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GuyWithTeaCup

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A member registered Jun 20, 2019 · View creator page →

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If you run into some bug or strange glitch, just write down about it in this topic.

It was short and pretty fun. Really felt myself as some sort of powerful lab mutant who eats people alive. There is no story but general mechanics are solid. Wished for the game to be a bit longer.

Sadly I can't say all the details, I just remember that I had two dolls and none of them worked. One of them came from the cauldron and other I can't remember.

Introduction was pretty good. Not every day you play as a hobo with blood-charging alien pistol. I was a bit disappointed that this demo was so short, but still what we got is pretty good. Really dig the HUD. Reminded me of MGS Portable. Still, I have some complaints:

  • Switching gun modes is simply unintuitive. Just make R and F buttons transferring blood either to health pool or to gun. When you come up to bodies use R and F to increase health of ammo respectively. There is no need for extra blood juggle in midst of a fight.
  • I spend most of the demo trying to jump on platforms. Make jumping longer or dunno, make space between platforms less? Just go read on how to make a good 2d/3d platform game. It's gonna be really important if any intention to keep platforming in game will persist.
  • Worms are too thin and tankie to be reliably taken down from a distance with just 15 bullets. I spend like 10 of them trying to take down one, and I will have to refill my gun before I will take on other worm.

I can see the potential even for a cheap commercial run, as long as game will not be frustrating and upkeep the humor in its plot.

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Graphics were sufficient for a free jam project, sound design was really good (I guess this is where all megabytes came from - but next time compress them in .ogg or something), general style and direction where fine, but when it came to the gameplay... it was frustrating.

  • Why put attack button so far away from the rest? Game could be easily controlled with one hand otherwise. 
  • It took me some time to understand that I need to beat the only level without being hurt once. There is no clear explanations on exact requirements... why is there even a blood meter if being hurt once ruins the whole run altogether?
  • I fell into death pit and now I have to run back and forth to kill myself on spikes. I got damaged once - now I have too look for the best and quickest option to die - that's time consuming. Just add a dedicated restart button.
  • There was no clear info on how I should act against the big bastard in the end. I tried to fight it, but got one-shot folded like an omlete.
  • I was forced to watch my man entering someone else nightmare again and again and again... made it skippable please.

If this game had more missions - I would say it's a solid project, but it's too raw. I see the potential if some polish will be applied but as now it's a bit raw and a lot of short.

Regarding puzzles:

  • When you need to type the code into doors - I instantly guessed the mushroom color since there is not that many with 6 letters in them. But with the other door - I just couldn't find the right book because I couldn't figure out that piece of wood peeking from below is actually an edge of a bookshelf and is completely interactable. Even with guides telling me what exact room the book was - I still was lost for some time. It just was visually not clear. Also it was a little too on the nose that most books except for the one which will help you with puzzles are described with bland texts in dismissive tone. You don't even need to look that much - this puzzle pretty much solves itself.
  • Puzzle with the dead and rubber fish is a tricky one since their position is more ambiguous than it seems. Also I desperately tried to pick up stuffed fish but suddenly it was not good enough for the scene.
  • Almost every act requires a girl doll and I spend some time interacting with the girl doll in the room with mushroom houses. Turns out it is not the right girl doll I need and I can't pick it up until I'm gonna need it. But I have no idea about it. So every Act I had to visit that room and interact with the doll just to see if it's the one I need now. Actually in one of the acts I had two girl dolls in my inventory and neither were of any use for that same act. You better barrier away the items you don't really need behind some puzzles or whatever would work.

Bloodsucking mechanics are just not really clear and you don't even realize that there is some time limit unless you will really look for it. I blindly poked every corner of the mansion for some good time and still got like half of my thirst meter full. If some death traps would inflict thirst increase instead of instant game over, and it was evidently shown - maybe then players would realize that they have some life resource. And maybe if characters mentioned that their time in other dimension is fairly limited - then that mechanic would make some sense to the player. Right now it serves more like a gimmick that nobody will notice due to factors mentioned above.

On text: even if your game is a Visual Novel - over exposition is still a poison to the flow. It is a good rule of thumb to cut about 10-15% of the text with every draft. Spreading the narration evenly is good for the pacing too. You need to keep things short to the point even with VN's. Switching from text dumps to some action and puzzle solving in even intervals is necessary to prevent players from losing the track of plot. Texts in games are like cholesterol in veins - it is good in small regular doses but spikes of it results in severe clotting.

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This game has a lot of story going on. A very lot. So much that I had some trouble following what's going on. Jams don't give too much time for development, I understand, but there is so much text, it badly needs some cutting and rewriting to decrease its size without losing the meaning.
Graphics are a mix of usual RPG Maker designs and some simple hand drawn portraits. Understandable. Default RPG Maker font? Well that's unforgivable. It shouldn't be that hard to slap something different - some awesome fonts are completely free for non-commercial use.
Gameplay is a hit and miss - game would gain a lot if it wasn't about simply walking around aimlessly on flat scene with no perspective taking a wild guess which square on a grid means instant game over or not. It reminded me much about very early Japanese adventure games on fifth generation of consoles like "D" and "Doctor Hauzer" in that regard. Default RPG Maker game mechanics are very restrictive and don't really fit the game's aim that much.
Puzzles are sometimes overexplained, sometimes they are solved by deduction and sometimes you get lost and have to check every object in the mansion until you found the one you need. Thanks god there is actually a word-document with a guide inside in case if you stuck. The fact that all puzzles are rigidly structured in a form of "theater play" acts is making it much easier to comprehend. 

Blood drinking mechanic is present but completely redundant. Just not press Enter while around silhouettes and you will get the best ending out of three. 

While I can't say that this game is really good, it at least is not hard or obscure or puts a lot of obstacles in front of player (except for a tons of texts). As someone who played a lot of RPG Maker games in one's adolescence all flaws of this project are tolerable, and I actually kinda enjoyed it, but I can't deny that it would benefit greatly from  the change of game engine and design direction.

It's a bit too claustrophobic, small FOV and forced low resolution muddy the graphics to the point where it turns into incomprehensible pixel mud. Puzzles are not hard and not that many, but it's easy to get lost just because of the troublesome sense of direction.
Game is a spooky, it's a bit scary, but too harsh on the eyes.

As much as I wanted to love this game, it came with two big issues:

  • It crashed on me regularly. Don't have a single idea why.
  • Once a leech locks-on to player, there is very little can be done to break away. 

I can tolerate may other things like obscure puzzles, insta-killing jumpscares, lack of map or any navigation altogether, foreboding omnipresent darkness that makes seeing ones surroundings next to impossible, but these two made the game next to unplayable despite all my attempts at actually enjoy the project.
It's spooky, it is bloody, but it is a tad too uneasy to play.

While I'm not a fan of self-loathing creations (most of us like that to be honest), this little project excels in horror aspect - there is little in this world that is close to fear and pain of being rejected and humiliated as an artist.
Didn't figured out how the gameplay mechanics works actually, just strolled along the scene till the "end". Everyone have these bad days somedays.

Making games in Scratch is really artistic kind of thing. Lol.

He didn't stole the game. He stole the identity. The "game" there is actually some sort of a virus. Report it.

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While the game in general is pretty raw with assets dissonating with each other and some quality-of-life features absent, the main gameplay loop is solid and general visual design is quite captivating. Since I'm a big appreciator of card games, I liked it more than common person ever could, but for those who are not fan of the genre this project can feel a bit mediocre.

Late stages of the game become chaotic with foes shifting tides all over the place and "cursed" cards rapidly flooding your deck. Eventually I just stuck with a single line stacked to a limit on my turn and basically softlocked since you can't end your turn without moving any card at least once, but I had no space for it. Dedicated "skip turn" button would help me out probably, but just as I said - may life-of-quality features are absent. Had to restart it. Touche. Still got my serotonin rush though.

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Flaw Detection - Tape Two is a short experimental joke game in PS1 style that continues the story of the first Flaw Detection



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Damn that's really THE Definitive Guide to RGM. I wish I had such tenacity and energy as the author with my own projects.

You don't load them separately: if you want to use particle inside the state file, you just add extra sprite into the image roster. So, if, for example, you have an enemy/object with sprites loaded through string like "image test 0 9", then to use particle you just need to add extra sprite with particle image named "test 10" and load it with the rest of sprites, hence the string will now look like "image test 0 10". Then you just assign the sprite number 10 to be used every time you call for the PARTICLE effect. There is more info on scripts and states in old version manual. It's entirely in Russian, but it can be google translated if you want.

Quite a decent stuff. Really liked the style and how consistent it is.
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Despite simple graphics this game is consistent and don't drops it's pace till the very end. Unlike many other games, this one is not a demo, but a proper self-contained story, although a very simple one.

Even if the EFPSE engine is not fully ready yet and full of bugs, this game is still very playable and enjoyable and some visuals are just stunning and very creative..

My biggest concern is that map geometry is way too simple and some textures are not looking all that good (forest trees texture especially). Some objects made like 3D models, while boxes with items made like sprites. EFPSE PRO allows to use custom block modificators to make more complex shapes. Some problems are only within engine, like when jumping over damaging floors cause damage even if you never landed on the surface; dynamite is acting like a rocket rather than something throwable with physics, etc.
I see the potential, but right now engine is not yet polished enough to deliver the full package and some minor touches with art direction are necessary to improve general image quality.

Game is janky, but holds an aura of a Mexican themed "Dusk". Can't say that it's good but it it's not bad either.

Okay, I will wait. I'm a patient person.

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I have created a simple scene in EFPSE 1.5 PRO version (not LITE and NOT experimental), which was installed from scratch. I used vanilla weapon and ammo items, but the problem is still present.
Maybe it is a hardware rather than software specific problem.

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I start game. I save game. Then load game. All enemies which were woken up - disappear. All enemies which weren't - are getting duplicated. All items like ammo, weapons or health duplicates too. So where only one enemy should be standing - now there is two of them. But all duplicated objects still occupy the same single block, so you can't notice it until you pick items or woke enemies.

When I die and respawn - this doesn't happen though.

P.S. Also - projectiles sometime can't hit player if he's crouching.

Thx pal! It will be no less interesting than the game itself

Oh, I see. In any way, it was an okay experience. It's a shame that game data is archived though, it would be really nice to read the game scripts.

Quite a piece of game with a weird twist in the end. The final fight being more of a puzzle than anything else was a pleasant surprise which made me remember how to use the WinCMD console.
The story is none or way too surreal to look coherent for a regular lad like me.
This game has a monetary system which I didn't understood. Maybe because it is unfinished.
Never made it out why you need to collect medals and if they are affect the ending. I will try to spend all my money on them next time and see if the maximum amount of medals change the outcome of the final fight.
Some minor bugs are present. Usually when you smash Q button too often the game scripts just broke and game freezes.

In general - a solid puzzle you can beat less than in a hour if you read what you've been said.

The weird bug still persist when the loaded game session results in every object on map being duplicated . This means two times the  enemies, weapons, health, ammo, etc.

How long is there left to wait?

You can place objects on any floor even without an experimental build by filling the space underneath with walls

You need to read the old manual. It is written there how to make objects spawn particles.

Engine has particle system, so, in theory, by meddling with game objects, you can create an entity which spawns rain particles in the area around it.

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Saved the game. Picked up the gun - got a full mag. Loaded the save. Picked up the gun - now its empty.

I would like to see an option to turn off the directional shading. I understand that it was made to differentiate textures when lighting is constant, but its not always working for the final image, especially when skybox lighting does not match the level.

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Problem is - end users don't really care en masse about the future of the product they use. I, myself, donated triple the price of the PRO version, when this program was in its infancy, so to say, in hopes of seeing something that I can use to make something that I can call a finished product and wouldn't be ashamed to sell. This editor was extremely close to the point of hitting the right spot - it had Turing complete internal scripting language with graphics output  - a simple algorithmic language, I must note - a very important thing for those, who can't speak JavaScript, or Ruby, or Python, etc. It even had an improvised form of stable database in form of global and local variables, which could be addressed in code on call and used to program the objects behavior.

Updating the project and improving it is great - moving goalposts isn't.

I was really eager to purchase the PRO version, when I saw all new great tools which I could use - only to be disappointed when I learned that scripting language and automates were missing and there was no clear indication when they will return and in what form. Promises of its coming are not going to sweeten the hard pill to swallow. I saw many and many project like these to die out, when author was too busy rewriting stuff that was already acceptable for the users, eventually failing with achieving what was planned, but not returning old features back and abandoning the project entirely.

Change something to make it better? I'm fine with that. Stripping me of options I already had before the change will be complete, without tuning them out and forcing me to switch to older versions because now they are better versions - no, I'm not fine with that - this is just cruel and nearsighted.

I perfectly understand, that I could not see the whole picture of it, but I'm not to be blamed, since were not shown that much except of many red flags. And some of us already burned a lot by buying unfinished products hanging on promises of future completion. The future, that often never comes.

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To be honest I already was completely fine with old 1.5 version. Outside of few bugs and oversights - it had everything I needed - script system, automates, detailed manual. You better to bring this version of EFPSE to some sort of being complete, and only then switch it's graphics libraries, because it could take much more time that you anticipate. This way we at least will not hang with unfinished product and distant promises of updates, but have a proper, finalized version, and would be able to keep working and publishing games even without new updates arriving. Its also will be better for you - cause if we will have a working editor, you could make any changes to it without haste.

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Dude you are killing me with these news. Everything was working just fine, the only thing we need is an extended scripting with detailed manual for it. Some info on how the automates working would be nice too.

Ragnar is right though. Cursor is distracting when it pops-up in the center of the screen when message box appears. It's just ugly. Making it disappear/appear whenever it seems to be fitting  would be a nice option. You can perfectly show that game is active by showing animated "next page" icons in textboxes

The Microsoft Visual C++ library on your PC must be damaged or missing. You just need to reinstall it. Google it, there is a plenty of instructions how to solve this problem online.

I don't mind that. You can put my game on your demo disc.