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Paulby

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A member registered Nov 01, 2019 · View creator page →

Creator of

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I believe in you

Love it. Great sound, great idea.

some of the reds feel a bit impossible when you get two long ones

the character and setting creation is beautifully evocative. 

I've not played wanderhome, but I feel like this could with a 2nd page for how to play.
What characters do, any objectives, complications etc

Very into it, did not expect the gameplay to ramp up like that. 

though it did crash after a little while, and the music stopped fairly quickly.

Web build doesn't work for me.
I could press the start button, but then nothing happened when the scene loaded

this was great

no further questions, over the past 4 months I understood descending armor class :D 

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I will say that I agree with the sentiment that 4-2 is far too hard.

I think adding some grapple points to the map so you can get back easier, and move around generally easier would help a lot. But I think a bit more floor to run around on would help too. 

One problem with it is that you can't shoot your weapons while in the air. they either aren't good vs the enemies while jumping around, or launch you far off the level. Then when you're off the level you can't get back on because grappling onto a ghost medusa is probably certain death.

This means you have to play it in a way that is counter intuitive to how the rest of the game has been training you to play.

On top  of that its also really hard still, and swapping between homing rockets and electro ball is important, while also being fairly hard to do at the speed the level demands with ghosts flying at you constantly

And on top of that the map is very small and hard to navigate. there's only two jump pads and they're very important for getting high up. 

The new grapple is feeling great

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Just finished. Good game. 
Surprisingly well made and polished for a small indie FPS.

The enemy variety was very clever. the health mechanic was neat and the weapons felt good. and the dash execute was nice too

I've got some feedback around the weapons and a couple of the enemies.

There's a lot here, but its all relatively minor (I just like writing a lot). I had a good time but I think I'd enjoy it more with some of these things tweaked


1. the 1st shotgun with lightning seems like the most effective weapon once you start the lightning to trigger explosions, and is the only one that doesn't require ammo. As such It was the only weapon towards the end of the game. the electric damage could maybe do with a slight nerf, or the other weapons a buff.

The 2nd shotgun is generally worse than the 1st shotgun, I'd give it infinite range, and some extra damage at close range.

JUST TESTED, the first shotgun with lightning deals 55% more damage than the 2nd shotgun, and has infinite ammo.

It would probably be nice it there was an indicator that an enemy has been electrocuted enough to explode. 

2. Ammo. Running out of ammo with the other weapons happens very fast. and there's no obvious feedback its happened so I'd often be surprised that I've ran out and end up trying to shoot with no ammo for a little while.

I'd say all the weapons should have more ammo. And it would be nice to have them auto swap to the next weapon when they're out of ammo (maybe with the option to disable this)

Also while I like that health drops disappear if you're not quick enough, I think the ammo drops should always stick around. and also they could do with being bigger/more obvious. as I didn't realise they existed until almost the end of the game.

3. Weapons switching button overload. There's: 5 weapon buttons; A fire button; An alt fire button, which sometimes you hold to modify the main fire, and sometimes it fires automatically; And also a swap alt fire button, which only two weapons have. (on top of dash, jump, vertical dash). 

Where this is at its hardest is if you want to swap weapons and grapple somewhere. where you may have to press upwards of 4 different buttons and remember which ones do what in a split second. I never managed to wrap my head around it.

I think this could be streamlined though.

Grapple should just be its own button, which disables shooting for the duration of the grapple. I'd also make the stomp at the end automatic instead of a separate button press.

Once you get the mini gun you never use the machine gun, so that can instead replace the primary fire when you get the upgrade.

Now the charged rail gun could be the alt fire for the minigun. And the charged rocket could be the alt fire for the 2nd shotgun. (both should just be instant fire instead of hold and press main fire)

This means the swap alt fire button doesn't need to exist anymore and can be replaced with the grapple button.

4. Vertical movement. was surprisingly difficult. I spent almost the entire time on the ground. I think having the grapple be its own button would help a lot.
but also consider having the jumps and up dash be stronger. and maybe if you hold jump you could fall slower. 

5. The Turret enemies. They're way too hard to damage due to the armor and breaking the armor is super inconsistent. sometimes it will break instantly with the mini gun, sometimes it will not break after using the entire clip of ammo.

The only consistent ways I found were: 4 homing shots from the rocket, which is over half its ammo; the charged railgun which is on a long cooldown; and the 1st shotgun with lightning (part of why its the only weapon I used late game)

6. The ghost enemies. They're just a bit too much. they travel super fast and erratic while being invincible for 80% of the time. often you just have to ignore it and then get hit for a lot of damage and knocked off the map from behind when is moved all the way around you while you couldn't even shoot it. 

Most weapons are pretty much useless against them because they move so fast and often even if you line up a difficult shot they go invincible. so they were another reason to only use the 1st shotgun with lightning. as any other weapon was a waste of ammo.

Good stuff, I had fun with it.


Misc feedback

would be nice if you auto reloaded when you ran out of ammo (and shotgun auto reload if you're not shooting)

would be nice if you auto sprint while reloading (maybe just all the time when not shooting or aiming tbh)

seems inconsistent if you can sprint hipfire or not with any given weapon

volume bars need to be logarithmic, not linear (computer audio is silly)

cars are too much of a liability, no warning when they will explode, and an instant kill

not sure what the difficulty options did, but easy felt much more fun than medium

shotgun SEEMS useless, but its almost ok on easy if sprinting and hip firing. could still do with a buff, it doesn't do much damage and is maybe too hard to aim, could do with more spread

Bug: died while checkpoint loaded, and it reset the mission and I had all the weapons at once

This looks great.
though i have to say i have no idea what the combat tables on page 25 mean at all. they could probably do with some clarifications

you can tell evangelion failed to deliver on a coherent artistic vision, because all fan content for it looks like this

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nice stuff.

every time i think i'm about to go on a streak and do real well, i get greedy, skip a heal and die like a fool

would be nice to get a preview of who you're gonna fight next

it was talking to the guy you pointed out, then going into the deck to edit, going out, going in again, clicking around a few times (i was a bit unsure what to change)

i'll try again when i'm next free to game

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Thanks :D

Yeah, may make sense to put him a bit more visible, like here.
until now the game's basically taught me that you can't go into areas that are off the main path, so I didn't even see the gap in the fence

Nice about the L3. could be good to mention that early (maybe i just missed it lol)


ah, errored trying to edit the deck (god isn't making games annoying)

___________________________________________

############################################################################################

ERROR in

action number 1

of  Step Event0

for object obj_deckEditor:

Unable to find instance for object index -4

at gml_Script_anon_gml_Object_obj_deckEditor_Create_0_28543_gml_Object_obj_deckEditor_Create_0

############################################################################################

gml_Script_anon_gml_Object_obj_deckEditor_Create_0_28543_gml_Object_obj_deckEditor_Create_0 (line -1)

gml_Object_obj_deckEditor_Step_0

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Have been enjoying it so far, but stuck the first time I've got to Justice square, I think I'm meant to talk to a lone guard, but can't find one other than this guy who doesn't really interact.

Minor feedback, skipping the text animation is awkward because of the way the text can pause because of end of line, full stop or comma, and they all behave slightly differently. and I occasionally skip the last bit of text by accident.

A potentially easy fix could be preventing skipping ahead when its an end of line [v] if you press a button within something like .2s of it appearing. Or an option to speed up text animation 

Excited for my copy to arrive

Is there an unexplained mechanic why the grapple sometimes breaks, or is it just a bug?

love the visuals, and mostly like struggling to get to places, but losing all progress to the grapple breaking made me sad

Its the curse of being the dev, everything seems extremely obvious, because you made it 😅

I imagine the tension works better if you're used to the attack sizes 

Good stuff

Thought here's a big lack of readability on your attacks and enemy attacks that makes it a bit too frustrating.

not sure if its on purpose but attacking up and down is hard because you aim sideways if you stop holding up.

generally with short jam games it can be good let people continue from the round they're at as its pretty frustrating to keep restarting so most people won't complete it, but its a design choice if you want to keep it hard

got all the fish on the first level, died, then never managed that again after a few more attempts, cool but too hard for me.

Making a zen contented faced coots hop around after a nice slow long scooping session is very nice

Absolutely wonderful

love it

Finally!

Wasn't planning on making it free until I released a major update, but who knows if I'll ever get round to doing it, so here you go.

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nice game.

is there supposed to be a delay before you can fire after a reload?
(got to level 14)

oh, felt a bit weird to end by getting all the hearts, i was hoping to go out and try to get the diamonds but the game ended. (though i probably  would have failed because some of the levels were crazy hard)


fantastic job overall, really interesting how well it works from such a simple twist on moving.

doesn't work

finally got all 12 star

just great, fantastic execution

This is an incredible zine and also work of art.

also gamefeel gone too far in indie games? Everything I play I have to hold my monitor down to counteract the magnitudes of  screenshake.

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i can't play games that make you hold down the shift key, they hurt my hand :(

would you be able to patch in a toggle sprint option?

fantastic

hm, this time i tried playing the game stopped working when i picked up the shortsword and wouldn't accept any inputs..

was in browser, i'll try the download version next.

i definitely think that jump should not be a thing if it just drains stamina for no gain, there's too many buttons already.

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current fastest time 1:35 1:31 in the box car

I'm really enjoying this, and I don't normally like racing games

i really liked this. 

haven't played a racing game with the controls all being on the stick, but it felt very natural to me

good camera when cornering, i was into having to fight a bit against the turns to maintain speed while drifting.

good job