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heckert

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A member registered Jun 01, 2021 · View creator page →

Creator of

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That would be really useful, indeed...

Simple: If you can run Unity applications/games at all, you can run 1BD.

Only issue in that regard that I found is (now that I have one) it doesn't register inputs from my MIDI keyboard. But this might be the same on Windows?

Yes it works.

One thing you really should be adding would be some indication of speed. Maybe having some debris floating on the water, or some waves one way or another. If a real water shader is too complicated, just a sprite or two would do already.

Why does the download file have the checkbox for "Linux" marked?

itch will not magically turn a windows binary into a Linux one, you have to build for that target platform and upload a separate version of it, too!

Nice choice of music, and the sprites are really beautiful. The different types of traps give quite a bit of variety, too.

I failed on the last wave of chapter one...

Quite polished, nicely done!

I think I managed to get all endings, good or bad... :)

Interesting puzzle/story platformer.

One thing though, since all other movement is by keyboard, there should be a keyboard button as well for moving the story forward when the "click now" hand appears.

In the first room at first it wasn't clear that the room's wider than the screen, so that might be visible more clearly...

It was a bit confusing for me that the attack options were on the "north" and "west" buttons...

I found it quite difficult to keep an overview and would be attacked from behind...

Nonetheless I managed to get to the finish line.

Screen edge in full screen is what I was referreing to... ;)

I like the way for your resource gathering and that the garbage after some time sinks into the ground. It's a bit difficult to get where to click on the bottles though (or rather which part of the cursor is the trigger point).

And it seemed that when they start sinking they're not clickable anymore. This could need some extra feedback.

I liked that they got announced through their shadow.

After the big bag arrived the performance tanked quite a lot, though...

Q/E for switching between your units wasn't s obvious...

For some reason the BG music was scratchy on playback...

You mentioned the mechanics for spawning new enemies was broken... Otherwise it might be a good idea to recognize that all of them had been slain and call this the end of one battle and have a new one start...?

My gripe about the mouse movement and the turning was that when I hit the border of my screen I couldn't continue turning that direction because the mouse hit a wall.

I would actually prefer if you moved the map with WASD keys as well in day-mode.

At some point I lost my whole UI so I couldn't continue.

It definitely needs some information on what the resources and buildings are.

Great music!

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Oh! And that effect where you went in and out of her mind was amazing!!!! I need to learn how to do that.

From the technical side it's not that hard to do (the Turn-Based Strategy course for example has something similar when the view focuses on one unit while firing and then back to the player's perspective). The hard part is coming up with when and how to make use of such a thing...

For some reason I had lots of scratchy noises with the music and all sound...

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The music could be looped a little bit better, there's a seam between the start and end of the track...

On easy this plays from alone, but dare you go hard or impossible...

I just wonder if there is some way to influence what colour the next drop will get so you have more control over it?

Why don't you add the WebGL build right here on itch? ;)

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Movement feels a bit floaty, but maybe intentionally so...

When all movement and other interaction is by keyboard, so should closing the dialogue popups too...

You might want to make sure a voice over only plays once at a time, at one point (don't remember where though) I could hit the key for interaction and it played multiple times each time I pressed the key...

It came to mind the attack values skyrocketing beyond insanity was somewhat on purpose. Especially with that last battle...

Yes, they do. The queuing limit is the same per lane. I had several ideas in mind for some type of scoring system and HUD but as usual squishing some bugs had higher prority.

Same goes for audio which fell completely through the cracks of time (limit).

7:27

I should have made a screenshot...

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Since there is no Linux version for download, playing it myself is somewhat difficult.

Using Wine didn't work so well, too...


This looks gorgeous, but the controls are somewhat difficult to get.

That you couldn't move forward all of a sudden was a bit irritating at first, but made a lot of sense after the first fight was over.

I wish there was something you could do in the side streets between each wave.

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In my second playthrough managed to survive to the third battle and was vanquished on day 15.

Nice work!

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I say it again and again, clicking all platforms for a download will not make itch.io convert a windows build magically for all other platforms.

Please provide a REAL Linux build for download! It's really not hard to provide one with Unity. Simply install the appropriate modules in the Hub, then switch platform from Windows to Linux, and hit "build".

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Full-screen mode cut off some parts on the sides for me though (16:10 display).

In full-screen mode some bits of text are missing on the side of the tutorial screen. Probably because I've got a 16:10 screen (2560x1600)

How is "double rate of meteors" an Upgrade ? :thinking:

It's a PC controller and I tried the D-Pad, too:

Bus 001 Device 026: ID 0079:0006 DragonRise Inc. PC TWIN SHOCK Gamepad

Firefox on Linux.
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I did not try "z" (or "y" if it's supposed to be a key on the lower left and depending on whether the game accounts for local layouts).

I tried it now, and indeed it works...

One thing to nerf the cloak would be perception for the enemies to detect if the player took up some item, so they might be on alert and have a higher chance to detect the player while still around?

Controller input doesn't work for me.

Since there doesn't seem to be a lose condition, this is actually an idle game (some ducks collide with the smiley on the catapult so all you need is wait for your score to climb)... Maybe only angry smileys (when the ball has been shot) should actually collide with the birds?

It would be nice if "trick shots" would be honored, like hitting multiple ducks with one shot, or hitting another duck with a smiley that was reflected by a first hit.

I was lucky that I got the shield very early. I think it's a really powerful item.

Level 7 had some interesting new enemies too.

One level (12 I think) I was sneaking past everyone with the cloak, only to be detected a few steps before the exit by a surprise attack (not wanting to spoil too much here). Next level I got only to the second room before being decloaked and suddenly I found myself in a perilous situation very quickly after two or three encounters decimated my health to the last bit (nice that there is some extra music for that), and before I could fully heal I got struck again to the last bit.

Eventually (some levels further) I got hit by one too many enemies before reaching the next room with health to collect.

As I had mentioned on Discord already, one major issue I see is that for some dialogue popups you do need to grab the mouse to click to confirm them. Like the first encounter when your cloak loses its effect.

Also, being able to move with the cursor keys as well would be nice.

And maybe some more (hidden) win conditions, for example when you collected more than 1000 coins?

I think all this needs is more levels. And maybe some way to select a level for playing again and improving your number of moves.

Maybe I still had Titanic and Einstein in the wrong order...

The trick seems to be to select events one can determine the correct order for...

Yeah, so would I... I tried to balance between that and showing the length of the queues.

How do you get the extra options? One time my Stan turned into a Ramen Bowl but that didn't make a difference.

I got up to level 9. How many are there?

Somwhere in the middle of stage 3 the "tunnel" kind of vanished. I got to the end and in stage 4 the tunnel was gone after less than 10% of the stage...

Yeah... audio is completely missing, once again...