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NOTH

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A member registered Apr 05, 2022 · View creator page →

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Thank you for the feedback! Sorry it took so long to get back to you; I appreciate you trying out the steam demo- I've got a lot of time in TF2 myself.

The terminal challenges are definitely more puzzle-like:so finding a perfect combination to "cheese" the challenge is the solution- purple shots, high speed green charges, but most importantly the red ability can snag you that vinyl. In the final game the difficulty curve will be much more gradual!

We've included an upgrade in the full game to increase the purple platforms by a good margin, in addition to giving you some extra airtime after firing - hopefully this makes using them a lot friendlier to players! Along with this there are also upgrades to help in combat but I don't think I'll be adding the trader or inventory system to the demo since the release isn't too far off.

All in all appreciate the feedback, I'll take a look and continue tuning some of the challenges. - cheers!

Thanks for the kind words, I appreciate you playing the demo! Lot of good feedback here; we've actually added a *wee* slide when the player stops; hopefully this adds a little weight to the movement.

Will be taking a closer look at the air control during those jumps,  getting the movement right is a priority. As for the climb there is a sound effect but there's a good chance it's getting drowned out, so I'll try to squeeze in a sound pass when I can. Thanks a million for giving it a try tell your friends and keep an eye peeled, should be some exciting stuff on the way!

Done, I'm an airhead and totally forgot to do that.!

Just want to say this game was a gorgeous, the fact it's in GZdoom is pretty sweet aswell, had a little trouble telling when my RMB attacks were ready to go, so maybe a little UI polish on that end. Add a sunny soundtrack and you'd have a gem!

Thanks for giving it a try! Glad you dig the style, me and my buddy are fine tuning a lot of things as we approach another beta build.

We've got some other challenges that will use the full map! Enemies will have full reign over the map instead of being isolated, and a variant of the race course on the way. We are focusing on player upgrades too; so grabbing powers from farther away is already a upgrade we're building in!

I'll take a look at Quake and certainly Tribes (R.I.P) You've got a lot of good feedback here, I appreciate you sharing that animation resource too! Animation is a pain so it's a bit on the backburner while we try to build the rest of the maps and levels. Thanks so much, and great work on V.B.H.S!!

I could not master the "hold D" meta. As soon as the mace comes in I'm boned and I really tried lol. high score as of now is 9, perhaps the hitbox of the sword could be a little larger?

Still a solid idea, and I bet if I tried it on mobile it would shine, mouse controls are a little rough so maybe an alt control method would help. It's simple but the mace idea is cool! lot of potential.

Pretty sweet!  The one thing I couldn't figure out how to do was cancel out of the upgrade screen. Sometimes I wanted to check both my player and turret upgrades, without being forced to make a purchase. Maybe that's just my fear of commitment!

Awesome game, I did end up rage quitting but no deaths felt unfair. I just suck. Would like to see some cool particle polish but it does it's job as a tough platformer with unique mechanics. good execution!

I'm so happy you got around to recording and posting that video - it helps us so much! We're already cracking down on a FOV slider and quite a few quality of life fixes + settings screens. Here's a little secret: we're tweaking  player gravity and jump distances to help with people jumping off ledges (a scary tweak since we're actually pretty far in level design).

Stay in touch, I'm excited to see what people think of the new updates. Also if you can, shoot me your computer specs: that way we can take a look at the pause and start menus! 

Thanks so much for giving it a shot!
I'm dreading it but I know hand bob should probably be added,  that'd polish the hell out of  movement.  The next version of the demo should have a tutorial and even some nice story elements so I'm pumped to see what you think about that! As far as other stuff  we're taking an in depth look at air-control, gravity and other aspects, I'm hoping to nail movement down permanently soon.

Just curious did you think the FOV was too low, or high?

I know it's early in development so I'm not going to cover much in terms of visuals but I'm excited to see how the art goes forward, I keep thinking about system shock. Some enemy hit confirms would help the "flatness" of the gameplay.

I'd also take a balance pass at the combat, maybe headshots should be a thing, maybe the punch should one shot guys? I was a little overwhelmed at first when I saw the upgrade screen, images and icons to go along with the text would help that.Keep at it, excited to see it take form!

This is one of those beautifully simple games, you don't need much because the concept is so solid. Some UI polish and some visual feedback/transitions when certain objects are moved/levels are passed would bring this to a finished level.

It's probably soulless to push stuff like this onto mobile platforms, but people would eat this stuff up. Very nice.

Love the style - There's some issues when I try to play on browser, some crazy camera drift. I've tried unplugging my mouse, messing with the track pad. I'm sot sure what's causing it right now. Learning curve left me a little lost at first so a (super simple) tutorial down the line would be a nice touch.

I wouldn't mind an environment that's a little darker/less saturated- but i understand you have a strong aesthetic right now. The potential for writing and goofy characters means you have a good project on your hands. I saw you posting some of the character work in an old thread, keep at it this is one of my fav projects visually!

Dig the aesthetics and navigating the UI / tutorial was fairly easy - I didn't get lost.
For now I've only played a few levels but I can see a lot of potential for mechanics.

I'd recommend adding some stronger highlights or outlines to clickable objects. I was a little confused at the level select screen. Having the buttons "indent" is great visually but hovering over levels and some buttons could use extra oomph - Especially since your keeping the UI sort of flat (which is good aesthetically so keep at it!)

A super solid concept here - the most I want from this is some UI feedback. A health bar in addition to the numbers, and maybe some more visual confirmation when picking up XP or the timer would go miles.

The first few play-throughs I was playing aggressively and not evasively, for some reason I had it in my head I had to just go for kills. Maybe screen flashes and visual feedback will deter new players from this. Excited to see more!

Appreciate it! With a new tutorial being added in the future , and maybe a player shop(?) I'm really hoping some aspects of the powers should be  explained better. So stay tuned. By the "basketball mission" do you mean breaking the 3 floating billboards?

Thanks for the in-depth feedback that's the sort of stuff I'm looking for! I love that you got the platinum scores, I wanna know your record race time! I'll check out your game; H.R.B soon!

Yo, appreciate you taking the time to play. So soon (next update maybe?) I want to add a proper tutorial which I think will help new players - We have a sensitivity setting right now  (on the pause menu) but the settings screen is super rough. I'll tighten that up soon.

Hey! Thanks, I'm still polishing off some visual stuff so that projectile feedback is much appreciated. Should be updating the demo soon with some other visual tweaks !

Yo! this is really fun actually, got stuck quite a few times but I like the simple style  - good execution!

Glad you enjoyed! Keep that third eye open 👁

Thanks so much for giving it a try- the hippie style is definitely under-utilized! Impressive score!

Loved loved loved it- this was really awesome to play and I looked over your post-mortem: resonate with the idea of making things fast and with feeling. Keep up the great work. (also found that hotline miami easter egg!)

Way to go guys! This was a fun challenge, especially when playing with a fried. - The animation was hilarious, art was beautiful and the music really completed the whole package!