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Ogier

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A member registered May 14, 2016 · View creator page →

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>I don't know if it is a bug but certain moves make it so the enemy can't be launched anymore some times, the ones ive found are the last hit of your 3 hit combo and the air spin again it is some times, if it is some condition im not picking off and intentional id consider changing it because it feels bad to waste a bunch of heat for no payoff.
I'm not sure what could be causing that, I'll try looking into it. The 3rd melee hit should at least always cause the -break- status on the sandbag since it does a ton of break damage along with the launcher special attack's startup frames, more break damage than it has the capacity to hold at least.  I have plans for moves that deal with having high heat levels (like an attack that does more damage based on your heat buildup and gets rid of it very effectively) though they're not implemented yet. General idea of heat being a double edged sword of sorts, can't use specials when in overheat but some moves might perform significantly better.

>i think its cool that the back of your sword deals damage but i feel like it still knocking back towards the direction you are looking at could be problematic depending on how the enemies behave, as an extreme example say that an enemy deals contact damage, you could push it into yourself and hit yourself for fre.
Yeah that's true. I haven't gotten around to adjusting that yet and will bump it up on the priority list.

Thanks for playing.

>I'm kind of surprised there's no hitstop or screenshake though, have you ever experimented with them? 
There's some hitstop, but it's pretty subtle for the most part. Currently want to keep things quick so it's not very noticeable unless you're really looking for it (the plunge attack initial hit frames probably has the most out of all of them right now), though I want to have stronger hitstop on way harder hitting things in the future. Screenshake is planned but I haven't finished re-implementing it yet, though the setting is there in the menu.

Thanks for playing, and the video.

 

- I was a little confused about the bar being full meaning you can't use your specials, I thought I had to attack to keep it from depleting or something
Hopefully when I add the extra special effect graphics and make the "tutorial stage" it'll make more sense. 

>- is canceling dashes into each other balanced? like just mashing the button? I guess it might be since you don't get iframes.
You can go from full health to 0 very quickly, and I intend on fights getting really hectic later so being able to cancel and move out of the way easily to counteract this and keep things fast was a high priority. 

- using an xbox one controller on win10, the left stick doesn't work and i have to use the D-pad. not sure if that's intentional and don't really mind, but I would like to use the stick if possible
I completely forgot to put that back into the input list for movement (Up and Down were in though, strangely enough). Easy fix.

- attacking is fun, and the hand-drawn animations are impressive (although I will say, for the spinning attack just make [Red] a blurred ball because the jaggies look kinda weird once you notice)
Yeah I've been iterating on that spin attack several times and still am not satisfied with it. I'll get it eventually. 

- weiss is a guy? what the
He's a crazy guy.

- happy to see Taunt as a future move, I'm considering adding that to vapor trails
I'm going to have a lot of fun with this.

- nice pins (delplac hero was funny, absolutely no idea what it's a reference to)
Delplac Hero is an anagram for Placeholder, and his future portrait will also a reference to one of the earliest pieces of fan art I got where the white rectangle was made a bald human with sunglasses, way back in DD9.

Thanks for playing.

Yeah there's a few things unimplemented so they don't do anything right now, namely Burst/Weapon Action/Weapon switching/taunt. Thanks for playing.

Yeah sorry about that. The bottom bar when full indicates you can't use your special abilities until it empties. When you hit enemies it recovers significantly faster. Currently I don't have any good visual feedback for when this happens, or a good way to know in game what the system in general is. Thanks for playing.

>- why pause when taking damage? were you trying to fuck with the physics system, or did you just want to see the player damage hitmarker?
I had a moment of wondering if I could break something, like the one bit before going into town for the first time, trying to build up a lot of speed to maybe bypass the barrier or assigning weird/redundant buttons to things in the menu at the end.

>-- not sure what the issue is with that tilemap artifacting, I haven't seen it before. It looks like you're running the webGL version at a high resolution, which I can't really test myself.

I was running the vapor-trails-win-exe downloaded version if that helps.

(3 edits)

I did a video playthrough if that is helpful to you. No commentary, though. https://mega.nz/file/Ecg1HAqY#xCDZTw8t8EIEg7fuxIcbaVaTZV1xUTAiCVVuVq_HKEI

Like an hour and ~28 minutes long.

Notable Time Stamps:
7:22 - Softlock after cutscene going into the Deeps
27:56 - Lady of the Lake Fight
46:13 - Richter Fight
1:08:19 - Rena Fight

Some thoughts:
-Meteor Dive, Orca Flip Kick, and jumping through one-way platforms didn't seem to work with the d-pad. They worked just fine with the analog stick. For reference I am using a DS4 but with DS4Windows to emulate xbox controllers.
-There's this part where you can walk into thorns but if you manage to do so you'll get hit like 3+ times in a row (around the first actual save point I think in the Deeps). Maybe add a bit of kockback so you don't get hit a ton of times with that?
-Map in the pause menu doesn't seem to pan regardless of what I use and it feels like the map progress keeps resetting when I rezone? I'm not entirely sure.

-When I talked to Greg while going at incredibly high speeds, I noticed the skid marks were still active during the cutscene, then went away after it ended.
-I wasn't sure if there was anything left to do after I fought Rena so I kind of wandered around after that. I wanted to go back to the Deeps but the door wouldn't open (despite being able to hit the target from where I was standing) which is unfortunate. Had nothing left to try parry on as far as I was aware at the time of getting it.
-Personally I feel like the camera should be handled a bit differently during boss battles, like more static to show the entire area without moving, at least where appropriate.
-The slimes that come up from the ground and punch you feel like they come out of nowhere. Maybe make them more noticeable while idle? Looking very closely I can see them but they blend in super strongly with the background and such.  
-I never acquired that Speedo. I was 2slow. Going fast is very fun, though.
-The music in the area with the fish in the background is a real jam.

-Another thing I forgot to add with the Race: It would be nice if I could talk to him to retry rather than rezone.

NEVER HAVE I HEARD SUCH GOOD JAMS TO FLIPPING BURGERS BEFORE. 10/10 WOULD BUY THE SOUNDTRACK.

BUT REALLY THOUGH I WANT THOSE SONGS.

I did a recording if this is helpful for you. https://streamable.com/e5cdy . I found it odd that doing a charge attack while not dashing prevented me from moving, but dashing and using the charge attack let me move. Is this unintentional? Also if I held down the charge button and pressed normal attack while still charging, the charge animation would cancel (as seen in ~5:50). It would play the rest of the animation after letting go of the charge button however.

Thanks for playing. I made updates to the game to fix some of those things listed. I'm not sure if the crash I fixed with the boss is the same thing that caused your crash though; it appeared to happen at a different time compared to the other crash and I can't seem to reproduce it.

Thanks for testing it out.  I'm sure the slopes have some evil hidden away that isn't apparent yet.

[Red] and [Blue] will have different bosses. They are tailored to what the characters can do and since [Red] cannot wall jump it would lead to a bunch of undodgeable attack situations.

Thanks for playing everyone.

I plan on adding an ability that you can use to go through enemies later. Mostly wanted the enemy collision so you can't just sanic past everything.

That's how the enemy collision works in the game currently. They will push each other out slowly (or prevent entering at all), so no standing on heads.

Thanks for the bug report. Hopefully one of the updates fixed this.

Thanks for playing. I have a fullscreen/borderless window option but they are currently disabled because they don't behave like how I want them to at the moment. I'll have to mess with them a bit.

Thanks for playing. Currently I'm still porting over a bunch of stuff from GMS (DD16v) and the Godot 2.1.4 version (mostly menus). Mostly been making sure the entity code won't explode into spaghetti (and working correctly) before I get the other character and the boss back in. When you started juggling the sandbag near the end and it would just fall instead of going back into the air is actually a bug but I'm not entirely sure what's causing it.

Some thoughts:

  • I don't know if I like the Knight being slower than the Witch in terms of movespeed. Could be fine for some puzzles though.
  • Witch-chan does fire a bit fast for the enemy invincibility frames

Could see this being more fun with more abilities and such. Good foundation.

I uploaded a playthrough if that is useful to you. It's not really a first playthrough since the first recording messed up so I tried again. https://streamable.com/v9ke1 ; Near the end (last screen), I would sometimes be unable to move while getting close to the other character.

Also this next one isn't really a playthrough, I don't really know what happened but I ended up crashing at the end of this.  https://streamable.com/5vvtd

Pretty much everything is of high quality. My only complaint left is when restarting the game after having a larger resolution set in windowed, you'd have to move the window so it doesn't go off screen (at least on my monitor).

Also I did a recording with my low shooting skills. https://my.mixtape.moe/tyvlbm.webm

Wow update your bios it's still the DD14 version.

Enjoyed it, liked the voices for the pickups. I am not very good with games that have a lot of bullets however and was unable to beat the actual boss[?]. I expected the D-Pad to work but only the control stick works it looks like. 

I did a first time playthrough recording if that is helpful for you. No sound though because OBS didn't pick it up and I didn't notice until the end. https://my.mixtape.moe/tiheqx.webm

What does the fuel do?

Thanks for playing. You are able to change dash types in the Gameplay menu under Options so if you want to use the other default right dash button for something else you can rebind it. I'll have to adjust the slow shockwave as that is the most common complaint.

Thanks. The lightning attacks are in, but they can only be used in the tutorial/dummy room. Fire attacks are going under a revision right now. Gameplay wise, you'd get the core moveset of the magic all at once, then the special moveset (which is utility focused) at some other point.

Thanks. The backdash functions exactly the same as the forward dash, so holding down either dash button while dashing then jumping will keep that extra speed from dashing if you hold down left or right (you can come to a complete stop and still keep the potential max speed/acceleration as long as the dash button is still held). Letting go of the dash button removes the potential speed. Holding down the dash button while jump kicking off of a wall does a similar thing as well.

Boss fight was pretty fun. Had some issues with the ranged attack (I expected it to work in the air also?) and double jump acted a bit oddly sometimes. I recorded a full playthrough if that helps you any  https://my.mixtape.moe/htmrvx.webm .

Ok I take that back, I managed to find a way to use the clap pretty well. Also I did a quick speedrun to see if I could reproduce the crash (It happens at the end, but the preview of the crash window doesn't pop up in the webm).  https://my.mixtape.moe/jfshat....

Maybe it's because I have a controller plugged in? I'm playing with Keyboard.

The new art is pretty good. Some thoughts:

  • As Norm with his clap attack, it doesn't seem to have much practical use  since enemies will still be invulnerable after the first thumbs-up attack (mostly referring to the mid-boss which is where I noticed this); There didn't seem to be a way to go straight into the clap so odds are they will get hit by the first attack, unless you manage to miss the first attack I suppose
  • I got this error when attempting to ride the cloud after becoming the mid-boss http://imgur.com/a/bPpYz
  • As Noogie, I expected the throwing animation to return to idle after hitting a breakable block or wall, but if you're on the ground you stay in the end of the throwing animation until you move again
  • http://imgur.com/a/LHkvP Just a minor graphical thing

The mid boss was pretty cool, and I like the effect for hitting Norm/Reece enough to be able to possess them.

Also, I'm not sure if you're aware, but there are some odd things going on with the little dirt mounds that act as slopes. I made a webm trying to list the issues. Getting stuck on the slope is from a result of walking up to it then stopping. https://my.mixtape.moe/jtxydi.webm

@Sinoc - I don't know if you remember the boss [Cyan] from DD11+ but that's basically what I have in mind, for stronger enemies at least. After hitting them extremely aggressively in a short amount of time he becomes hitstun immune for a couple of moves, though what you suggested might be better.

@AWK - Yeah, you're right. I'll make it move to any attack.

Thanks for the feedback guys.

An enjoyable experience. Nice work on the shaders. I am not a clever man though, and got stuck on the 3rd map for about ~25 minutes and then gave up. Then when I closed the game by using escape, the game crashed (The level select squares disappeared like normal but instead of exiting, it just crashed). Rebooting it then pressing escape at the level select made it close like normal.

Very good. My only suggestions would be to slightly tone down the brightness on the flashes from big enemies when they get hit (starts to hurt my eyes after a bit) and maybe make the first enemies that shoot lasers have a bit of a brighter tell. I am bad at this genre so I didn't get very far.

Good job on the effects. I love spin attacks in games. The only main issues I had were:

  • No pause button(?)
  • I barely understand what's going on with the clear menu that has the equipment and ability selection. Mostly the equipment section. The ability section seemed to act funny when I would try to assign things, but it was understandable in what things did otherwise.
  • The clear conditions for the trails don't seem very clear. Is it just time based to get to the end or do I have to kill everything including the orb things and go fast at the same time? Sometimes it seemed like it would clear the trail if I just sped through ignoring everything, though I'm not entirely sure.

Feels pretty good. The high gravity took me a little bit to get used to, but it's fine. There appears to be a small bug where if you run into a wall on the ground, Whimp will do a very very short fall and then immediately start running even if you were walking. The dust clouds then proceed to go nuts.

Comment too long for itch. The platforms are a bit too dark/blend in with the background and I couldn't really see them. Forgot to mention, when referring to the charge attacks, I meant the melee ones.

http://pastebin.com/Tv8ZNUsD

Comment was too long for itch. I attempted to find as many bugs as I could. These were the settings I was playing with http://imgur.com/a/gKJtv

http://pastebin.com/Pnkj55zr

+ Cute

+ Some neat effects

= The charge gun seems a bit weak? Maybe if you could fire the offhand gun while charging it would be better

= Found myself just using the standard guns the entire time after a bit

= The explosion from the 3rd shot of the standard guns hurting you seems odd I guess

- Wasn't sure if there was a pause menu or anything; Had to Alt-F4

- Didn't seem like the camera was controllable; Almost got stuck at one point because I got caught behind some blocks and couldn't see in the room with the bomb enemies

Really good work. Some things I found odd were when doing a melee attack you can't use your umbrella shield until it's over, though that's probably intentional. Also the mid-boss's arms always have touch damage even when not moving, but that might just be so it's harder to melee the arms.

It's always something with the ice block. Thanks for that, it should be fixed now, though I can't seem to reproduce the reflection bug.