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ithiro

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A member registered Nov 10, 2015 · View creator page →

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Thanks a lot for your in-depth review!

Luckily, I feel like your problems with it will all be solved by the work I'm still to put in the game in the polishing and content phases. And maybe the balancing ones and more...

I understand what you said is essential to making an actually good game, so I hope I can put all of that in the game soon!

GODot chads represent!!

Already lovin' the idea and the aesthetics you're building, good job!  Things already feel good and fun to play, so please keep at it!

Here are my thoughts:

  • Stretched pixel fonts without the Nearest filter don't seem to fit your aesthetic. some futuristic and stylized, but still legible, font would be better.
  • It seems like a better idea to preload() the gun assets you'll use, as the load stutter on first firing them is pretty jarring, or at least do it on pickup, that way it's a little more expected. Same issues with other assets: making things load at the right time is important to make the game feel less janky.
  • Could be interesting to have sprinting and the related actions also use up fuel, that way you have a reason to not just sprint everywhere.
  • Remember to use the correct settings for Label3D to ensure they won't clip into stuff, like for the Hijacker text.
  • Weapons with high recoil/cooldown should have more exaggerated animations to make it easier to see when you can fire them again.
  • A button guide on the HUD could be a neat, in-game way to make people feel less lost at the start.

Hey tomo, thanks for the in depth review.

And yeah, a lot of the lack of content is due to the lack of content. Might need to up the events happening chance though, it seems.

World Gen will be optimized, and performance in. General.

You couldn't Ask the NPCs about Rhuja? Might be a bug...

TPS mode is debug only. But I'll work on it if people demand it.

Might need to add more content so it doesn't feel so barebones.

Thanks again!

Hi! Thanks for the bug reports.

We are going for Kings Field, so the combat will start slower, but otherwise we'll work on fixing the other issues and check the balancing of things.

Runs pretty well on browser, works pretty tightly and looks neat, but I have zero power to play RTS, sorry.

Artstyle needs better consistency too: 2D sprites for characters and 3D models for the environment/machines is cool, but make an effort to keeps the pixel density consistent for a better look.

Thanks for playing and the video!

Yeah, I'll have to polish the sound design more. But I have no problems releasing the game in early access and slowly but surely adding all the missing content, even if it takes years. I'll study more ways to optimize world gen too.

And you can count on me sticking with it!

Hi! Thanks for playing and the review!

  1. Your attacks do slow down when they hit enemies, but maybe it's not enough, I'll see to making it more impactful. The rest I'll balance more soon.
  2. I will add way more variation with monuments and other outside props, but you can see the location names on the map screen, and even fast-travel to them for now.
  3. I'll look into prepackaging a world, at least for the early demos. And the world gen seed is defined by the actual world name! So if you and your friend generate The Land of AGDG, it will be the exact same world!
  4. Flying/Levitating are accessible through spells right now! (minus the debug stats) And digging and burying can be done with the Shovel Tool item!
(1 edit)

Thanks for playing and the reports!

  1. I already fixed that screen, but thanks for the pointers!
  2. Flying and hovering are debug functions, so don't worry about it, same with the controls obstructing the view.
  3. I can't prepackage the demo with a world, as I'll have to ask people to put it on a specific folder in their User folder, which can cause big issues...
  4. I already realized I'll have to add a tutorial to get people on board, thanks for the suggestion!
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GODot chads represent!! Really cool game and a unique idea. All the fun of micromanaging healing without the dread of playing MMORPGs and interacting with their playerbase? Awesome!

Here are my thoughts and issues with it:

  • Excellent art style overall, specially the 3D characters and environment. But, I would use less simple gradients in the interface.
  • This is serious: turning the camera with left-click-drag makes it so your movement and strafing is still based on where your character is facing instead of the camera, which is very aggravating. I get using that to set a specific camera angle or check out your character, but movement should still follow where the camera is looking at.
  • You might want to consider adding a re-cast button to cast the last spell, specially with how Lesser Heal costs no Mana and can be used while moving.
  • It's better to stop the character's movement (and then cancel the spell if trying to move again) when casting spells that require being stationary instead of just making them fail if you try to do it while moving, and how some spells benefit from being cast over and over again.
  • "Maximimum" misstype on Chain Heal's description. Other levels of Chain Heal also have spelling mistakes.
  • Pressing to cast a new spell should cancel the currently cast one and start the other, or enqueue the action to be done as soon as the other is finished.
  • Q and E are way too useful to be wasted on a mostly useless action people will do with the mouse anyway. Consider changing the default keybinds.
  • Changing targets while casting a spell doesn't actually change that spell's target! Should be an option at least.
  • ... why is the spell-book icon a spell-wand?

Good luck and keep at it!

Also, W10 freaks out and won't even let me bypass the file deletion on download...

Thanks so much for playing, and the in-depth review, I'm really glad you liked it!

I've taken note of your small issues with it, and will work on improving on them. I'm still adjusting the balance of things, and the lack of content might impact that, but rest assured things will feel more balanced later on. I'll definitely have to add some sort of tutorial for future releases.

Things to note: you can break down doors with enough attack power, and the attack type matters a lot (like using cutting weapons against wood/fabric, and smashing ones for metal/rocks). 

Excellent screenshots, btw!

Really cute and well animated and programmed player character, scenario looks wip but the artstyle is already appealing. Can't wait to see it with music and sounds, those make a huge difference in games like this.

Here are some more thoughts:

  • should be able to air dash after a wall jump
  • ledge grabs don't seem to work sometimes. worst case scenario seems to the the little pillar fountain at the beginning
  • needs an animation for sprinting while swimming
  • definitely needs particles for ground pounding at least
  • don't know if this is wip, but a crouch action leading into a high jump seems like a missing piece
  • remember to add a counter for the bones
  • watch out for level design traps like asking the player to do a maneuver high up with no safety nets before making them do it on the ground more safely

Thanks a lot for the in-depth review!

I haven't reached the polishing and optimization phase yet, so hopefully I'll be able to improve things enough on those more egregious area soon.

I can prepackage a world with the game, but people will have to put it in their User folder themselves, which could cause problems...

Looks interesting, hopefully the humor makes it to the final version! Just a couple pointers:

  • Start working right now on separating what zooms in and out with mouse wheel, as it can cause problems later on, as they are now. Check out how the GUI layer works, or the GM equivalent.
  • Maybe don't ever make units occupy the same cell? Looks too jarring and confusing. Or develop some smart system to deal with that.
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Thanks a lot for playing and reviewing!

  1. I haven't done an optimization phase yet, so both world generation and normal gameplay will run faster later on.
  2. 10km² worlds are recommended because then there's a sane chance that you'll generate all the things you'll need for all level ranges, otherwise it's way too cramped and skips tiers of equipment, for example.
  3. I'll probably have to add a handcrafted tutorial area soon, welp.
  4. Combat gets faster as you gain levels, as a lot of speeds scale with stats, so it's better for it to start slower.
  5. Your enemy might've actually been using Light Armor (or more Light Armor than Heavy), in which case the dagger/hammer situation would've made sense. Still, I'll do more balance passes, thanks! 
  6. Already done in the final UI I'm working on, but thanks for the suggestion!
  7. There's a chance for monsters to spawn outside. Might need to adjust that, or account for loading in/exiting buildings. Got it. I'll also add a lot more events outside in the full game, so stay tuned!

Really interesting and fun take on IWBTG's concept. I would use the opportunity to make the default controls a lot better (sticky keys hooo), but if you want the parity you can leave it as is.

GODots REPRESENT!!!!!

Really nice aesthetic, and fun ideas for the gameplay. Be careful with some text being barely legible, like the world description. You might want to ditch pixel fonts entirely for this one. The aesthetic seems too cool to nerf in order to make pixel fonts readable.

GODots represent!!

Looks fun, but might need some work on the readability of things. Be careful with tossing the player around too much, too, as it seems really easy to lose track of where you are.

Looks cool and seems like a neat idea. Seems like all the system are well implemented and there is a lot to do. Might want to consider adding all functions of IRL Windows to your's so people can manage it all better, like they do IRL.

Now, for my main issue: The pixel font seems busted. Check its ideal size and only scale it by multiples of that! Consider also not using  a pixel font. They're terrible for stuff like Bold and Italics, which you may want to use a lot in this kind of game.

Virus prompt on download. Better get that checked!

Physics and gameplay seem really good for just a "Shitty Game"!

Just be careful of tilting the camera left and right, it can easily cause motion sickness. I'd also delete camera acceleration. Rails also don't seem to work. Otherwise, pretty dang good!

Gives a virus warning on download.

Better check that!

Fun idea, looks cute, and works alright. I like how simple it is to control and do stuff, but how much can be done just like that. Keep at it!

Here are the issues I found:

  • Walking diagonally is significantly faster, unless you want b-hopping maids.
  • "G - Drop/Apply to fridge box" doesn't go away when you successfully apply muffins to fridge.
  • Should be able to add the cup before adding the beans to the grinder, let people play as they please so long as it makes sense, makes for a smoother experience.
  • Similarly, let people insert the cup by just clicking on the machine, no need to make us find the specific spot.
  • Also, let me insert cups while the machine is on. I know I fucked up!
  • Make FOV a number, not a slider, thanks.
  • Right click could make you drop items, since that function is used often, keeps the controls simple.
  • It seems to take a while for the moe moe kyun plaque to appear after serving, which seems odd.
  • Apparently one order of double machiatto with latte failed to register as the right order. Might've something to do with taking multiple orders at the same time.
  • Kinda weird to just interact with the sign to skip to the next day.

The interface/menus aren't final so don't worry about them.

The game is also missing a lot of content, so the balancing is off, but all features, mechanics and systems are in.

Otherwise, please tear it apart so I can improve it for Early Access! THANKS!!

Excellent controls, gameplay and models and animations for the player character.

Needs more actions for the player to do, and actual level design, but a pretty great start!


The Devil Spire 2 Music Program is officially complete!

You can check the full song list here:
https://docs.google.com/spreadsheets/d/1d2s886gM91KmrPwmNm3I1D6tkENAyA0X-p17r8VW...

Thanks to everyone who participated!

And until Phase 2!

We're happy to officially announce the Devil Spire 2 Music Program!

Ever wanted your music to be featured in a game? We're offering $50 USD per minute to get the rights for your songs!

Please read through the attached Copyright Assignment Agreement document model carefully for the terms and conditions. This is what I'll use to make our specific contract that you'll sign to seal the deal:
https://drive.google.com/file/d/1y-wW3sPKK2AnR_83l0eN3a1ILzP0g_7f/view?usp=drive...

We're looking for Dark Fantasy, retro-MIDI-style songs, think King's Field and Daggerfall!

There are several loose slots open, and if your music is approved, it will be assigned a role by our team!
Check the Google Sheets spreadsheet for it:
https://docs.google.com/spreadsheets/d/1d2s886gM91KmrPwmNm3I1D6tkENAyA0X-p17r8VW...

Your music could be featured in our new proc-gen Open World Action RPG, the sequel to Devil Spire! With all credits and linking.

!NO AI-GENERATED OR STOLEN SONGS!

I see, thanks for caring!

Unfortunately, content is the last thing that's gonna be added (right after balancing, polishing and finalizing the mechanics), so the game will keep feeling barebones for a good while. But rest assured I know too well the trappings of large empty open worlds, doubly so if they're procgen. So I'll be sure to fill it with interesting stuff all around.

Consider also that I'll be adding fast-travelling (at a cost), mounts, and all sorts of magic things to help with travel.

Yeah, well, it really isn't an actual finished prototype, it's mostly very early in-dev builds, with a ton of really crucial stuff missing or not polished at all... That's why I decided to pull it from Demo Days because while most of the complaints are valid, they are about stuff that will be added or improved later on.

Thanks for sharing your thoughts anyway, but I'll come back once the game can actually use general criticism, as for now it really does suck, but it really isn't even close to being finished.

yes, I'm going that route. no trashy lmao look how WACKY and SILLY this game is. I plan on making afully fledged game with actual content and quality, but it'll take time. looking forward to it!

thanks, specially for the video!

I'm still adressing all the bugs since this is very early still. you can find weapons in dungeons or by spawning them with numpad. You just look at them then and press E to take. it might be a bit too precise.

the save file is uncompressed, human readable data for now, but it'll get much better once I optimize it for non-debugging purposes.

WARNING: Opening the menu in the overworld with a Greatsword equipped crashes the game!
I've already found a solution, but I won't have time to implement it!

ah yes. I'll save each chunk individually still so it's easier to load, and I can store stuff like NPCs, villages and dungeons innit. but I'll definitely have to stop saving the whole ass terrain heights.

Thanks! Ragdolling is just there to show it sucks, basically. And we'll get a better feel for the combat once better AI, different enemy types, and the other systems like equipment come into play.

Hmm, good idea. I was too focused on just making it just work way back then in the Godot 4 Beta, so this might be a huge optimization improvement, thanks!

Well, the thing is that the terrain can be modified with digging and building, so that's why.

Thanks for the feedback.

Lightning is cast on the closest foe not behind cover, or yourself if none are available. You might've been doing power attacks instead of normal ones (by holding the button). The enemy might've been poisoned, I dunno. You press C to descent (sorry).

It's gonna be similar to Kenshi, yes. Like a first person morrowind version of that instead of almost like an RTS/CRPG.

Thanks! But unfortunately, the world gen breaks when generating a small world because of all the biomes and wild variations in terrain.

What changed from last demo day:

  • Fall Damage
  • Running, Jumping and Crouch animations
  • Dodging with Jumps
  • Hold some actions buttons for different effects, like power attacking and longer jumps!
  • Final control layout and full controller support
  • Spell Casting! (Spells not final at all)
  • Interacting with the environment, like opening doors, and sleeping! (no time passing yet)
  • Many misc improvements to stamina, substats, Impact X Balance / Force system, animations and collisions
  • Several bugfixes and engine updates, plus code organization