Dude this game is so well done that i find it rly hard to put down lol.
An impressive amount of polish for a two-week project.
Im unsure of how much improvement there could be for a steam release aside from maybe:
*Inventory culling while in shop view so weapons like the Sledge hammer cant obscure the shop selection.
*Main menu UI gets a little close to the left on steam deck (16:10) but is still usable.
*Perhaps some funny shop music.
*Biome-specific themes/sfx for a sense of progression.
*Perhaps enemies with varying resistance/weakness to damage types (projectile damage, club damage, stab damage. Enemy stats are accessible before the fight begins. Testing might be needed to make sure one type isnt too busted.)
*Perhaps more than one enemy, with some weapons capable of damaging more than one at a time (Ex: Molotov: low base damage, burns 3 enemies for 5 hits), or a buff that distributes a weapon's damage, or affects a weapons damage based on number of enemies present. (Testing might be needed to ensure that this meaningfully affects the players choices or doesn't take away too much control over the game's outcome.)
But the game is already solid; with some suggestions potentially requiring a bit of balancing.
A very fun entry, Red.
Nash (_nashset)
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came for the artstyle,
stayed for the addicting gameplay and boppin music.
Really rewarding scoring system and i like how endlessly playable it is.
Reached 335 until the game sadly froze probably because i has it on pause for too long.
One potential exploit i found was that diagonal move speed isn't clamped, but i relied on it a lot to dodge everything.
Overall a great entry and one of my favs.
loved the deep sea atmosphere.
bassy muffled sounds and angelic music had me very invested to explore and look around.
tho id say the game seemed a bit taxing to run in my browser.
couldn't make it too far with the time i had but i'd like to see how this game would be if i could explore a bit more without dying.
eventually ended up having to shoot barrels from a different zip code like a turkish marksman.
perhaps an extended energy pool for every barrel i bring back to the bell?
either way, very interesting and atmospheric entry.
might play a bit more later just to look around.
coming back to this entry because i felt something was missing,
i think it'd be a cool/rewarding idea to add a scoring system for how well you play,
similarly to how ultrakill scores you on how stylish your performance was.
could be something for how many times you touched the ground,
or how many times you died during each level.
very stylish entry overall.
love how much polished the game is in terms of modelling and texturing
The checkpoint system is really convenient and i love how its diagetically implemented as graffiti.
really captures the spirit of games like "I am bread".
cant think of many suggestions for improvement aside from the skill jump where you have to bounce from a mattress to a pallet.
couldnt beat the game from there sadly.
maybe a little city ambience.
that aside, this is one of the best entries ive seen so far.
Presentation:
+Very fitting music.
+Lovely art and animation.
*I can see some animations missing, but animations that are present look well done and clearly communicate the action.
Gameplay:
+The game itself ran well.
+Controls are easy to understand. Didn't need much of a tutorial.
+Healthbar UI came in handy, tho it would've been nice to see my dodge cooldown.
+I could tell when i was being damaged, or if i was dealing any damage.
+Game is beatable. (i think. i reached a "thank you" screen iirc.)
+Arena is small enough so i didn't get lost on where to go, but big enough to fight in.
*Attacking feels a bit clunky, but i found an exploit where i could just hold down the attack button and grind enemies. I enjoyed using it. Potential new feature?
Potential improvements?:
*Additional bar to see my dodge cooldown.
*While the animations look nice, I think u could've gotten away with having less frames to make more room for the others. The missing animations made it a bit difficult to understand what my character was actually doing. Perhaps with limited time to animate, you can just do key poses that shake, squash, and stretch! That way it looks snazzy, and i can tell what im doing.
I absolutely love this game.
The style and presentation reminds me very much of playing rhythm heaven.
Although much like rhythm heaven,
I wish there was more of an auditory queue that telegraphed returned/consecutive strikes so i could play exclusively by ear.
However, the highway in the background does work as a quick/easy solution for a jam entry.
Its so fun that i wish there was more.
(or perhaps a scoring system for added replayability.)
It'd be so cool if there was a boss that introduced offbeats.
Or maybe even a boss that obscured the highway so you had to rely purely on rhythm.
Really solid work!
If I don't already have something in mind,
ill usually go through the OST of other games and try to find instruments on my Casio CT-X700 keyboard that sound similar.
I try to stick to my Casio's pool of 600 instruments.
Most of ARSONATE's music was re-used from my previous project, ">HAL_4", which was inspired by Portal.
So I tried making my own "Portal music".
Sometimes i have some stockpiled scraps of music that I couldn't figure out what to do with.
And I just use those.
For "Do You Feel Your Regrets Mounting" in particular,
I bought my first guitar amp and wanted to use it for something.
-There is a 2 hatchet limit and a 2 spyglass limit.
keep 2 of each in ur inventory and you'll always pull something else.
-Host will never steal a spyglass unless he has a hatchet or arson to use it with.
-Host will never steal a hatchet unless he has a spyglass.
-Sabotage the fire extinguisher by filling the graveyard with redraws when possible. Always track the graveyard.
-On Normal mode, try to stay mostly even with the host because he'll begin cheating if you get too far ahead of him.