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HEDGEWIZARDS

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A member registered Sep 04, 2021 · View creator page →

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thats a decent time. i think i took about 90 minutes on my first runthrough of each level during development though sewer has changed a few times

they never made it in :P

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the moving color banding on big flat surfaces is distracting. I like the banding. but maybe you should bake some objects with vertex colors instead of using distance. possibly mitigated by messing with the geo of the castle and floor, or basing the distance off the player’s position instead of the cameras, but unsure. looks good on pretty much everything else.

Escape instant closing the game is FUCKED UP. do your fucking homework (pause screen options etc)

nitpicking

A lot of these only up clones have clambering which makes platforming a lot more forgiving. is this a good thing? idk

I don’t like how your body turns when you jump into a wall it’s a bit distracting

ideas guying

give me a runelite XP drop whenever i land a jump. let me level up at increasingly stupid XP thresholds. you dont need to make it do anything.

give me random events where i get teleported to a side area and need to solve a captcha to escape

might be brave-related. the game autosaves when you quit to main menu or when the “game closes”. im not sure what that means for each browser though. also it saves to your uhhh /idbfs/ which might not work for brave. Honestly if possible it would be better to just download the game

It SHOULD work that way even on webgl. do you know which checkpoint you quit on? maybe it’s a bug with that specific checkpoint

TOUCH PAD GAMING WTF

Custom maps are only supported by paid version 1.6 and higher. please make sure you are up to date with the latest version of pogo3d.

here is a guide to making custom levels. there is a youtube tutorial in the steam guide too https://steamcommunity.com/sharedfiles/filedetails/?id=3181390270

unfortunately, without an account the steam workshop is READ ONLY! you can’t upload your custom maps to steam workshop if you haven’t purchased the game on steam. but you CAN download them using steamCMD (see https://steamworkshopdownloader.io/)

just make sure to put downloaded maps into %localappdata%low\HEDGEWIZARDS\pogo\custom\maps folder just like you do when making your own maps

if in web: switch browsers or download it’s due to a bug that isn’t my fault.

if on pc: wtf? can you post a video?

thanks bro means a lot B)

11 minutes is very respectable time

Wooooooooow

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lol… nevermind only up 2 came out yesterday wow im so smart

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Thank you!!!

and I’ve done a little bit. it feels hard to find streamers who will be interested haha Anyone who played jumpking when it first came out would probably be interested but i wasnt there writing down names for that so I feel a bit S.O.L.

sometimes

the steam demo is the same as the itch free version and THAT has 32 bit windows version. does that work for you?

theres only 1 community pack… maybe they are named wrong. the others are just regular challenge packs and are named after each chapter. in total theres 4 packs in the demo. Swamp, Sewers, Park, and Community Pack 1

well whatever works now

heh… my bad!!! give me a sec to track down the problem

try reloading that area. i done like a bunch of refactors to try and stop level loading from bricking but sometimes it still does if you send me your %localappdata%low\HEDGEWIZARDS\pogo\Player.log after experiencing this, it would help me out a lot

pirate it lil bro

whoaaa

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the number on the vending machine tells you how many coins you have but its not super well explained if it says $3.25 you have 13 coins (each coin is $.25)

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this is a bug theres supposed to be a one more cosmetic unlock for getting the last quarter and THEN it says that

i’ll look into it

also that doesnt mean you found all the coins i think there should be… 13?

wow pogo3d dev you are so aweseom!!

amongus

omg the audio in this video is tickling the back of my brain

:) 1 monthish to steam release :D

-_- thanks for the report!!! i’ll look into this

ok looks fixed to me now :) please let me know if you still notice an issue

XD thanks im reproducing that on my machine right now. I’ll reply again when it’s fixed. the downloaded builds seem to be working fine but that obviously wont have your save file

wtf??? 15 fucking seconds off

I was thinking of adding some sections to the sewer level to tamp down the difficulty level. the current sections would stay in, and in the same order, they would just be side routes that are a little longer and easier. Do you think people would care :P

damn 1 minute 46 so crazy

audio and visuals felt really awesome. gameplay-wise felt pretty uninspired. the circular roomshape gimmick could be cool on paper but it feels a little underexplored. Maybe your sub weapon could be designed with some synergy towards the room shape? usually shmups have a risk reward vs being far forward vs far back, can you recreate that gameplay somehow with more enemy variety?

nitpicks:

WASD option would be awesome

excited to see where this goes. is this multiplayer? I’d love to see a couple class options

dying for some placeholder sound effects here some of the animations are a little over the top, or maybe wonky because it’s procedurally animated. hard to tell could do with a tutorial wish i could hold 2 directions at once. even if I can’t move diagonally, move in the last pressed direction map is way too big or character moves way too slow. your first area is extremely important to get right and you spend 5 minutes of teaching how to mantle and that you can walk in shallow water. gave up before getting to experience too much gameplay fell out of the map climbing underneath a bridge

Sick. I think for a game like this what’s most important is having satisfying visuals. obviously it would be better if your mspaint drawings were higher quality but I think those are technically fine. I would do some research about hierarchy of visuals (https://www.youtube.com/watch?v=YISKcRDcDJg) as well as general UI design best practices and shit. you should differentiate your common and rare pulls and ESPECIALLY symbols vs powers visually with their popups

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I like the combat a lot.

There’s a lot of mental processing I need to do even to fight your chump enemies. the game should do some of that heavy lifting for me. for example sound effects to convey enemy state instead of just color (see crypt of the necrodancer for examples of how to do that). a change in music when we go between “explore” to “battle” to “hidden”. since enemies have a set amount of hp and always die in the same amount of hits just show me how much hp they have left.

sorely missing the “pick shit up off the ground” gameplay that is common in roguelites

I think your maps are way too big… so much walking around when I should be punching enemies. making a more condensed map with fatter encounters may lead to an increased difficulty which you’ll have to account for in enemy attack frequency and health of course.

finally I think your gameplay is too punishing. either make damage not stick so hard or make you take less. personally i like full resets outside of combat but i know I’m alone in that. High difficulty in games is totally fine when the variety in gameplay is high enough to support cruising through the early game a bunch of different times like DCSS. but it’s just 3 or 4 enemies and almost no gear. i dont want to have to engage my brain at the level I need to until im at least far enough into the game that I have a build going and something to lose

kept smashing escape to navigate back out of menus and it would INSTANTLY QUIT THE ENTIRE DEMO!!! whoops

enjoyed the sounds.

I think you have a lot of scale issues. Turnbased games get tedius extremely quickly. and it’s difficult to orient yourself on some of the large maps. I would try and keep my rooms as small and my encounters using as few units as possible to still convey the same story beats.

Love the art. Gameplay is fun but it feels a little directionless. I understand you are skirting the line between parkour & shooter but it still feels rough. the red graffiti in particular feels completely useless outside of combat-based challenges. the pink graffiti is unwieldy. green is fun but only in a couple specific contexts.

Your difficulty curve starts way too high and you introduce too much at once. you could literally get away with having your entire first area (which you should engineer from scratch and place before the rooftop area) could have just plain combat or just plain parkour with only 2 or 3 of the graffiti accessible

You might not like to hear this but I think you should do away with the “”“open world, hunt for side quests””” philosophy and move towards menu-based challenge selection with a separate free roam mode. At the very least you need to do more streamlining of the process of repeating the same challenge. for example the grabbing tags challenge kicks you out to free roam mode when you fail. you could instead pause gameplay and prompt the player “try again y/n.

Some of your challenges have multiple trophies where platinum gives 3 records and some just have one all-or-nothing challenge with no better versions. I think it’s pretty easy to step your game up here to give people more. when people set personal records for challenges they want to share them too. you should record user’s best scores and make them easy to tab through and screenshot

nitpicks:

jumping feels great but walking feels really strange. a tad slippery to get up to full speed (fine just not to my taste) but you stop instantly. you should try and bring your acceleration and deceleration math to be more similar.

I immediately noticed the lack of +speed on shift (common for fps games with extreme movement speed to have shift-to-stop-sprinting) though I would only worry about that if you have precise platforming

Add bunnyhopping but never expect the player to use it

some of your symbol usage is just too hard to follow. the X means exit challenge when you are in a challenge, but quit to main menu when you are in hub mode