Congratulations, honestly cannot wait to play this properly. You have struggled for a long time, and you have created something quirky and special. Big hopes for your next game.
horbror
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Musician here, thank you for your extremely kind words. Got some computer problems at the moment, but once resolved I will be working on the music for Mados next game. Since then I have upgraded from reason 5 and 8 to the latest iteration, so I think I will be able to make some really good tunes.
The fuckbot song was the first I made for Ero Dungeons, I think I kinda found the "voice" of the project a bit more as I progressed through the tunes.
If you like my shit you can check out the soundtrack to my own game (shameless plug): https://horbror.bandcamp.com/track/break-me-break-a-knee
Since you like the Shifted Sisters song, this may be up your alley.
Tried it, partly because it is very hard to resist a swedish title. Jajjabullar. There is a seed of fun hidden in here, but it is too rough to bloom. The attachment from one square to the next is to finicky, and while gaining momentum and thus, having fun, it is too hard to get there. I would try auto targeting the next square, at all times, after targeting a previous square, and see how that pans out.
Men ja, det är ju jävligt gött med lite spel ändå.
It was a lovely stream. When it comes to difficulty, grinding is not really necessary but it for sure makes things a lot simpler. There is more hidden depth in the combat than what initially might seem to be the case, and it is a fairly easy system to "break" in different ways.
I kinda of want it to be tough if you do not engage deeper with the systems, whereas grinding becomes a "easy mode". That said, the earliest parts of the game, before you get more options, additional characters etc are the parts where grinding gives you the most bang for your buck. Balancing shit is hard, any specific inputs are appreciated, etc: lower the cost of this, raise the damage of this.
It is still fun, glad to see some lore slipping into the game now. I played the tutorial and the first few missions, got the big-ass gun etc. I am very curious to see where this goes storywise. When it comes to immediate upgrades I think making some real environments would do a lot for the game feel.
Controls work swimmingly.
Can't wait for an actual mission with story and characters with this sort of gameplay.
If I have any other input I think it would be to not be afraid of making the main tank unrealistic, upping the speed, the speed of the realignment of the barrel and so on. It does not seem like this will go for simulation, so tweaking things towards "fun" may be good.
Thanks for the input! Yes, there is a lot more content in there but some sort of new issue seems to have popped up which I need to look into. Events used to have an "area of interaction" outside of their spawnpoint or the character the event was tied too, this seems to have been disabled somehow... Another player ran into this earlier and I fixed it locally by cheating, need to find out what has actually triggered this : P
> Chapter 2 starting out very strong. Got some problems with the boss, guess it's there to teach me how to use the character.
Yes, the first boss is there to tell you how Aylina is set up, she is a multi-selfbuff character which if applied correctly leads to insane damage output.
>Loved the appearance of some characters from Ch1.
Steffanie and Bethany never had their comeuppance, only Zacharie really did. This was a deliberate choice.
>Music is fantastic, as usual.
Thanks, these songs are still in the oven though, they will be better in the future.
> Car movement is EXTREMELY slow, wish it was faster. And I got a bit lost on the map - I know there were literally arrows pointing where I need to go, but you can't expect me to see a big map and not explore? Nice (a)woken reference. Wish there were some points of interest to interact with on that map (I didn't find any if they are there).
Car movement will be kept pretty slow to adjust to "car combat encounters" which are not in yet. Expect a fantaswat copcar reference in the future. World map will have an increasing spectrum of actual locations, but we are still early in development. Chapter 2 will have some "sidequests" too, encouraging exploration.
>What's up with one of your party members fighting doggy-style, ass-first? It's... uh.... unique?
She is the tallest by far, and with an afro, I was thinking of ways for her to not cover the other characters and a twerking yoga-position seemed funny,
> Arthur wrecking shit up when? Can't wait to see what he's got cooking in Ch2.
This is far off, darkrun is what I do last, but yes it is coming eventually. Arthur will have some very choice words concerning Aylina, her companions etc.
Basic controls seem to function, although they are a bit finicky. Is there a reason to separate in air tricks controls with the general movement? There was a slight clunkiness when transitioning to a rail.
Answering the end game query: handling seems mostly good, visual style at the moment is extremely boring. Animations on the characters are fine, but the lack of flair and more or less everything makes it hard to judge the visual aspects.
Should add: was it fun? Yes.
An early chapter 2 preview can be accessed right from the get go for you guys who wants to see what is coming. Chapter 1 has had some bugs fixed, any reports of bugs and issues in Chapter 1 is highly appreciated.
Chap 2 stuff is still too fresh to be judged, it will be fiddled with endlessly as continue the story.
Played a lot more and all of the basic systems seem good. I can get a few levels in on a run on easy mode, not that far in normal. I think perhaps the difficulty early game could be adjusted a bit if this is going the roguelite direction in the end, make sure the first few levels are always pretty simple by keeping the amount of spawning enemies limited.
Gamefeel is good, though I still think a slowdown while you change your chemical set up would be a vast improvement. Would it be abusable? Yes, but I do not think that would be a problem, I think it would enhance how the gameplay feels. I would try it, put out a test-build and see how people respond to it.
I still need to put in more time in this, more thoughts may come.
Both of the enemies in this work well and are easy to understand. I think maybe adding a "filler enemy" something, more or less not that dangerous and slow could be good to fill out early rooms before ramping up the difficulty. Otherwise: stationary turret enemies, enemies that change their chemical setup,
I want a rifle-version of the gun.
Got through the tutorial. I tried this a long time ago but I feel like I have more of an understanding concerning the basic mechanics now.
In actual combat I think holding down the mouse-button to change your setup could benefit from this either slowing down or "freezing" the game.
Well... this is an early comment but I I probably still have not figured it out. See that as either a detriment towards the tutorial or me as a player. Will play more tomorrow. I want to get how this works.