming animation,  if that's intentional.

-the randomize button in the character creator swaps class, gender etc, I thought it was just the looks because it is under the looks side of the menu. that was a tad unexpected.

-Include a demo world to let people play faster?

I'm a fan of the simple graphics and hope to try it again once there's more guidance. I think part of it was me having to use the hover cheat to bear the distance between points of interest. 

The level 2 guard didn't spot me when I didn't move/when I sneaked until he passed the corner

I can see the meme potential if you have silly interactions like sliding on a banana, grabbing enemies and throwing them into a fountain or off a building, poisoning a tuna sandwich etc

I like it.

I didn't manage to spawn enemies or understand firing(unless it's auto fire) but you sure can program satisfying movement!

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Uh, I tried every button on the keyboard besides WASD and nothing attacked or backflipped, like the other gals did. Some way to go back to main menu or quit the game without Alt+F4 once you start playing, please.


*Also tried mouse buttons

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-shift for "select" in menus is wild
Uh, I'm pretty vanilla when it comes to IWBTG, I couldn't bear boshi's save reset jumps. I don't like the spam pattern because I'm not good at noticing the red apples before they're about to hit me. What I like about those games is that even if they're cheap once you memorize a pattern you can git gud but with this pattern it doesn't feel fun/doable to me. Maybe I could do it but I'm unwilling to. my PB is around 20s. my experience was bug free.

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-Please let upgrades be selectable with wasd/arrow keys and space to confirm, it feels better than having to move your hand to the numrow

-Rather than "If you have above 5 power the zone deals poison" it's better to have that as an upgrade card. I think it's better if players don't "have to" start planning their build before playing.

-chests are interactable, some lampposts, discarded swords are not, please distinguish interactables a bit more, perhaps an outline

-Poison area and fire area effects should be more transparent, perhaps visually cover their entire area of effect and not just the outline because those games tend to have skills with precise stable outline hitboxes like that, where the skill doesn't hit you inside the zone.

-Every class I try feels squishy as hell 
-some skills draw over the player, reducing visibility, this is particularly harmful because you can barely tank anything. If you draw over the player, please reduce alpha.

-Knight AOE skill that damages yourself for 5 activates when there are no enemies around, it helped me kill myself just as I entered level 2(I also tried to collect a shrine upgrade and got hit by the gargoyle)

I'd like the early game to be more straightforward and less punishing so players don't drop out, perhaps shrines can be auto-collect, pressing an extra button while being chased by a mob isn't optimal(you also get a popup requiring you to stop and read if you don't know the shrine type) . but the game is pretty solid, I didn't experience bugs. I think it just needs polish around music, visual adjustments and a slightly more addicting and faster loop to draw players. (VS has sound on collecting xp maybe? a nice tune on level up? calculate time until levelups in VS and similar games? I'm pretty sure you get faster levelups in VS, getting more skills, more visually interesting, better overall for player retension)

Cute and very well done. I didn't get the cutscenes at all. nice music. sometimes at the cross section between a cutscene and gameplay the music cuts abruptly.

T
This position allows cheesing the boss, the top bullets die instantly when they spawn and the jump timing is more lenient for horizontal bullets because they die when they hit the edge. I don't feel bad cheesing because the boss is kind of extreme for how easy the rest of the game is. ;-)

-I feel like in other idle games your auto-click becomes usable much faster. It took me 5 minutes to get there here.

-settings/shop UI is broken if you go full screen and then out again

-Is the rocket symbol supposed to shoot? It doesn't seem to work

-The spaceship is moving to the right according to the background, kinda like a shmup, but enemies come from all directions. I wish it was more consistent. If they are surrounding you, perhaps it's a planetary defense situation.

-The buttons and font are pleasant but the pixel art art for rockets/guns is way too low res for how the rest of the game looks.

great visuals. I wish I could do a flip.

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I like it, it's fun. 

feels more hardcore than the other survivorlikes I played. I can barely outpace boars. gradual hits made me lose just after rocket enemies were introduced(Having a visible landing zone VFX feels more fair imo)

I didn't get a feel for the upgrades since I didn't play much but bladestorm seems the least worth it since most enemies are farther away. 

the graphics are cute/high quality, menu UI is good. in game text is too small.  some ps2 vibes, that's a good niche if you lean in there(maybe you do and I haven't managed to get that far)


Also resizing the window to fullscreen affected my monitor and un-maximized the browser(vivaldi) 

I don't get it. accidentally gave me package to a wrong vendor and couldn't find anyone else to interact with.

Comfy desolation. cute car. Fun driving which reminds me of gta4. 

the UI and creature design are great, it's apparent you're an artist.

-every time I tried to dash in with a hero at the start it always ended in deaths. I beat the two first levels with 2 deaths actually. I don't like the concept of trying to hit single enemies and bounce back to spawn, it's a bit cowardly. It's fun to combo a lot of procs at once in those types of games , right? but if my first 2 characters die it's a problem. if the healer could revive on touch however..
-I'd like to finetune the cannon aim, arrow keys aren't precise enough.

-Trying to time abilities when you're at max speed is hard
-Wizard dies every single time he stops moving? 

-I understood what's the active ability but some of them are obscure. what's giving a dex bonus to a ball? what's the difference between a ball and a hero?

(built-in image uploading is so bad)
https://imgur.com/a/CSnbpta
IMG1 - I thought I was softlocked there because I couldn't launch a hero directly at it. I didn't understand the concept of pushing and bouncing yet. something for a future tutorial?
IMG2 - I could launch another hero at a steeper angle to fit in the gap but the allowed angle changed or the hero's colission is bigger and the other hero couldn't fit in

I feel like this could be either a puzzle game or an arcade game, the style lends itself better to an arcade game but the abilities and deaths feel more like a puzzle game and the game is in-between.

I've come across some issues in my short play

  • several crossbowman will all target the first unit if they can. the first shot hits, next shots miss. I think auto-targeting a different unit is better. Can also allow targeting[first | last| strongest] like in bloons TD
  • targeting a unit on top of a tower(for removal) is tricky, so is placing it. very tight margins compared to empty grid spaces
  • I placed a spike trap atthe bottom of the ramp at level 1 but enemy pathfinding simply skirted it at the tile edge and it was ineffective.
  • once I have been defeated, auto-restart the page in 2 seconds or pop up an alert letting me restart, the units keep on going currently.

The graphics are pretty nice and the game logic seems to work pretty well, so good job there.

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-Nice shader
- slow down the TV static thing, it's annoying
-didn't get enough height to get the shrimp
-I don't think text should have collision(office building)
-Disable the shader on text please
-Pressing F uncaptures mouse so you can't aim the camera, happened when I tried to find the interaction button on random stuff

Interesting artsy thing
Also I fell off the branch in the paper hat room because I tend to hold forward/play with jump to do something until I reach destination.. not a huge issue since you only fall once that way

same issue here, you could force vertical velocity to until player Z/Y value is near the shrimp to guarantee getting high enough

I also encountered the hit from above issue with whale but just thought it was a positioning issue so I'll definitely extend the hurtbox
You can hit cannonballs in the water to make them sink faster which I hope players will attempt, it's an issue that has to be tested by multiple people to see if they think about it.
The poison clouds are supposed to be evaded be positioning, they do hover pretty high above the ground
Slime is just the tutorial boss, I nerfed it heavily after some people got filtered by it(the hitboxes were too big though)
I have some whacky moments on regular "levels" between bosses and another addition planned that could happen during bosses
Lack of "hook" is a massive issue for a commercial game so I'll have to do better for my future games..

It's tough to tune bosses well without other's feedback because you I get too good in my own game, I already know I can't jump clouds or I can hit sinking cannon balls..

I appreciate the in depth feedback and I'll definitely tune several things based on it, thank you!

Same issue as the previous 2 commentators

No fun is unfortunate. I don't have the black bars issue nor has any other player reported it before. If you'd like to provide a screenshot and your specs..?

-Got to level 2
I can't bear how slow it is to beat levels. there's no reason for attacks to recharge so slowly
It's weird a melee character(axe man) needs to run away from enemies and damage them from afar. seems like an opportunity to create different snake builds with some going into enemies with melee characters.
-Shop page screen is godawful. the style, being too small and inconsistent between different objects
-On the settings changing the volume bars causes the UI elements to shrink or extend in size.

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Still very GMI.
I don't remember what it was like last time except saying mechs are hard to distinguish and you improved readability a lot, the minimap is great, everything about the presentation and UI is 11/10, perfect.
Now I have to complain about to slugs on level 2, their readability against the floor isn't great.
It wouldn't be such a huge problem if there wasn't an infinite amount of them or if you could position yourself to only get chased from 1 or 2 directions but from all directions.. It's rough.
Should slugs hit me for 1/10th health? they're just slugs. but again, maybe it feels harsher because of the level design(I know it's temporary, that's fine)
Please launch the game for the first time in full screen, trying to make it larger from a tiny window is rough.

Where'd you learn to create such top notch interfaces/menus? formal education?

Ay, there's a shadow growing underneath and the warning SFX
I agree that it's OP and needs retuning but there's also a reliable simple-ish way to dodge it, once you discover it

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-Nice music
-Very nice main menu
-shotgun and SMG have a nice feeling, Carbine seems underpowered, lacking a scope, smaller levels favor faster weapons
-Letting go of crouch under the barrier made me get stuck
-Neat reloading animation with the shells flying off(boltgun inspired?)
-I think there's an input buffer which if you shoot while reloading, the shot releases after you're done reloading. I don't like that.
Jumping and shooting makes the gun shoot way off at the ceiling. I suggest resetting aim instantly if the user shoots(also from sprint). try to remember games where you enjoy jump shooting around corners, COD, Max Payne etc

After getting demolished instantly by red shotgunners a few times I'm putting it down
I went near a door, the enemy instantly went at me from ambush, I shot a bunch while retreating but died right away. (I had the SMG)
Those enemies in particular are a bit too strong. Their design being placed in tighter places is almost like a precision platformer putting Gotcha moments where you have to get hit to learn the level.
The thing is.. shooters levels aren't typically replayed to perfection until you learn every enemy's location.
Still, the core experience is enjoyable, good job.

M'bruh you forgot to enable to download link

quit button?

couldn't play due to inverted camera controls and inability to tweak it via (inexistent) settings.

The jump felt unsatisfying to me. Perhaps I'm expecting letting go of forward to decelerate my velocity.

You need to pass a certain velocity threshold to get on a barrel which is pretty slim. too low and you slide off, too high and you fall. I think the collision is slippery and weird.

Hammers might be too fast for a first trap thing, It's the start of the level so I don't think the window should be that slim, yet.

I like the graphics and sounds(sounds could be improved)
Disclaimer: I played for 5 minutes due to not liking the jump physics.

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Playing without music recommended as I haven't reworked/updated it at all. Samurai is 70% done.
Full in game Controller support, not for menus as they're WIP.
Past content will be in the game, I just didn't want to force people to replay bosses.

Does the tutorial page do a good job of explaining the mechanics? (I wanted discovery to be emergent but players tended to forget/miss key ideas and it caused frustration) 

Kamige.

2000 reviews minimum. An outline/higher contrast for mechs against the background is super important. they all feel like camouflaged mechs right now.

Your game has charm.

It reminded me of Roadwarden. something about the comfy vibes, similar relaxed music outside of combat and art. 
the menu UI being integrated in the game world is fantastic. 

I enjoy the occasional card game and I like the direction of this game a lot.

I chose wizard and milling is an ineffective gameplay mechanic until you manage to find cards/relics to synergize with it so I didn't really manage to utilize it effectively, instead using pure damage to beat enemies. milling leaves me vulnerable and milling 25 cards while I only have 3-5 mills a turn is pretty slow.

I appreciate the ability to set different skip methods depending on ones preference. 

when skipping battle stages the "end turn" button changes colors/text pretty rapidly, I suggest toning it down until you can actually click it. 

A sound effect to notify when turns change between player and opponent?

Tooltips on keywords would help, I don't know what exhume is or some other words(I did skip through the tutorial pages)

the AI hung when it was their turn to draw so I was unable to continue.

I like the game. 

Thanks you for the feedback!

Thanks for playing, I fixed the simpler stuff to fix after your stream. It was very helpful, thank you!

This type of game is called twin stick shooter

It differs from VS-likes by having control over both shooting and moving, whereas in autoshooters there's no shooting control.