Thank you for these textures. They are literally what I needed <3
Lucardo94
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Visuals are extremely charming. Ticky is very cute. The gameplay is simple, I had fun with it. The only thing I would improve, is to make the jump/running jump go slightly further, so that the plataforming can be more consistent. Specifficaly in the flower plataforms on the first level, and on the oranges plataforms on the second level.
Hello! I played the entire prototype, even getting the shovel and the mushroom hat. Overall great prototype. It has a lot of promisse. The art style is very charming, and I enjoyed the level desing structure, of an open area, but with "sub" areas with challenges.
My major two concerns righ now are:
- The camera freaks out in tight spaces, and it gets easely obstructed by trees and the grass. To this second problem, perhaps you can figure out a shader solution, that renders the character outline over everything, when the camera is obstructed.
- The move set of the character is way too powerfull. I could easely get out of bound by just wall jump/dash into the wall/wall jump/ dash into the wall... and also avoid most of the challenges, if I so desired. Perhaps you should limit the amount of times the character can wall jump, to avoid this infinite climbing.
Overall, looks very promissing! Looking forward for more!
The graphics are honestly great. You really nailed the PS1 era style with the meshes, and the textures. Character design is great too. Sounds are satisfying.
The pause menu was a surprise haha.
It controls very well when you figure out the control scheme. Perhaps you should add a little tutorial, or a sign telling the player the controls.
I couldn't make it work on my controller though. Does it only suports keyboard + mouse?
Also, I don't know if I'm missing something, but after collecting the first figure, I couldn't figure out how to view it (like in the second picture).
Game is HARD! I coudn't progress much after the first figure. But I did felt like I was getting better, having a better feel of Nolgorb's jump distance.
Hey Adman!
I'm glad that you like the movement so far!
Yes, people have pointed out that the plataforms not being linear, is throwing them off. I'll revisit that for sure.
I'll be adding the spot shadow as the very next thing, that will be a great improvement. Thank you!
I'll consider the double jump, and the clothes... hahaha.
Thank you for the feedbacks!
Hi again!
So yes, SEUM is VERY different. It is a game where you go on a (some what) linear path, doing plataforming challenges.
Your game , although it has the dungeon gameplay part with the plataforming in first person, it has a lot of focus on the management part, as you said. So advertise that part more! :)
I played it more today, and the mechanics started to click. I got the hand of how the game works outside of the dungeon. Then I started a new game, to see the tutorial information again, and after the fact, I think the information on the tutorial is correct.
So I think is really a problem of too much information, and if you are not expecting it (like I did), you end up not taking it in.
I didn't understand at first that, the face on the mirror actually apears on the guests inside the dungeon, and you need to find the right one (memory part, as you said). Then you need to buy new traits, to unlock new guests. I didn't understood that, in order to visit the locations, you need to expend action points on the Action Screen. To me I was missing some menu option or something. But after I understood it, the gameplay loop is solid.
Perhaps developing the UI more, will help with that. One thing that I notice is that the UI at the moment is almost completely text. When you add icons to the traits, and the Female guest, etc. it will make it easier to absorb.
I'm thinking, do we need to buy the traits, and then, buy the female guest? For example, tiny body and green screen only unlock the Goblin, as far as I know. So couldn't we get the goblin automatically, after we buy the tiny body and the green screen? And that way you could add the text "buy traits to unlock new guests". make it an independent screen, etc.
Regardless, as I said, after you understand how the game works, it works. Comunicating all of at to the new players still needs some work, in my opinion.
Hope my ramblings were not too confusing, and you are able to get something usefull out of them!
Hello! It's hard for me to give feed back on this game, as I went in expecting something like SEUM: Speedrunners from Hell, but apparently, the game is very different!
The gameplay and visuals (in the dungeon) are looking good so far. The character movement is fluid as expected, and I like the mechanic of grabing the boxes.
What really threw me of was the part outside of the dungeons. I felt ovewhelmed by the amount of menus and mechanics.
And I get that, this is an integral part of the game that you want to do. So, I guess my feedback would be to, communicate well the type of game that you are making, to have the player expectations aligned, and keep working on the menus, and how to introduce all the mechanics, in order to not overwhelm the player.
Maybe it's just me that got overwhelmed, so get more opinions from other people, to see if that is the case.
Other than that, I can see that you are puting a lot of passion and effort on this game, so keep the good work!!
Thank you Brimstone! I enjoyed watching you play it on your stream. Hopefully for the next Jam, I'll have actual content for you to try out!
The camera is not working with the mouse right now. I was not able to implement both types of control for this build. But I'll be working on fixing that soon.
I'm glad that you have enjoyed the controls on the controller though!
I'll try to add a place holder underwater shader, so it is not that jarring, and later on working on a proper shader (currently my knowledge of godot shaders is 0)
Thanks again!
The game is looking great!
Love the art direction, and the music has been very good. The story had me engaged during all my playtime.
Based on the print screens, and on the videos on your channel, and other streams, it seems there is a lot more content that I have somehow missed, but I couldn't get past the Motel reception. There was no way of interaction with the receptionist.
Feedbacks:
- My only feedback so far would be to distinguish who is the current character speaking. You could color code the text, so, a different color for each character, or font, etc.
- Or even better, would be to "enlarge" the portrait of the currently speaking character.
Bugs:
- Chapter 1 - Jack of Executioners explanation at the playground is clipping outside the textbox.
- An enemy called Spirit of Sickness had the sprite offseted.
- Chapter 3 - It was hard to trigger the fight at the buss. I though it was the end of the demo.
- I could not talk to the receptionist at the motel, so I don't know if this is the end of this demo, or if it's a bug.
Excelent game so far. Looking forward to see more!
Hi Adman! Cool prototype! I like this kind of game.
First of all, I started the game, and tried to select the menu options with a controller. When I select "CONTROLS" with the controller, the game stops recognizing controler inputs, and the only way to go back to the main menu and start the game is with the mouse.
The game controls feel ok. I think you could make it slightly faster, and the jump a bit less floaty.
Right now the character turns into the direction of the velocity and it works, but for this kind of game, perhaps it would be even better if the character "strafed" left and right. And you could lean it to that direction. (apologies for the terrible drawing).
Right now I don't think there is any incentive to be in the air, and turn the character to do tricks. One thing that you could add is a "score" system where you need to trick to increase (tony hawk style), or even better, add a timer to each level, and every time you trick, after you land, you get a speed boost equal to the trick complexity. Then the player is rewarded by completing the levels as fast as possible.
Those are my two cents. Keep up the good work!
Thank you for the amazing feedback Wierdox!
- All of these interactions that you have found with the ledge grabs and the corners of the walls , the camera clipping, , are indeed unintended. I'll be working on fixing them. Thank you for finding them out!
- For the character sliding due to the colision being a Capsule, I'll experiment changing the colider to a cilinder. Perhaps that will help!
- I'll experiment with the wall slide feel. As for the animation of paw the wall while sliding, it's a cool idea! I can implement that.
I'll smooth out the current mechanics, add a couple more, and then work on adding some actual content, so that the players have actually something to do on the game, other than running arround and colect a couple of bones.
Thanks again!
Great game so far! My feedbacks:
A little unclear about the jump boost from Summoning. Took me a while to understand the mechanic.
Bugs:- When I die In a trial, the camera doesn't reset to my respawn position
- When on the "start trial" select menu, I summoned into the cat, and then pressed to start the trial. The trial started without any character to control.