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NonEuclideanOtter

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A member registered Feb 25, 2020 · View creator page →

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Recent community posts

Heya, thanks so much for playing and leaving a comment!
Life's been getting in the way, but I do intend to continue work on this~
I've got lots of things to implement whenever I'm up to working on this project some more, working on a proper title screen and 'cut scene' art style, more enemies, more animation updates, and story!

Heya, thank you so much for playing PKT and leaving feedback! and thanks for finding that bug! I'll look into that, probably just a poorly sized trigger.

as for the jump heavy, I am planning to completely revamp it. instead of being a quick circular attack, its going to be a slow, heavy downward slash that bounces you up. Light air attacks also bounce you up, but the bounce gets weaker each time, until after 3 bounces, the 4th one wont bounce you. 

The new heavy attack will not only bounce you higher than a light attack, but it will not care how many light air bounces you did beforehand. The current air heavy is ooold, and definitely very unbalanced.

it seems you also discovered the bug that happens if you die while using the heal xD
still trying to figure that one out

Thank you so much for trying my game, and for the words of encouragement! I'll do my best~

Thank you so much for the kind words, taking the time to play my game, and for writing feedback!
I'm still learning alot when it comes to animation and programming, and still trying to claw my way back from burnout. You are totally right about feature creep though, that is an important thing to keep in mind, and perhaps I should focus more on creating more content with the features I have. I have alot of passion for this project, and definitely want to see it through.

I actually have not played Frogatto, but I'll definitely check it out now, thanks for the recommendation!

Hey thanks playing, and taking the time and effort to give lots of feedback!

The air attacks are definitely a bit unbalanced, I haven't gotten around to fixing them yet because I'm holding off until I get at least rough animations done. I plan to change air combat quite a bit, you'll bounce up a bit when you light attack an enemy in the air, allowing for air combos, and I have some ideas for various directional air heavy attacks, but nothing set in stone yet.


As for the jump collision, did you do this by pressing away from the wall/ledge and pressing jump while up against it? If so, theys intentional, there is super metroid style wall jumping in the game right now. However if it wasn't that, I'll definitely have to look into it.

Also, the boss shouldn't be doing damage on the way back to its idle position, I had fixed that previously but I think a recent change unintentionally brought it back, will fix~

At the moment, I am a solo dev doing most aspects of development myself, but I eventually plan to get a Patreon going, and explore hiring others to help with the games development!

Thanks again for playing, and showing interest in my project!

Hey so, I managed to fix this issue in my end. Its caused by a well known issue with DS4 where it provides double inputs (one of the HID controller and one from DS4). You can solve this by installing HIDHide from the settings tab in DS4 Windows.

In the future I may implement a solution within my game that can get the vendor ID of whatever controller you're using and ban duplicate inputs from controllers with the same ID, but I'll have to learn a few new things to make that work. In any case, installing HIDHide made my PS4 controller work perfectly.

Hey, thanks for playing, and for the detailed feedback! I consider the game to be in an early prototype phase, but I also try to make things as bug free as possible and do alot of playtesting myself.

Really glad you enjoyed the melee combat, thats where most of my recent focus has been. Trying to get the combat in general to feel better. I'm still exploring options and trying to get magic to feel better to use and be more balanced. One thing I'm going to try soon is adding a 2-hit mechanic to losing your spell. So, the first time you are hit your spell bauble in the top left cracks, and if you are hit while its cracked, then you lose the spell. You can fix the cracks by not getting hit for a while, or simply by casting a reinforce spell (probably full circle, JKLI, or east-south-west-north face buttons in that or reverse order will work, it will just instantly reinforce your spell bauble, you wont have to manually cast this spell, and of course it wont overwrite whatever spell you have prepared. You can maybe also cast this when your bauble is not cracked to make add some armor to it, so you can take 3 hits before it breaks).

In the future I'd also like to have a much wider variety of enemies in an area. Not everything will be weak exclusively weak to one element, but some enemies will require more interaction with the elemental system (i.e. an enemy with a wooden shield that blocks and parries your melee, but you can get rid of the shield with fire.)

As for that float down thing on through-platforms, are you talking about it feeling like there is a cushion effect when you land from the air? If so, thats a bug in my psuedo physics script that I'm still trying to figure out... sort of a consequence of a previous bug fix I did. Will definitely work that out at some point, and/or implement code that allows you to just hold down + jump to continuously fall through platforms.

as for major unlocks and such not saving automatically, atm yea, that is intentional. I haven't yet put in the time to figure out what a good balance for difficulty and quality of life would be for a checkpoint system. Like... should I make a checkpoint/soft save when you get one of these that you can choose to respawn at instead of your last save if you die? Do I make that the default behaviour and treat it as an auto save slot that can be loaded from the title screen?? Theres a few ways to do it, and I dont know what will fit best yet.

I'm not entirely happy with the heal visuals atm, and I still need to make a player animation for it, so I haven't any bugs with it yet, but I'm aware of a couple now

In any case, thanks again for playing and providing feedback! I try to update often, and write devblogs whenever its something significant!

Funny enough, I'm also using a kinematic rigidbody character controller, with raycast based collision detection and psuedo-physics

Hey, thanks for giving it a try and leaving feedback!


Slopes have been the bane of my existence. I've been slowly making changes here and there to handle cases like that, but I've still got some weird inconsistencies like that.

The keyboard layout is divisive! I plan to implement live remapping, and an alternate keyboard layout that switches the hands, but the current layout was made so that the widest variety of keyboards could use it (laptops often have tiny or no arrow keys, no numpads is a common thing, and Mac keyboard layouts are missing some common keys you might use on windows...)

The game is made for controller first, but I've put alot of work into making keyboard controls just as good, since most people play testing tend to use keyboard.

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My game was originally uploaded as a webGL build, which I prefer for now, but someone request a downloadable build. Problem is, now that I have a downloadable build, my "Support" button is gone, and replaced with a download button that has a support feature hidden behind it. 

I'm really not fond of this, and would like an option to replace the download button at the top of the page (just below the web build) to a Support button, while leaving the download button further down, just above the comments. 

I dont want to have to choose between having downloadable builds, and having a clear support button.

gonna necro this to also request this option...

I think its more likely that someone will support a game dev if they see a button that says support, as opposed to one that says download, with a support feature hidden behind it.

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Thanks~
A windows build has been uploaded!

I was also having trouble with DS4, I only tested a couple days ago... not sure whats going on there, but I'll try and look into it. My Old wired xbox360 controller finally died, which is what I had been using to test before.

Thanks so much for giving it a full playthrough!

Thanks~!