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nudemanonbike

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A member registered Jul 04, 2017 · View creator page →

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Hi, my wife and I booted up this game. She swears that the game had a 3rd person camera option last year, but I don't personally remember that feature, and can't find it as an option in the game.

Did the game ever have a 3rd person camera? And if it did, how do you enable it?

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I can't believe you've done this.

Is there a version that runs in an actual game engine? I'm both impressed and horrified. If I wasn't supposed to be entertaining my niece, I'd probably lose a whole night to this game instead of the 30 minutes I could spare.

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Do you have a list of what cards are affected by Super Hot Fire? It's not clearly noted on the cards and I can't seem to figure out what, if any, gets boosted

Also my favorite strat is Rollerblade country carl + asteroid. It even breaks through butter magic

Hi!

I've got two things to report, a typo and (maybe) a bug/non-interaction

Paula (Rematch)'s beastiary says "Paula is even more dangerous before in this rematch". There should be a "than" after dangerous there or something.

Second:
Equipping Claire/Melody with the dual wield pin and a flame rod and a frost rod doesn't correctly double up the attacks. I know it's a replacement and that's probably why it doesn't work, but a steam blast would be awesome and make for great fun if you wanted to make a murder wizard who's been hasted.

Hi!

I loved the hell out of this game, but I have a lore question.

There's multiple conversations with Angela, where she says if she used all her power it'd rip apart reality (I think, beat it a month ago), and when she dies, she's simply laying down in solidarity with the party.

When you fight the 27th and 68th arms of the Divine Order as part of the final conflict, why do they die? Couldn't they just... simply choose to continue fighting you forever? Or are they weak to the Sword of Fate or something? Or is Angela actually whipping them really, really hard during the conflict, and actually harming them in the process? Or do the superpower strength only apply to Angela because she's just built different

I've seen target use the spherical ones out front of their stores; depending on their positioning, they can double as bollards to protect pedestrians from oncoming traffic. Which is interesting because the entire point would be negated if people DID sit on them.

I literally sent this to some of my former professors in my CS program who taught the game dev courses. I hope they see it! It'd slot nicely into the early courses.

Hey!

I played a bit of the demo and I have some feedback, in no particular order:

-You need a copy editor. A lot of the dialogue (basically all of it) flows pretty awkwardly.  In particular, the verb tense is incorrect in a lot of the sentences, and there's also a part in the bar where the thug threatens to "beat off" the bartender, which is a euphemism for masturbation, which I don't think you were going for.

-The game makes you wait around a bunch. Implement the ability to mash through text, it goes slowly. Combat also needs to be about 3x as fast as it is, too. The menus are nice, maybe just a "combat speed" slider would be good, with the default being about twice what it currently is.

-I was surprised that you can't explore the town in 3D mode. I understand not wanting to make assets for that though so I won't fault you on that.

-The combat system seems cool but the tavern fight showcases none of it. Make me interact with the cool stuff sooner. In particular, I didn't see the purpose of AP; why do I have 3 ap if I can't slash 3 times, a one AP move?

-The animations are stiff

-The game at about 30fps at 1080p on my computer, and while it's not the best computer (4770k + RTX 2060) it should be able to handle that. The opening scene is particularly egregious. My guess is that there's just too much in the scene, or you're letting the fire particles get crazy off screen.

-You can move in the opening scene before the man stands up, and he just slides around on his knees

I think you have a good framework here to start, but it needs to be sped up significantly. I hope I wasn't too harsh!

I figured that I'd throw up a comment and say that this probably my favorite game to GM of all time. The book is written expertly, and gives the GM tons of mechanics to sink into that make GMing super easy and low prep compared to a lot of games (Looking at you, DnD). It's powered by the apocalypse, and as such, it runs well via online play.

Even if you don't think you can sell your players on the theme, check the game out anyway, there's tons of awesome stuff to crib for your other games (the concept of clocks, downtime action suggestions, steal a whole faction if you wanna)

This is an instance of a game that gets so much right mechanically but there's a minor issue:

Drifting isn't incentivized at all.

You get a turbo boost, but as far as I can tell, 98% of the time the initial speed loss + the curvature of the turn means that the boost is a consolation prize and you lose speed overall, rather than a reward for doing something hard and giving you a leg up.

I don't think it needs to be changed significantly, mario kart DS is an example of boost that's too strong, but as it stands, the optimal route seems to be not to ever drift at all. I noticed the AI doesn't drift much, either, so they seem to have the right idea.

Maybe I'm not good enough at the game, but I've got a ton of mario kart experience (64 included) and the drifting could use some work.

Other than that it's very charming and I like the theme a lot! I've added it to my steam wishlist