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MVLN

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A member registered Apr 11, 2019 · View creator page →

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Wonderful! Thanks!

Glad to hear it was enjoyable once you got the handle on it! Totally agree with your points on improvements too. For the sake of explaination, I added the hull and "shield" a few hours before release, and the turret's code is too simple, hence their lacking nature. Thanks a lot for the feedback, and thanks for playing!

Thanks! I'll have to see if I can clarify some things.

Noted! I'll need to add more clarity to how you play in the future. Hope it wasn't too frustrating! Thanks for the feedback!

Wah, what a shame!

Put this on a CRT monitor and it'd be platinum, because it's already golden!

There are a couple of possibilities for why this is happening: (1) The game engine has some strange limit on how many and which keys are being held at the same time, rendering additional inputs as, well, not input. I imagine the result of this is not being able to shoot when aiming diagonally up-right. I am not well versed in why or when this happens, but it could be what's causing you problems. Alternatively, maybe it is (2) a hardware issue. If you are able to test your keyboard in another setting then maybe you'll find an answer. The newest version does not change how the diagonal shot works. Finally, I suppose there is (3) a small time window after pressing the shoot button, to aim, albeit it's very short. Optionally, you should be able to hold the direction in advance and then press shoot to shoot in said direction, although I doubt timing was the issue.

I did some quick testing, and I couldn't recreate the bug you experience, but I hope one of the points are of help.

Yes -- me!

Wow, thanks for this! I got lots of insight. There's the room at 12:13, which certainly is a heart breaker. 18:22? -- I'm so sorry... I should go back and polish this jumping mechanic. Moving on: 23:12 -- MLG move right here. By the way, you got the casket near the very end in a neat way; I didn't realize you could use the secret upgrade for this! And 30:20 -- definitely an illegal chess move but I'll let it slide.

I'll go ahead update the time it takes to beat the game! Thanks again!

They done did it

Tossing viruses into the trashbin felt so right, so I'm surprised you find it intuitive! Pretty awesome!

Another great typing game! The classic approach is appreciated, as is your take on word-combat. Nice job creating an authentic CPU!

You have no idea how much I love typing games, especially when there's command inputs. And the premise...! To me, this is the perfect game!

Hey, not too shabby! Lovable feedback -- thank you! Glad you enjoyed it, as I'm sure Granny did too with her browsing during the first minutes.

Awesome! Looks like the last minute balancing payed off. The gremlin-looking things like you too!


granny pls

We were hoping for a reaction like yours; we're totally stoked! On behalf of Torsken Squad, thanks a lot!

Cool ideas suit cool ladies.

Thanks!

Level 7 is ungodly! How could you do this to me?! Level 8 is nothing but a distant dream now...

(This was a lot of fun)

Impeccable! Certainly motivates the player to think outside the box.

Nice! I'm normally not too fond of strategic games, but it was satisfying to protect the heavy-hitting ships using smaller, more disposable ships in the front. Ultimately, it lead to an economic victory, albeit a little morally questionable one at that. Guess that's a space war for ya!

(1 edit)

Oh no! That's not supposed to happen... You're supposed to use that "j" to propel yourself upwards towards the next door. If it doesn't work on the first try, you should be able to pull it back down to try another time. I'll see to fixing this ASAP.

EDIT: It should be good to go now! Hopefully you don't come across any other soft-locks...

Yes I do! And you went above and beyond!! Original levels, new decoration and- man, I love the electric wires too. Seems to me like you've straight up knocked it outta the park with this one, Zejoant!

Wonderful! Happy to hear you had a good time!

I agree. Something in-between might work, maybe as one or more 'hints'. We'll probably figure something out. In any case, your input is great! It helps us balance things.

Hey! Your comment is equally lovely! Glad you found the premise enjoyable.

Thank you for playing <3

Hey! Glad you enjoyed it! It was a great learning experience for the team!

Certainly enough, they're rather alike!

Here's the thing: As you progress, the enemies' dice become partially or completely hidden. Then, when they roll a die, it reveals one or more dice with the same number in their pool. Perhaps hiding them all from the get-go would be a better approach? Or would you have them hidden permanently? Would like to hear what you think! Thanks a lot for the feedback!

Aw yeah!!

Now we've got to make more!

Fantastic! Thank you so much!

For being based on luck, you managed to balance the game really well! I like that the only obstacle between you and a high score is how you use your limited jumps. Made for a rotation of relaxing and tense gameplay.

I don't know -- I got really into it. I mean, the deeper I dug, the more elaborate the game turned out to be. In the end, I found 7 golden dice! Are there more?

We agree with you; as of now, the opponent is simply choosing calls randomly. Assigning every enemy to a 'type of personality' that decides their call seems like it could work better. Regardless, enemies are now on the list of things to improve. Thank you for you insight, it is very helpful!

Sweet! At this point, dice cycling is essentially a hidden mechanic with how little clarification it has. We'll have to fix that in post!

Regardless, thanks for playing!

Lads, I think we got 'em! It looks like the game made pretty good sense to you -- is that so?

What a grand remark. Seems like continuing development on it back then was worthwhile all along!

Thank you ori!!! Now I'm smiling!