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Oakleaff

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A member registered Feb 18, 2017 · View creator page →

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Very entertaining (and educational) to watch others play, thsnks for the video! You can drop the bombs with SPACE, and you can actually dash through the enemy beams, might wanna try those next.


There is a little bug apparently, you're only supposed to get max 3 bombs 

Ahh dang it, sorry to hear that. Did you get any error message before the game crashed? That could help me hunt down the bug. 

Glad you like the game though!

Thanks for the good input! I deliberately avoided going the twin-stick route which would've been an obvious choice. Perhaps I'll add an option to enable "strafing" that locks your firing direction while the <shoot> button is held.

It propably isn't clear, but you can dash through the enemy beams even without any upgrades to get out of tight spots. But it's good that you found one of the central points of the upgrade system, that you can go all-in on your abilities: be it the dash, bombs, gun or something else.

You're propably right about the difficulty, I couldn't figure out quite how to ramp it up effectively (wanted to keep the scope small so didn't go all out on enemy types). I also intended for most players to die before phase 15...

As for the controller input, I've been using DS4windows so it propably skews things a bit, I'll look into it...


Thanks for the review!

I wouldn't say "soon".... But still working on it, even if I've gotten a bit sidetracked. Trying to figure out what direction I'm taking visually and experimenting with different takes on water physics and boat 'behaviour'

Thanks for the video, that was very entertaining to watch. Apparently there's a bug with the Arcade mode camera, it's supposed to stop spinning once the race starts at the start/finish line. Pro tips: let go of the throttle/use brakes to turn better in curves, and you can also change boat colours with up/down in the selection screen if you want the pink one!

(1 edit)

Uhh no, I'm not. Can you link the post?

Nevermind, I checked it out.I'm not with Fractile games, they just linked my game on there because we're from the same country.

Alright, did you change viewing modes before the race start? Like going to first person mode and back to third person?

Thanks for the video! Good to see even the "novice" level gives some challenge... it's hard to balance the difficulty on your own game.

Oh yeah, forgot to check that one, thanks. It's fixed now.

Thanks for playing! Splitscreen is something I'm planning to do, once I get the base game features ready. I'll be refining the controls as well, right now the boats act more like cars anyway...

Still working on it every now and then, slowly

"Gameplay:
-level generation is trash

----
-mechanics are trash, no tactics"

Appreciate the feedback, but do you mind expanding these a little? I've developed both a little, but clearer feedback would be nice.

:)

thanks, gamepad control is on the to-do list. The game is made purely in GM:S 1.4

It's really neat seeing someone play your own game for the first time. You raise great points, and while most are things I have in consideration/under development, I also got a few new ideas. Some things to clarify:

  • The stamina system is of course unfinished. Currently running out of stamina causes 2 things: blocking an attack with 0 stamina results in the player getting stunned (as well as the enemy), and your attacks do about 1/2 of the normal damage.
  • The stamina system is there mostly to prevent spamming (as you guessed), but that's not  yet properly implemented.
  • Chests can actually be destroyed with a few hits, I just gotta make that more obvious. Also the chest placement is currently just random.
  • Attacking an enemy or blocking enemy attacks stuns the enemy (for about 3/4 of a second). If the enemy is already attacking (pleying the attack animation), the animation is not canceled.
  • The enemies don't have any level systems implemented, they just have (too much) RNG in their code, resulting in some 3- or 4-hit combos occasionally.
  • There is no win state (yet!), you can only lose

Thanks for the rewiew, it was really helpful!

Thanks!

  • I think the rolling problem may be hardware-related. My laptop for example doesn't deal with multiple keys being pressed very well (I can roll diagonally up-left and down-right, but not the other diagonals). I'm yet to resolve this.
  • Characters sometimes snap around, this is a known issue with my collision checks/movement
  • Chests can be hacked to bits with a few hits, for this exact reason. I need to make the feedback more obvious.
  • I hope adding ranged enemies and modifying the enemy behavior solves this issue
  • Yeah, the only downside to having low stamina so far is reduced damage and getting stunned while blocking. I'll add a few more checks to prevent endless rolling.

Thanks for the reply.

  • The hud will be refined
  • The chests are currently just spattered around the level randomly, so that needs to be reworked
  • I'll add a LOS check to the enemies, I think it'll make a nice addition (enables sneaking around)

Thanks again for the input.

  • The spawn system doesn't take such things into account (yet),  so it was expected to happen at some point
  • I'll see what I can do about perspective problems, probably will make the shadows clearer to make it easier to judge depth
  • Camera direction doesn't currently take delta time into account correctly, thus the movement differs a lot between 60 - 200 fps.
  • Good to hear, my desktop has no performance issues either but my laptop does.
  • The lock on mechanic will be more useful when I add ranged weapons (bows, magic) I bet
  • Torches / bonfires are incoming, just didn't implement any (drawn) torches yet.
  • Controls will be rebindable, and I'm just making them up as I go
  • Thanks for the UI ideas, I'll take them into consideration!

Pretty slick.


One of the bees was clipped into the ground in front of the dungeon entrance, and couldn't be killed (it was could attack, though).

The bees should have some sort of windup before attacking, so you can actually do something about it (like Jdoe suggested, a blocking action).
Maybe make the companion AI seek out hearts if the current character has full HP, or make it so you don't pick up hearts at full HP.

ESC should pause the game / return to main menu / exit game, right now I had to alt-tab out of the game.

Nice job so far otherwise, feels almost professional

Thanks, I'll look into it. Hasn't happened before, so probably something to do with DX / Windows.

Interesting.  Are you getting the error every time or is it something that happens randomly? What kind of system are you running? Could be a problem with your version of DirectX.