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

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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.

Hm. the track while in chase by a zombie is good. sound effects fit but require adjusting. 
If you don't have audio sliders yet I suggest unplugging headphones, listening to a podcast or a video at a comfortable volume, then adjust your game according to that. It's too loud for my "normal computer volume level".

Alright, I was the journalist who got filtered by collision.

graphics are cute and flash-like, definitely good enough.
no sounds is a huge bummer, horror sets its atmosphere with sounds. a shotty without a sound? heresy.
interaction/picking up inputs are configured fine after you explained them. I tried blocking enemies with the axe rack at night but it didn't work.
misplaying day 1/2 could have definitely shortened my possible survival by a few days. why do I have to fight enemies at night? what if you could build traps or an incense to distract them? I did kite enemies since I ran out of ammo but it has limited effectiveness. 

The base game feel is solid, I can see it becoming quite interesting in the future - with more enemies and mechanics in place(and an end game goal that's not survival until death)

I like the music tracks and the attention to detail like UI sounds, customization, cooking art. the level up screen is a bit of sensory overload. perhaps different sizes/colors can help distinguish the different parts it has.

I promised you to play it "tomorrow" a few weeks ago.
Promise broken.. but completed today. Here are my thoughts and some bug reports in the description.

I've played through the demo and have written my thoughts in the description section if you care

Nope, it took me some trial and error. I still don't understand what happens when they want 5 limbs and I offer 2 limbs.

it doesn't trade down so they only take 3 limbs instead.

Can you even win?

I played as smartly as I could, trading the highest value I could but people wanted too many limbs, I couldn't trade for enough limbs, it was over.
I tried stacking up on money and trade down limbs because everybody wanted money the game before that.
If people's wishes are random that makes winning pure RNG even if you understand the system.

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Shite, I recorded a video but spoke into the void since the mic options weren't proper.

rolly polly is really fast and can't be ignored after he's aggro'd. I'd prefer a nerf.

The first flying red bug has some teleporting behavior, his movement is a lot faster/instant than the second flying bug.

I think there's no boss, I tried exploring what I could. no map I suppose, I tried tab. F for flashlight is the only button I found other than jump/shoot.

amazing looking water.

dash off a platform gives hover time until dash runs out, unsure if intended.

good music track(not the nexus one). has potential.

the walls clip is a bug I was not aware of, A file could be missing,  I changed my exporting process to prevent further problems. as for the other stuff, most of it is repeating feedback I'll try to address and sensible stuff(sometimes a dev seems blind to obvious stuff because he knows his game inside and out). thanks for the detailed reply.

Yeah, good direction. nothing much in it but great artstyle.

Oh man, I never knew about this exploit, lol. uhh, big problem. Thanks for the feedback, the improved VFX/animations for player animations for one were implemented thanks to player feedback.

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-The game made me feel a bit like "wtf" which is great, experimental indie stuff.
Positives:
-fun voice lines when people die and stuff.
-good music
-music and clean visuals sort of give it an absurd world corporate vibe, reminded me of portal. 
-unique enemy designs 
- gun designs, recoil (pistol should shoot faster perchance)

Negatives:
-lava balls enemy is OP
-movement feels wrong but I don't know exactly what. I'm playing Ion Fury these days so high standards.
-you can swap guns to an unused gun slot(1 or 3 before you get the shotgun) which brings up nothing. make scroll wheel scroll to the next gun which you have some ammo for?
-map design isn't great, some loops are fine but I think you might benefit from doing longer linear segments. it feels like the entire level loops around the main chamber which is split to smaller pieces.
this sort of looping design might be for "advanced level designers" due to being harder to do well, dunno.

Most crucial issue right now I'd say is stylizing level graphics so they have more than just grey.



Not sure where you're supposed to go now, I had to jump down from where the key was, two buttons on this floor and one below(moat) didn't unlock a bridge to the door. got stuck.
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Incredible. A nintendo DS chill game.

high level everything so I'll only focus on stuff that can be improved.

>Animation during arrows jump, idle looks a bit goofy with the rest of the game being so animated

>remove shadow when above air

I enjoyed smooth transitions and fast responsiveness of everything, I can speedrun a level easily with quick button presses, no waiting for character transitions for example.

demo hit the sweet spot, I was gonna stop playing on that map.

Why can't GIGAfairy knock out mad frogs? maybe give her a powerup that can suppress her pacifist tendencies when she drinks a potion? could be a mechanic.

post credits scene where all the fairies beat up blue fairy for getting them eaten. =P

The demo's pretty simple for me as a puzzle game enthusiast, but the cutesy visuals do make me feel the target audience is also kids so it makes sense that it won't be too hard. some more mechanics, 7 maps or more and that's a great game.

the tune reminds me of Welcome to the NHK soundtrack, I don't think it's directly from there.

It's fun

indeed, the type of crap woman can play every day on their phones. ad money printer.