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Hemmingfish

6
Posts
4
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A member registered Aug 23, 2016

Recent community posts

(1 edit)

Yeah it is /was bugged. Sorry about that. I'm glad you had fun anyway.

Priests getting exp for healing even at full HP is something I know I need to disable, but I don't think it harms the game very much so I haven't done it.

Closing the levelup page after a while is a relic of back when it just stayed open for a little while instead of being manually closed. I'll make sure to keep it open until the player deliberately closes it in the future.


Edit: Hang on, the priest retaliated? Wew, I really need to fix that then. Healing spells are technically weapons so I guess that allows the code to run that makes them counterattack. Funny.

I keep coming back to this one because it's fun. Needs some form of autosaving, but otherwise it's great. The sewer filtered me earlier when it was completely black but I'll probably try it again soon. Found a couple of secret areas in the game up until that point as well.

I played through the whole campaign and a few challenge maps. Had a pretty good time with it. The only thing I thought was a bit clunky was having to press the Next button to advance dialogue. Most games I've played will allow it to advance if you just click anywhere on the screen.

Didn't notice any obvious bugs, but sometimes it seemed like enemy towers could take damage from their own splash if they hit one of my units close enough to the base.

Thanks for including a text speed option.

I get an error about some web server configuration stuff. Full text pasted below.


Error

The following features required to run Godot projects on the Web are missing:

Cross Origin Isolation - Check web server configuration (send correct headers)

SharedArrayBuffer - Check web server configuration (send correct headers)

Pretty cute game, ran into a couple bugs though.



Firstly, I was killed by running sideways into a spike in level 1 and bounced onto another enemy and didn't respawn correctly - the camera slid back to the beginning of the level (even though I had the first checkpoint hit) and didn't respawn me.



Secondly, holding down fire while on a moving platform slides you backwards.



I like the art and the qt protagonist though. Good work, gamer.

Played both difficulties, got B on both.


The gameplay is pretty okay but I really felt the nausia one of the other comments posted about on the higher difficulty. The swooping camera combined with the inputs moving from one side is a really good way to make people feel sick.

One of my main complaints about the gameplay is that a lot the notes aren't in sync with the beat - I'm a flautist IRL so I'm used to subdividing beats into crazy patterns and it just screwed me over because sometimes the "great" key presses were 1/8th or even 1/4th behind or ahead of the beat. It's particularly annoying on the easy difficulty when the inputs follow the song more closely. Normal difficulty's inputs didn't seem to follow the song at all which ironically made it a lot easier.

The game's salvageable and I'll still spam bunny art on the thread, but it needs a bit of work still.