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Madness_Inside

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A member registered Jun 11, 2020 · View creator page →

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High effort with graphics, animations, combos, effects and enemy variety, definitely strong points here. The difficulty though... Bats, your simpliest enemies, can kill you. I think they only need 3 or 4 hits to drain your health, all while you're stunlocked and trying to escape. Fighting back isn't really viable too, as your opening attack is relatively slow. The very first swing should be almost instant when enemies are so aggresive. I'm also not fond of all enemies spawning at the same moment when entering an area. Some of them are ready to attack before the spawning animation ends. 

There's plenty of ways to dispose your enemies but I feel like there's too many abilities thrown at you at the same time. What's more enemies have pretty inflated health bars, which - at one point - is a must if you want to have crazy combos (and I think that's your intention) but at the same time giving us enemies that we have to hack away very first minute is a bother. I'd recommend introducing enemies sparingly and slowly at the begining, with lower health and smaller aggro. Give me some weak bats and frogs first, let me learn their attack patterns in semi-controlled environment and only then start showering me with more enemies, or stronger version of a weaker one. Let it be a surprise - kill couple groups of weaker enemies and then introduce only one, stronger, that is seemingly the same, but a little more vicious and with higher health. Right now being assaulted by couple of types of enemies at the same time that spawn at the same time and can kill you with just couple of hits feels too random, without rhythm.

I was going in all different ways, got killed a bunch of times, and one of my runs was going particularly well (leveled up to 5th level) and then, while walking to the last untraveled path I was assaulted so fiercely I died anyway! I had about 5 health flasks laying around, I was healthy and yet enemies suckerpunched me to death! The switching mechanic is good, but I definitely had to practice it more to use it more reliably, and yet I was defeated.

I still need to take a second attempt to try and kill the boss, (her attacks are weaker and much more forgiving than other enemies attacks).

I don't want to say that "make your game easier for my lack of reflexes" but I think my abilities are on par with the default gamer and a little 'easing up' could be beneficial for everyone.

Not sure if someone already said that earlier but mixing terrorists and magical girls sounds unconventional. So unconventional that I started questioning for who the game is aimed. I'm not fond of the writing - shady man shows up from nowhere, then suddenly this daughter of CEOs of the top corporation comes for rescue and scares him away and now you're best friends with her? It's too convinient, my suspension of disbelief is already stretched thin. And what's with MCs response? "I need to talk to my magical cat first... or my dad". The next thing is a timeskip to the gala and the terrorists show up with guns blazing? I don't know, it's too abrasive, there's not enough build-up. Stories grounded in reality with fantastical elements can work but the fantastical elements shouldn't be introduced like it's the most obvious thing and expect the player to just accept it at face value. I'd call the scenario as it is now a rough draft that still needs to be reworked.

The gameplay in the dungeon is decent. There could be an indication that when you face an enemy in straight line with two spaces between you'll attack. My initial thought was that I needed to use my spells and then I wandered around waiting for cooldown. I experienced the same bug as Lowell, you can't have your magic attack selected and then walk around attacking with normal attacks as then the enemies turn won't start and you can't do anything as well. Fortunately you can save a game at that point, quit and reload it so the bug disappears. Balance of fights was mostly fine,fighting melee enemies one on one wasn't a problem, I disliked ranged enemies as they could always shoot me once but at least you can heal with time and somehow I managed to have enough resources to last me till the end. I found pretty good gear as well. I managed to start second run for the same dungeon when exploring the area at the end. There's a question if you want to start dungeoning, but you can't get out from that area once you cross the broken wall. I had to finish it second time to go to school.

Graphics could also use a little brighter palette. For a game with magical girls it's a little too spartan. Grass is too dark, houses too mundane, roads too grey. Pastel colours would work much better in that setting, take a look at Umihara Kawase, Kirby's Dreamland 3, Yoshi's Island or Needy Streamer Overload. Also I have a feeling that low resolution is limiting the details too much. I really liked the music for the bossfight.

Overall a decent roguelike with a weird setting that'll struggle to find audience.

I've beaten the demo again, I can't say too much about the differences in the overworld as I don't remember the old one too much. Exploration is pretty fun but having unique elements in areas would help a great deal - ancient ruins, very big trees, holes in the ground, bridges on top of the trees, you name it, anything like that improves greatly the exploration. Also, since you can gain water pistol, more areas before the first dungeon could be separated with lava. I'm not sure how "secret" you want to make that weapon but it's not necessary to finish the level and can open new way of traversal the overworld. 

I managed to gather 5 extra space bags, grabbing enemies from behind is always fun, sword rebound arnoud walls is not ( I didn't notice enemies having the same problems), holding shift to thrust is kinda weird, also swinging could be faster (but then again maybe my dexterity was too low to notice the difference). Stamina was running too fast, please add a new plant that slows down the hunger, or at least a timed buff after eating supplies, as two drumsticks weren't enough to comfortably survive the dungeon. 

For the most part this time I was eating just the basic plant, the fire resistant one I actually found after beating the dungeon boss, the exp after death was somewhere in between. *Maybe* linearisation of the tutorial needs some tweaking. Also I want to interact with the cooking mechanic more, so again - gimme more food! 

I can't wait to see another areas!

Jesus Christ this game is nerve-breaking. I had to divide my sessions in two to get to the end. I see some inspirations from Resident Evil, but it's giving it a disservice, as there are plenty of imsim elements, like authentic weapon handling and fully functional DOS on PCs - reading e-mails, unlocking doors, all of that extra layer of interactivity that makes it very much different from other games. 

Puzzles weren't exactly difficult, I'd say they were just in the region of not being stumped while also giving that rewarding 'aha!' feeling when solved. Okay, maybe the sticky note with password was a little too easy (I was hoping to find some posters with the whole word for the login, like the title of the movie). 

Enemies though. Mess hall was really messy. Repopulating areas with new enemies was dreadful. Killed enemies waking up, new enemies showing up in already cleared areas, or random spawn of two bigger critters... man, I died a lot. At one point I was chugging health potions like an addict. It's good that you have plenty of ammo and health pickups as I was burning through them fast. I think that enemies are too fast, especially small critters. The window to land a successful shot is too small, they're always chasing you and will always get a nibble or two. My only reliable way of killing them was waiting for them to land after biting me and hoping I'll align my shot when they're stationary after the attack. Also enemies are relentless when they're close to you. Shooting them from a short distance should stagger them more reliably, I think they also should have bigger cooldown between attacks. 

I have to praise you for music and ambient sounds. Save room is one of the places where you can really appreciate the time between fights. Music getting unnerving when the enemies are active immediately makes me tense, similiarly just entering the mess hall is just overwhelming with that dense atmosphere. The occasional sound of cracking pipes in the flooded area - the very definition of oppressive (but I think that enemies in that area shouldn't attack you immediately when triggered, let them stand up fully).

For the bugs, game crashed once. I couldn't start my second session from a save, I had to start the game from the beginning and then load it. The letters on the PC screen were scrambled after that. Crouching and then moving between some areas (like security checkpoint's gate) could make you stuck and your gun act like it's held above your head. Wiggling in various directions eventually freed me. 

Overall, I survived. The feeling of isolation is almost too strong. The boss was handling me like a puppet until I discovered that the best way to avoid his attacks was strafing. Shooting down the very fist enemy that was covering the keypad and then having the same enemy being the weak spot on the boss - I'd say it's the intelligent game design. Also enviromental destruction, mid-battle attack change, chance to stagger the boss, slow camera pan at the beginning - great stuff. I'd say I want to see more but I'm not sure if I'm brave enough for another deep dive.


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Had a blast, very well done Zeldalike, a little too hard for average joe - enemies hit too hard, go down with one hits too many and attacks are too fast - but you know about that. I'm guessing the message about the game being too difficult shows after 10 deaths? I won't believe it's random :P

Liked the structure - optional bosses, semi-open world, picking up loot and money that can be repurposed. Enjoyed the puzzles too. I wasn't sure if that small hint from the stone guardian meant anything but it did! Crafting new weapons gives extra layer of fun. I'm not really a big fan of crafting games and yet here it actually gives additional purpose for slaying monsters and experimenting with new ingredients was always rewarding. I managed to create 14 swords out of 16, I managed to put the familiar sword without hints, I did chaos sword and wand sword with secrets from the books (reading the page for chaos recipe stopped the background animation). I kept trying to fit the pearl on the hilt but couldn't get anyting... Additional effects on swords are awesome, thorn, ghost, bone, wolf, chaos, it's not boring +1 to attack but with special powers, I loved that. Overall system for forging is simple and enjoyable, new weapons are a blast to find and use. 

Those bosses though, I'd say they're overpowered but I used overpowered stone slab for two of them. The game definitely demands a player to learn some patterns. I'd say the initial area should be bigger, with weaker enemies, your sword should have a little bigger reach, enemies should have extra couple frames before attacking and we should have more invulnerability time (one mistake and half of your life is gone).

It's a great demo though, no gamebreaking bugs, no glitches, complete experience. I'm just afraid that keeping with NES zelda aesthethic might limit potential interest and moving it up to 16-bit counterpart would make it more appealing. 

Still, awesome job so far!


Oh no, what happened, what were you doing just before the crash?

Boss, I need to rework his AI a little, maybe he's too strong for characters with low strength. Arrows are still a little rudimentary, definitely needs extra work.

For the future I'm a little torn. Second part isn't finished yet, but I was thinking about adding one more narration-focused level or free-roam town without cohesive story but with NPCs with their own problems and different ways to 'help' them.  

Thanks for the interest!

It's great, awesome even, with small caveats but it doesn't matter all that much. The aesthethic plays the biggest role, it feels like a distant cousin of games like Koudelka, Parasite Eve and Resident Evil, looks like a PSX game too. The tutorial is harder than Case 9, I think, but it's not a big deal. I enjoyed the combat, both pretty straightforward and rewarding. Some attacks are hard to avoid though and I think that sidestepping while weapon is drawn would work better - sometimes I was preparing to dodge just to have my character turn and jump at the wrong angle. Also Sylvia looks like a dude - both portrait and model looks like a man. 

Navigation, puzzles and progression through the level are pretty good, but I feel that using inventory items automatically takes away from the experience. I also thought that the book shoulnd't be hidden, and yet it was a red herring so that's good. Too bad that plenty of cabinets weren't having anything and I found it kinda silly to have all of them be sealed shut. Even the cupboard in the kitchen? 

That's all nitpicking though, the pacing is good, enemies are fun to fight, so much that I'd even add one or two confrontations more to the level, the story can get us in all different places and the exploration and surroundings are superb. Mirrors? Working mirrors? That one room with only reflections visible? Masterpiece.

Also I think the time counter was measuring time wrong? I'm pretty sure I played that case longer than 12 minutes...

https://steamuserimages-a.akamaihd.net/ugc/2410081868412684848/49D96F7DAD51965369E583512BC660C0BAD203E5/

Pretty decent from what I can tell, a variation of Silent Hill? The fighting is pretty solid, managed to parry some attacks, get some heavy hits and dodged plenty of them. It's fairly short but for me it's getting interesting already. Just please don't make it horde management with VS perks. For me in this type of games the exploration and interactivity plays the biggest role and I'm looking forward for some twists and turns in that department.

What's not great is the character animation - he looks like he badly has to go to the toilet, both in walking and running animations. Camera works well, I don't know what you were suggesting it doesn't work well. 

From what I can tell, it's shaping up to be an interesting survival horror.

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Interesting, but a little rough, aesthetic. Very nice explosions, feels like they've been lifted from Metal Slug game. Managed to beat the main boss, the laser beam should be telegraphed a little better. Other than that scrolling was a little sluggish, game wasn't dynamic enough because of that ( I think). Long beam takes a litle time to travel to end of the screen but when I stop shooting it then it disappears instantly. Very odd.

Very detailed backgrounds, I can't imagine how much work went into them and animations of enemies. Shumps can be pretty demanding for artists, I hope you have a lot of perserverance. Keep up the good work!

I like the choppy animation but it's a risky endeavor. I didn't like the choppy intro though, it felt like something's wrong with my PC. Jump, double jump, sword equipping and fire breathing works, but the camera is another story. Platforming isn't working with a perspective like that, I played games like this before and plenty of people straight up gave negative reviews demanding TPP camera. Also are dragon ladies sporting nipples?

Looking forward for more.

I like the premise, alien color palette and enviromental puzzles (?), it reminded me somewhat La Mulana. Still, even on easy the game isn't easy. I found the secret, gave the yellow fruit to the primitive man, found two fruits in the wild and managed to kill the red swordman, but he's tough! 

I'm not a fan of the limited air control while jumping. It's awkward, especially when dealing with the white square puzzle. Hidden room with husk - he offers me a spikeball for 35 coins, and I managed to scrape 9 at most. Leveling up heals you but doesn't increase your health meter - I'm kinda disappointed with it. Also it feels like every new screen can kill you with new and creative ways. Laser puzzle is tough - please put a save point before it? Going all the way from the starting point to there or to the red castle is really draining my will.


Overall good attempt, but ease up with the difficulty!

It's almost like meditation

Fighting goblins is much easier once you have decent agility and strength, agility impacts how fast you can swing and build combos, strength increases knockback and increases damage. I'm guessing you still have old config files in the 'roaming' folder, 'C' should be the default jumping key now. 

Audio settings are just for show for now, but you should still be able to return to previous menu by pressing 'X' or 'escape'.

I have a dirty little secret and that's why 'space' breaks the intro. I'll have to fix it up soon.

Thanks for Dirking around this DemoDay too! I have to say that I didn't make enough progress since last DD to feel accomplished but at least I can fix some new bugs.

Thanks, I managed to replicate it and patch it. Turns out you'll crash the game when you try to climb while also pressing left or right. I sure hope there are no more crashes like that!

Damn, can you tell me what you were trying to do when that happened? I was pretty sure all of the possibilities have been patched out.

Thanks for playing the game!

Using items is just like using a key on the door, but when a character wants an item you'll get additional dialogue option. There's a certain chain of events that needs to be fulfilled, we need to convince admiral that he actually wants to listen to music. There are different ways to solve it too but you still have to find some grains to do it, and I heard it's not so easy (even though they're in the plain sight).

I hope you enjoyed the time spent with Dirk!

But you can go right...? You can climb these stepping stones.

And yea, I'm really happy with sitting :D

Man, that refresh rate. I wanna say it's an engine limitation and I tried to fix it but I just have a standard 60Hz monitor so I can't test it reliably. The thing is I still use delta time for calculating height of the jumps and I don't know why I can have a higher refresh rate, so more calculations, but delta time stays the same...

Other bugs are accounted for and I'll be taking care of them one at a time. You have a good eye for them!

You read my mind and know exactly how I feel.

Fighting is pretty much in prototyping stage, gotta find a correct flow. Goblins are more aggressive due to last DDs comments of them being too easy to kill. I guess we can't have it both ways. Current level is WIP and you guessed it, extra potions were added as a last minute help to avoid being stuck before reaching other upgrades. Still, I managed to make you all stuck here and there. Item hunting is just a little extra, went all in with new system for increasing stats, but those items will be rare.

Missing NPCs and one singular way to beat it was a compromise with a lack of time and levels not being that easy to plan. That being said this particular route is designed for players roleplaying as a fighting adventurer. I envision that parts with enemies shouldn't be accessed at all by players avoiding strength and agility stat, but - once again - I want to have a special item that can scare goblins away. It's just further down the line of crossing a map and sticking to main road that can have occasional enemy, and not entering a cave that's infested with goblins. This is clearly a Fighter's Guild member that has to swing a sword here and there. Proper ending for goblin hunting quest without actually fighting them demands a city with a Fighter's Guild building. I sure hope I'll be able to pull that one soon.

Sorry, I started rambling. Your insight is invaluable and I think we both think alike. Now I have a canvas and I should have plenty of time to implement missing parts for combat trip. Bugs will be ironed out, new paths will be unlocked, new NPCs gonna show up and I hope I won't have to rush next one, but to be honest, preDD time is the most motivating time for me.

Cheers!

Demos are focusing on self-contained story bits I have in mind, or so I keep telling myself that. With each demo I want to expand the possibilities of our hero and I have to say this one is almost half-assed. Combo system is meh, still only one melee weapon, ranged needs to be adjusted, not all NPCs got to the cut, level was rushed etc. hence the possibility to be stuck. Still, new level is more of a treasure hunt now, picking up items and equipment, using them to get better stats so I have this thing going. My main goal is to have something like act I, when all of demos can be conjoined together and locked/unlocked based on your actions and stats. We'll see how much of a pain is that gonna be.

Flickering exclamation mark is a feature. It reminds me of old monitors I used to play on. It'll take more of you to change my heart! Also exclamation next to the bard is about his cell. I don't think anyone bothered to find that out, but you can actually steal keys from the admiral to open his cell. 

That one event with opening doors, yeah, I should probably make it automatic. 

I did something with the charm system, I expanded it to other statchecks. Turns out I broke something  along the way.

You can deselect items with 'x'. It's my cancel button, also used for attacking.

Also I was playing your demo too! The comment about gold centipede showing up and kicking the big guy was mine, I was playing on version 0.16-2. I'll write something more after I'm done with the current build! And I found Dirk! Clueless and in obvious situation!

Thanks for stopping by, more stuff to come, hopefully we'll see each other in next DD!

I did a number on those buildings. Explosion, debris, blood splatter, all great, UI animations with 1 bit pixel art looks great, awesomely stylish. 

Osur said the same thing as I was feeling, it's hard to see your opponents. Many times I had to confirm that the enemy is in my vincinity by looking at the radar. I almost want to say that it's too small but I'm not that sure about it. Still, other mechs need to have something that will make them visible. Painting them red would be almost too easy, maybe adding some UI elements like crosshairs from fighter jets?

I felt bad about destroying the city, moreover in the second mission where I was trying to protect the gardens. And what mutated lobsters wanted? Piece of me, of course! I got A+ on both missions, now be honest with me, it always says A+ right? There's no way that half-leveled town and a destroyed garden I was supposed to protect would give me that high score. 

One enemy didn't want to drive into city from the left side. I killed everyone else and had to shoot missiles blindly into OOB area hoping to destroy him.

I feel like the game is already half way there! 3 more biomes, 5 missions for each one, one random generated level with presets and you're ready to ship! Just make those mechs more visible!

The best FPS on Dreamcast, it just looks like it could be played on that console, and I heard DC look is gonna be a new fad! I like that you can sneak up on your enemies, but they're pretty dumb - they can shoot their comrades in the back while aiming at you, one decided to run towards me and fell into the water. They sure pack a punch though. I have a feeling our protagonist's health is somewhere at half of a common enemy. My health could drop from 100 to 66 with two shots. First mech battle was even worse, sometimes it would take out 6 hit points, other time two hits sent me straight to the level restart screen. First level is rough, a linear passage with enemies jumping at you here and there and with mech at the end I died 3 times. Maybe there's a secret I missed with a rocket launcher? Bottom line, enemies should die 1-2 bullets faster and I think there should be a rocket launcher next to two jeeps and a mech, so it's possible to sneak past a mech, grab it and unload initial salve. Shooting down a mech with just a starting weapon is kinda lame.

I didn't have problems with 2nd and 3rd level, these are much more interesting. I especially liked the lowering bridge at the end of level 3. The housing flats in level 2 aren't that good. There should be more rooms, or at least barricaded doors, right now it looks like a corridor that leads to one room. Still I liked open-ended of the levels, even though there is a default way to progress it's nice that you have to look around and visit different places first. Port town leads you naturally through a level and waterways make great natural obstacles that don't feel forced.

Now is it only me or the game is very dark? Again first and also parts of a second level, were so dark I couldn't find my way. I played in the dark and even with increased contrast it was very hard to see at times.

Anyway, the game has a nice feeling to it. Can't wait for more!

ok, so I officially found the secretest secret.

Decent variety, nice backgrounds, level design is close to a death traps in Meatboy style, but plenty of checkpoints ease  dangerous situations. Blorb being just a defenseless ball offers no real variety. Health pickups or powerups would be a nice addition, if only blorb decided to fight back.

The real mechanic here are trampolines. There's so much of it I felt overwhelmed by the last level. For me that's showing you need additional ideas to make your adventure fresh.

Interactions with signs and finding secret coins was nice.

Overall not bad for a first attempt. Blorb 2 needs new ideas though to make it worthwhile.

I'm amazed how fast you were able to replicate original Mario Bros. Gob is harder though, especially castle was much more intense. 

For a small game there's not much that I can add as I think it's feature complete. there are some minor things that could be improved. 

Secret room is a dead end, hidden block or exit would be appreciated, otherwise you have to wait till the timer ticks down.

 After you die your coin counter resets, that's not how Mario games operate. Moving platforms change direction instantly and they should slow down first, it makes these jumps much more difficult. 

Small game window and control scheme. Your game could *really* benefit from adding an option to have left shift for jump... Just kidding, but rebindable keys and resizable window/fullscreen is pretty important.

With the bugs, I died when two enemies were close to each other, stomping at them both killed one and second killed me in the same time. 

I found a blind spot - when jumping you can hit a block but you wil not destroy it. 

Anyway, great game! I actually like your take with goblin attacking dwarf fortresses. You can expand it and make more interactions, maybe a bigger castle? I'd experiment with the concept a little more, there is a hidden potential here.

Everybody chasing me with pitchforks, well ok then, shift is gone. Now default for jumping is 'C'. 

I changed that stats menu, now we can check them and make them go away with space.

I alsoadded exclamation mark. Pretty good call as plenty of streamers wasn't even aware that some objects can be investigated. Items aren't marked though, I want to leave a little bit of pixel hunting in there.

With the jump, I intend to make a path where jumping is not needed at all, and to make it play like old point n click game. Jumping and fighting is an option for players that look for action so they should invest in these stats. That being said I should give more visual hints that low agility won't let you jump and write it in the text description for skills.

You can back out from inventory with 'X' as well.

Overall plenty of good suggestions for me to chew on. Thanks for checking out the game!

Previous demo had similiar problems with clipping so intelligently I made all floors flat and thin, and enemies can't get stuck in weirdly shaped level. I hae to add collisions on top of the Dirk's head.

Music shouldn't loop. I mean, it's a pretty slow and uncanny track, listening it more than a handful of times would be grating. I was fighting with myself if I even should add it. One track without a loop seemed like a sensible compromise to me.

And what's wrong with shift? I'm more of a jump on 'z' kinda guy myself, but having all three buttons pretty important I didn't think that either 'zxc' or 'azx' would be comfortable. Shift is pretty long! It fits perfectly for a ring finger! Would it be better to have it used for interactions or attacks? I don't think so.

Did you bring the guy to the mother? You should, you know...

It's not a platformer if you can't jump

Agreed, new parts aren't polished as it's pretty much incomplete. Half of the map wasn't ready and couple of NPCs are still missing to make it for a compelling level and my art sucks. It's too repetitive.

Key example is actually crucial. You're locked in a small room and you have no other way to progress other than finding a key and using it. I'd say it's a good design choice to have your player experiment with smaller, obvious puzzle as that prepares him to understand how to solve other interactions in similiar way. Having a quick use option for an item would just increase the 'z' spamming.

About these clues... please don't force me to make a Witcher sense... but! Looking back at Oblivion your crosshair was changing shape when in close proximity to usable item. I think it would be a good idea to have a little 'inspect', 'search', 'open' tooltips when next to interactible item. I'll look into it.

Strongest point of the game is my writing? Oh... oh no...

Damn, these passageways were working in my editor and stopped when I had .exe nice and ready. I think that changing the .exe name or name of the game folder could help but I need more feedback. Downloading build from the site and running it fresh works on my machine. Also it didn't crash? Was Dirk visible? Could you still walk around?

Also I've made some changes in the dialogue system, did a quick test and it was working fine. Do you remember what was the charm stat?

I really appreciate your feedback and I'd like to see what you have to say about the second challenge.

I liked it, models for guns and hand animations are good, I like the level design even if it's a little chaotic, atmosphere is great, but I have some 'thoughts'

-dying enemies are just switching from alive to dead sprites, It'd be nice to have something in between

-2D elements are invisible when standing behind them, buddha statues, pots and probably ammo have this problem

-interesting level design but it suffers from empty rooms/not enough decals. First level starts with a high note, going through the kitchen feels natural, and then we have plenty of same looking corridors. Second level is much better in that regard, but again hospital is just a shell.

-default tommygun guy gets tiring after a while, you need at least two extra variations of that guy, throw him a white hat or a brown jacket, way too many swanky gangsters around there.

-enemy's AI can be cheesed, they should also be a little more active when in range. They either charge you to be closer or stand in place to shoot you. They should pop a shot or two when away as well, when in range they should give you a break once in a while to 'reload' their guns or to reposition themselves.

-some parts of the levels are very dark. So dark it's either turn all of your lights in your room or walk blindly. 

-No real options in video settings. Can't increase the brightness, can't decrease th quality of the game. "but why, it's a boomer shooter", right? Well...

- the game doesn't run flawlessly for me. I have stutters and FPS drops in open areas. My gear isn't exactly high end, but it can handle GTA V and Yakuza 0 without issues so it's kind of surprising it slows down in places.

- no secrets. Come on, I wanna secrets in boomer shooters! Hidden switches, destructible walls, alternative ways, elevators. I feel that a second part of a first level should be hidden behind a big painting or a big barrel of wine, so the player feels like he's uncovering a secret organization in the basement of a restaurant. It's not a secret per se, but a nice touch of enviromental storytelling xP

Nice interactive way to tell your audience about your scope! I'm afraid you'll drown in hundreds of branching textboxes and you'll need a big notebook to keep everything in check. Anyway it's pretty simple, just fill out your stickman's mood meter? I sure hope there will be other ways to achieve a 'win' condition, otherwise you'll just praise every NPC to their heart's content. Also it's a long dialog tree already, other NPC interractions should be a little more rigid imho.

Looking forward to the next update!

That has to be the longest level in any sonictypes out there. I've been playing it for more than 40 minutes just to get to the end. Initially I had problems to steer character reliably, when I finally got the hang of it the game dropped new hurdle and I felt lost again. Level is huge, and I mean HUUUGE, but at the same time not that fun to explore. Underwater part is just a punishment, plenty of platforms lead to nowhere, some of the platforms that lead in the right direction are obscured. Turning left/right to correct your trajectory on a loop will cause you to drop, some of the steeper checkered roads will make you lose speed and fall as well. Sure, it's just a demo level and I'm sure you'll improve, just for me this particular level didn't feel organic, it's more like a skatepark with grinds and verts everywhere. Animation is good, the speed is there, the level could be cut into 3 smaller ones ;)

Found a secret, got a water gun, beat the bad guy, wish there was more! I have a feeling that hero and enemies should be a little bigger, right now it's kinda hard to attack, maps seem to be a little too big because of it and that in turn makes them feel empty. Other than that we need more - more weapons, enemies, secrets, interactions! I really like the take on Souls systems with burn/wet/poison/bleed, regenerating health or depleting stamina. Playing around with water pipes was great, but I feel it might be hard to top it off. Turning lava into walkable tiles was also great, much more creative than usual zelda dungeons. Music wasn't all that fitting though. A little too peaceful for me.

Anyway, keep them comin'!

That's not true ending. Try again!

You've won my award for the best streamer, that I can tell you! I believe that after my latest update most of the complains have been adressed, fixed, improved. I like my climbing animation though :P

Again, thanks for your support and playing the game. Expect more in the future!

I should mention somewhere in the game that lockpicks can't open all doors, otherwise they'd be OP. I added 'examine surroundings' functionality and now it's a little clearer what can be interacted with more. I also did a bughunting, hopefully the game won't cause that many issues. Thanks for playing and your support!

Got that one handled, it's funny as it's basic instinct to go back from the menu by hitting 'escape', yet I've never thought about it. Again, tunnel vision, but it should work fine now ;). Now I'd still need help with ultrawide, as I don't want the screen to scroll past certain value. Message me if you want to help me with it :D

Man, nothing makes your game look bad than wrong scale and out of bounds regions. The game should run in lower resolution. Also these jumps shouldn't be that high! I'm guessing that you have an ultrawide screen with 144 hz refresh rate. I gotta modify the game so it detects it properly. 

You've seen about 1/3rd of the game, missed one of the doors that leads to room with collapsed ceiling. Left Shift + z + x are pretty close (unless you have qwertz keyboard), I'll have something for that occasion. That blue screen happens when you're out of bounds area. Lame, I know.

Next demo day will be about combat with much easier puzzles, I think it'll be much more enjoyable.

It kinda puts you in a situation where you want to shoot all of your cards right away to know which combinations you can make. There's no way to get to 1 trillion dollars without having a godhand with at least 6 dark energies. Combining 3 items to have a data is neat, but then merging the data with atom collider to have better quality data doesn't make sense but I guess it's ok.

Using bureucracy when you have no elements brings you the same element back, I think it should trade you for something completely different or have it disabled. 

Energy crisis is just too high, filling up buildings after a while eats it too much. Maybe energy can be replenished with time automatically? Also not only stability is decreasing too fast, but you also have to pay much more to lower your chances. I guess that the message is about cutting losses at the right moment, but then we can't reach that 1 trilion bucks.

Merged materials should have a little more value. There should be a random chance to have a higher value card, maybe have a building that can randomly find a better quality resource.

Overall, I tried three times, the best I could go was 400 bil. Still, wanna see what's the main goal, what about these other planets and development direction.