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KINGOFSHIBUYA Ltd.

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A member registered Jul 27, 2020 · View creator page →

Creator of

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Unfortunately keeping the demo up to date with the main game became a bit of hassle. The download numbers for it were down too, and at this moment we’re only spending time on HANA for bug fixes when someone reports something.


Sorry for the inconvenience!

Pitching is semi random, but like in baseball where batters will do worse against certain pitches, each enemy has significantly increased odds of a strike against different pitch types.

 

Thanks! We cant wait for it to be finished and in player's hands and pockets.

I’ve done another update. Let me know if it’s still too hard 

thanks for the feedback! Honestly we don’t get enough of it, and since this project was just done by one person, there’s a lot one person can miss that others will find right away, so I appreciate it. I’ll see if I can get fix uploaded within the next day. Catalog might take longer since panic needs to approve it, but they’ve been quick so far.


You said there are two regions where you got stuck in a loop. I see the photo of one and will look into it. Do you remember where the other region was?


As far as keys go, that was a deliberate change I made since Pulp can easily save which items you have, but not who dropped them, meaning that one could farm unlimited keys, taking their value away, and making it too easy. That last segment of the game is supposed to be a lot harder, though there are hidden checkpoints you can make it to, and hidden items to make combat easier.


As far as combat itself goes, I also deliberately added a lot of recovery frames after making and attack that way players couldn’t just mash attack and destroy the AI. Pulp has severe limitations for real time/actions gameplay, one of which is that enemies and the player can only move in 4 directions (holding diagonal just inputs 2 really fast). Because of this I tried to make it where the player needs to make ever hit counts, like in Demons Souls or a fighting game, and also made it where the enemy will sometimes try to fake you out and dodge  back the other direction.

Enemies will move every few frames, but until then they sit still. Most of them only attack if they detect the player is in the spot they’re trying to move to.

It’s difficult, but it won’t take long to return to your location if you die, and if you find the hidden items you can heal mid battle, move faster, and fire projectile attacks.


I’ll take a second look at the difficulty though, just in case. Your concerns are heard for sure, but I just thought I’d let you know where I was coming from. 

Once again thanks for playing and even more so for providing great feedback. This will help make the game better for everyone, for sure!! 

Thank you!!

thanks! It should end up being an interesting game if nothing else 😅

yeah this is a bigger update and I recommend everyone downloading this patch!!

Glad everything is fine, then. Thanks for your support! ☺️🙏🏽

No problem. I explained it weird maybe. With playdate, you don't patch your games, you just replace it.

Sorry for any confusion. We just changed the main file so if you just redownload the game, it will be patched.

The version and build number will appear on the title screen of the game.

It's a question of when, not if. :)



But thanks!

We've also since split the release into 2 halve if you'd like to just try half for 4.99,  instead of the free demo.

Theres a free demo now, if you'd like to try it.

Thanks!

No problem! Getting the Playdate to save games was an interesting process, but I figured out a way to at least make some hard checkpoints, and then later on let the player lock in the most important progress.

In the first half it will automatically save when you get to certain points, and it will tell you that it did that.

In the latter half, when the game gets leas linear, there are save points you can interact with that will also let you know they saved your game.

For being a jam game, this is really good. Great job making the black hole physics effect!

Thanks! We tried to make sure it had a good feel to throwing the dice, and enough of a challenge to warrant trying again.


Thanks again!

Thanks for the feedback!

We have some stuff in the works for more dice weights, types of dice, enemies, and even levels, but in order to get it to be functioning better in under 48 hours, we cut the scope temporarily to what we have currently.

Hopefully once they let us edit the submission we can get that implemented.


Thank again!

Thanks!

I had a very very similar idea that I didnt get to quite implement, so it's cool to see how it could have turned out.


I had some trouble with the projectiles looking a bit too much like the player and getting lost a few times, but otherwise I was unkillable for a while before the level just didnt end and I had to restart the game. Im sure it's just a small bug or something.


Good job with this!

At one point I couldn't kill the target, and in another Im pretty sure the target wasn't spawned or was invisible somehow.

Love the art and music. Game was really confusing to figure out. But I understand. It was a short amount of time. Seems interesting though!

Thanks for playing!

thanks!

Thanks! Also we’ve designed several a few other dice and we had another enemy, but just wouldn’t have made it within the deadline had we gone through with including them. Maybe we’ll get to put them in later? 🤔

thanks for the kind words!

Thanks! Our artist killed it, right?

thanks! I asked a programmer about the UI issue, and I think possibly the wrong build was uploaded. Should be fixed next week after the Game Jam is fully finished.

Thanks for taking to time to play and provide feedback!

Thanks!!!!!

Thanks for playing! The gameplay definitely needed more time dedicated for tweaking. I wanted to increase enemy spawn rate to make it more difficult to just keep shooting, but that will have to wait for our next build. For now, it's locked even for just bug fixes.

Thanks for the feedback!

Thanks! Our composer and our graphics artist were fantastic, right?!

Hello,

Yeah a bug is preventing both from happening, but we ran out of time to fix it. We prioritized getting something up, and sadly for the next week at least, those buttons aren't working and the damage indicator isnt showing up.


Thanks for playing!