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Intervariable

19
Posts
6
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A member registered Apr 14, 2019

Recent community posts

I like that idea!

You can always add pixel art to this game.

Don't sweat it! You're doing great!

I think that's a good idea. I should clarify when I say exaggerate the size of the balls, I do mean relative to the body size of the person with the balls. Keeping good relative proportions is important for immersion in my opinion.

Just don't exaggerate the size of the balls.

Sweet!

(2 edits)

On top of Tilo being where you last teleport to, if Nene attempts to teleport from a teleport point where Tilo isn't at, she can come out and grab Nene to take her to the location she wishes to teleport.


Maybe you can animate Nene touching Tilo's tip and that would trigger Tilo to come out and grab Nene to take here where she needs to go. I think making the animations happen after the location is selected would be the best way to implement this.

I do think this would actually make the game feel more fluid.

Awesome!

No problem! I hope you can figure it out soon!

A few more things I would like to mention:

1) Perhaps you can make Tilo remain at the last location you teleport to. This may make the gameplay seem more natural.

2) I think it would also be a good idea to add a list for the "Look" artwork to the main menu the same way you did for the scenes.

3) There is a bug with the skunk boss in build 0.031.66 where when I left, the screen went black.

Awesome!

What's the point of a boss if there is no challenge? I'm sure it will still be doable. He won't make it impossible.

There is one more thing I forgot to mention in my last post. The mushroom stews' HP regeneration is overpowered and easy to spam. I am not sure if this is just a placeholder and you have something else in mind or if this was intended, but I just thought I would share my opinion about that.

Sweet!

I see. Sounds good!

I see what you mean about number 3. However, a stamina system wouldn't be that difficult. I've made something like that when I was programming a modded Spigot server for Minecraft. All you have to do is keep track of what the player does and adjust the stamina accordingly.

I suppose if he doesn't want to do that though, it's his choice. I just think it would be interesting.

There are a few things I want to say about the game after analyzing it longer.


1. I think the swimming mechanics needs some work. She swims like a guppy, darting in straight lines rapidly. Perhaps look at a game like Super Mario World for some insight on how the swim should work.

2. Cynthia has a vulnerability that makes her too easy to defeat. If you use the red sword against her, you can spam her really fast when really close and drain her HP way faster than you should be able to. Perhaps make a stamina system on the main character that can prevent this. Maybe make a level system where you can level up to increase stamina, HP, attack, defense, etc...

3. In regards to the pregnancy, is there any reason why you have the main character trade an egg for a "Magic Puppet"? I think it would be more appealing to just be more direct about it and say it's the Nene's kid and give her traits similar to the parents (instead of generating random traits).

4. Perhaps give more variety to items. What I mean by that is instead of generating random status effects on items, make different sets of items that pertain to certain groups of abilities (or a single ability). For example, erectshroom maybe gives attack, and balls shroom defense (or however you want to categorize it).

5. I don't know if it was intended, but infinite arrows is very overpowered.


Other than that I really do think this game already has a good base built. I think it has a lot of potential and I look forward to seeing where this will go.

Spicy

Awesome! I look forward to it!

I like where it's going so far. I was wondering though. When it's complete, will it be a short or long game? I was hoping for a long game with a lot of story to it. I am not sure how many characters and species variations you had in mind, but I do enjoy creative complexity.