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kcfos

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A member registered Feb 03, 2018 · View creator page →

Creator of

Recent community posts

Thank you for the feedback and screenshot!

I take it "It does not work anymore" means the save file is corrupted. 

I would believe it. There's definitely some bugs out there I haven't fixed. The 'Reset Data' Button should let you start a new run if you feel like it. Or maybe you meant something worse?

There's no way to freeze the shop. I didn't get around to it yet. I might make it so you naturally return to the same shop you have before the battle, but you get a free reroll. One less button that way.

Super Auto Pets was a big inspiration, I want to make something that's a bit more in depth. Hopefully there will be a lot more build options in the game in the future.

Thank you, Screen settings should be fixed now.

Buttons should be fixed now.

I still don't have a pause menu, I will some day. I know it's bad to trap people

Thank you,

I have some ideas to make it easier to track units outside the frame. There might be a a few little icons showing what's there, and then a number if there's a lot.

I also might make it so units that are outside the main area (5 slots) can't target enemies, even with range attacks (they're out of range?)

>Not even making your own engine

Maybe someday, when I'm stronger.

Thank you for the video! 

The sprites look nice. The animation that is just the jagging the sprite don’t.

Yea, It's tough because my animation skill is even worse than my sprites, and if I animate one unit I feel I have to animate all of them.

I thought I fixed the fullscreen problem, guess not. I'm stuck on a 1366x768 laptop, that's all I've been able to test with. I'll probably add a scale setting in the future that people can manually set.

Ouch that hurts. Thanks for trying. I've had stuff like that happen before, might work if you restart, might not. Still ironing things out.

Yea It has a lot in common with SAP, and I would like it to be primarily multiplayer.

I think I will get a singleplayer version at some point, at least for testing. 

Fullscreen is all sorts of messed up,

i did some math wrong, should be fixed next patch

-Here's the logs

The dragging to the right is how you sell units. It needs some text for "+1 gold", I haven't gotten to it yet. 

I'm not sure what exactly caused the error yet or how to reproduce.

I keep on dying at round 4-6, RNG feels pretty brutal.

it would probably feel better if more runs were in the system, right now it's just me it seems and i have more experience than anyone. And thinking about your other comment I agree the lives system seems strange, mainly in that it's extremely punishing if you lose your very first battle which you don't have much control over. Maybe lives system where you lose more in the later rounds?

 you can get a mirror match with yourself, which is dumb

yea it was just my quick solution to solving what to do if there's no teams found at your current round, it just matches you against yourself.  When I was testing the recent build I didn't bother taking a run all the way to 10. I do think there's value in the game having a PVE mode, and if I did then it would let me share code for that particular problem.

thank you for the feedback! The game isn't really balanced yet, and there aren't too many build varieties. Seems like the cats / curse are the strongest right now

Thank you for the feedback. 

I like the idea that in order to escape from enemies you need to do something risky (Go into a river, Jump down a cave, though that's not really fleshed out in this version) or maybe invest into some kind of escape ability.


Currently there is no crafting, or gathering skills such as fishing, foraging, or mining, but I intend to add these.

I agree that walking forward when trying to cast an offensive spell is stupid and annoying. I intend to change that.

I think it's ok when constructing things (like the campfire, or maybe building walls in the future) out of combat.


Skill Tree definitely needs some work.


The blue book stat is intelligence. The fire blast ability's damage scales off it, and next version it will increase your max mana.

Sorry, this should be fixed now

Thank you for playing. It's nice to know that the Linux version works! (mostly)

You should be able to zoom with either scroll wheel or "+","-" looks like i never mentioned that in the controls.

Yea rivers are fucked. I spent a long time trying to get procedural liquid / rivers working and I wasn't able to get it exactly how I would want it. I ended up just leaving them as some water dribbling off the top of mountains.

I'm thinking about how/if base-building will be in the game, and that might include being able to dam rivers and change their flow.

I did something weird with my inventory screen canvas. If your screen is a weird resolution it might be because of that.

I think there's a bug where rivers will start running in the opposite direction? Or a river will start on top of another river and then end?

The rivers are supposed to start in the mountains and then flow until they run out energy or reach a water tile or another river.

Yea those are supposed to represent mountains.

Verticality is in the overworld generation, but doesn't show up in local gameplay for this demo.

Thank you for playing!

Yes the main menu parallax effect is new this update

I'll look into the doors, it does look weird

I'm sorry about the berserk bug, but I'm glad you posted it, I did not realize that bug existed

thanks for the feedback

There is an end eventually!(unless there's some bug) 

I'm glad you played the agent. I really enjoy the red pill/ blue pill, I hope those and the raygun make up for the lack of a special ability.

Yea I really enjoy the emergent gameplay you get from roguelikes, using the redpill is a lot like getting shafted in DCSS

thanks for trying it out. Mutations are chosen from a limited pool, but if you run out of mutations in the pool it will offer you malformed heart (-10 health) instead. So you can farm mutations like this but eventually it's definitely not worth it

thank you for the feedback!

I'll look into the waiting sensitivity, a "warmup" period is probably best before it goes full auto

Yea I want containers to take a turn to open, to add some strategic decision to what you keep in your main inventory versus in a backpack.

I'd like all classes to have their own niche. I think part of the reason equipment is so rare is that there is barely any equipment in the game(There's currently only 2 hats!). I plan to add a lot more. 

Thanks for playing!

I have my own dogma on true open world games, I think in many cases if you're playing the game optimally (which permadeath greatly encourages) there is one location to go to that is the best option out of all the rest, usually the least dangerous. In DCSS, even though that game has branching paths, I always go in a mostly similar path (Dungeon->Lair->Swamp->Depths,etc). Perhaps in another game I'll try to make an open world where the location you choose to go in is a truly interesting choice.

I think there does need to be more perks, I'd like to introduce more archetype focused perks, like mutation-build, food-build, candy-build, etc.

Thank you. There's a steam page in the description I think, I have more stuff planned for the next 2-3 months

thanks a lot for the report, I've managed to track it down. Spawning new enemies from the Mothman's ability wasn't inputing the moth's saves properly. Worse than that it was creating a null ref and softlocking the game. 

There does seem to be an inconvenient workaround: alt+f4 and reload as you said, then try to kill the mothman before they can spawn anything?

I don't know if I'm going to get around to patching the fix in right away, because mothman should be very rare and there is some type of workaround? But we'll see.


Also that's a lot of mutations wow

Thanks for the feedback,

I really like DCSS and it's a big inspiration for this game. Glad the food clock is alright, it used to be a lot faster. 

Yea bullets are a limited resource, probably a bit too rare. Most robot type enemies drop them, but besides that there are barely any lying around.

Thanks for the feedback, I've thought about calling it semi-open world before, there's no level barriers / stairs and your technically free to go wherever you want, as long as it's in a straight line...

Inverted camera settings would be pretty easy to implement, i'll look into it. I think the camera position saving thing might be a bug, I intend for it to save that. Yea autoequipping starting weapons should be a thing.

Ok water is ugly.

I think I should switch the default lighting to on, there's some minor visual bugs with both options I think, but also everything should get darker at night even in unlit mode yea.

Thanks again for playing, I'm curious how far you got.

thanks for the feedback

Glad you got the berserker mutation, that's something new since last dday.

I think a lot of people will end up playing with the camera straight top-down. I've thought about  even making it the default but I think isometric looks cooler for screenshots.

That's a good suggestion, I was worried at first because containers are balanced around opening them = 1 turn, but I think its fine if swap-inserting into the container is free, but opening it up to remove stuff is what takes up the turn.

thanks for trying out the new version!

Sounds like you died at the mall, the last biome before the end.

At the moment mostly everything should stack, such as the werewolf perk and stat increases. But I plan to make it so the more unique perks are removed from the pool once you pick one. Ideally I'd never let the game give you the option for a perk that isn't going to stack.

You can actually drop stuff pressing shift + D. There's some other shift commands too for people who don't want to use the mouse. I definitely need to add remappable keybindings in the future.

I still have 2 big features I want to add to the game, an optional ascension ending for extra difficulty, and some kind of meta cosmetic stuff you unlock for playing. I also have a ton of misc content I'd like to add, so we'll see. I'd like to finish it sooner rather than later.

Thank you for the feedback, you might be the first person ever to see that ending.

Thoughts on the difficulty?

Sounds like there's still some bugs, glad nothing softlocked though

I'm planning to add an optional "ascension" ending where you have to go back to the beginning with additional enemies spawning.

thank you for the video. It's very helpful to see gameplay from someone who doesn't play these types of games, I assume most people haven't

Thank you!

I'm testing out lowering the rate food decreases from .5/turn to .25. Might lower some of the food that items give though. 

I don't want the game to come to the point where the best strategy is always to fight every single enemy then rest to full HP, but I think it's pretty far away from that being possible. Especially in the later stages.

It looks like there's a bug in that screenshot. I've seen it happen when I recompile the game in the editor.

Thank you, I really enjoy Neo Scavenger.

One thing that I think is for the best is that there will never be an infinite source of food. Because of that you can't build super-bunkers like you can in games like Cata Dda. And that's ok, I don't want to compete with those games like that.

What I do like  is temporary bunkers; Camping out in an abandoned house while you wait for day to come, or for the rain to stop.

Crafting could be a way to kill time, but how would turns be processed, and what if you get interrupted by an enemy mid-craft?

Things like transform beer/wine into a molotov cocktail would be cool.

Yea the game might be too greedy for clicks.

It'd probably work to let the player move to where you click, but stop if an enemy gets too close? Within 'hard' vision range? Could also have a click and hold system.

So that bugs still in the game, good to know.

Thank you for the feedback.

I guess it's more of a 32 by 800 grid. Glad you found a banshee, sorry you died

Thank you for the feedback.

Will probably need some audio/visual indicator when health reaches a certain point, and I should probably have health bars instead of hearts.

You're right it's pretty much pointless to fight most enemies right now. But I don't want to encourage people to grind killing every single enemy for exp. Maybe all enemies should sometimes spawn with loot?