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A member registered Feb 13, 2014 · View creator page →

Creator of

Recent community posts

https://www.reddit.com/r/Amd/comments/5i9cm4/amd_have_released_a_tool_which_conv...
https://github.com/jgbit/vuda

maybe the developer can take a look at this to support AMD gpus

but i dont know if its feasible 

im also interested to know if there is any planned AMD support in the future

pls come back anon

we need tracy's game

Glad you think the game is kinda fun

There's not much to explain about the game, except that it is just mindless drive and gun gameplay carnage xd

Thanks for the feedback
The all the art except the cars and the characters inside are placeholders. Everything will change eventually

About the random damage, you are probably getting hit by the flying monster. The visual feedback for his attack is kinda lame for the time, i think some people don't even notice that he changes his colour and frame animation.
Like the art part, the visuals, animation and visual feedback from enemies will change when i actually do the sprites myself later.

About the driving and shooting, indeed. It's hard for everyone to play flawless doing both things (and using items as well). I will definetly try to ease these things a little bit so you can play more "safely", but all this crazyness of doing all this stuff will stay in the game.

More items are coming, but only 2 or 3 more. I don't think i can make lots of unique items that feel good. The fewer the better i think. Instead of focusing on items, the main thing is level design and how you can use those items.

Thanks for all the feedback!

I will take a look/make some changes to the backwards part and zoomout stuff

Thanks for testing and for the feedback!

Im glad you like it.

Just some notes:

-On this build, i made possible to the player to choose whatever item he wants to so he can test it. But later on development, you will only have access to only 2 items on the very first level: one pistol and the upper burster thruster (yes, you will be able to buy the thrusters separately) that can force you to go up. Later in the game, you will be able to buy new cars (some with more item slots than others), other items and you will be able to upgrade all of them.

-The pickup ideia is actually a pretty good. I will implement it later.

-I will probably make more changes to the first level (the one on this current build), but some levels will have slow areas or areas that you need to go on reverse. OFC i want the player to always go fast most of the time (say, 95% of the time), but a change of pace sometimes is good and can be used to teach the player something about the game.

-The celling bug got fixed. I know that you said mid-air, but Rokas commented that it happens when they touch the ceiling (while dead).

And thats it. Thanks for everything.

Thanks for the feedback. Here is somethings i would like to make clear:

-I will build to PC later. It's just more practical to play on browser when this current build got only one level. 

- Font is a placeholder (its the default font from the engine. i need to make my own or find a font that can be used in commercial projects).

- I'm not sure about the mute bug. It's probably a weird interaction between the build and the browser you used to test the demo. I've tested myself on firefox and chromium and the mute tab feature worked fine on both of them. This bug is forgettable, because the web build is just temporary.

- Yeah, i will change to R to restart. But the restart button is temporary since i will make a pause button where you can restart clicking on a button there.

-The pinned dragons on ceiling is fixed now. Later builds that i upload there will be fine. (thanks for letting me know about that)

-The part on the level where you need to go on reverse is intended. Some levels in the future will have some slow areas/reverse areas, but most of them you will always go foward (and go fast).

On this level case (it's the first level of the game), i placed the reverse part for 3 reassons (like i replied to the mqdev's commment):

>To teach about a mechanic that i will introduce to the game later (something like FTL's pursuit fleet that can catch up with you and strong monsters will start to spawn next to you. This mechanic is inteeded to make the player always go fast, or else things get difficult.)

>If you go at a slow speed (its rare to go slow when you are going forward, since the game incentivizes you to go fast), the normal monster on the ground can hit you even if you run them over.

>On the area where you go on reverse, you can see the next floor above you. You will probably see the flying monster. This makes the player to get introduced to a new type of monster at a safe distance, and he will get ready for it.


And thats it. Thanks for testing the demo and letting me know all this.

any news on ratings/reviews for public view?

it's kinda weird that i can see the star ratings, but not actual rating posts (even those without comments on the ratings)

(1 edit)

I agree with you on the colors

the game feels too grayish. not only the gray-white colors from the inn and rocks you mentioned, but all the colors from the environment itself

the characters colors are fine, but everything else (water, grass, inside building objects, the buldings itself) feels too desaturated. a game with that cute paper art style should be probably more colourful.

but be careful with that: too much saturation is a bad thing too if not done right (specially on simplistic styles, which is your game's case)

anyway, the game itself feels very pacific/calm and fun, which is great for these sort of games
give it a comfy soundtrack and you are set for good
looks very promising

pretty good
it reminds me a lot of the spore cell stage, which i liked a lot
i'm interested too see what new zoids/structures you will add into the game (and possible combos that will be able to make)

good old flash games inspired me to do this game 

but i didn't understand the jump button thing

what did you mean by jump button?

the control scheme feel weird:

-i can't jump while moving and using the sword at the same time using my two hands. maybe the movement should be done with WASD instead of arrows
-you need to use up arrow to read a sign, but press the jump button to continue the text/get out of the sign: it should probably be just one button for all that
-i think you should add an "action button" to do all major things in the game: read the signs (and continue/exit the sign),  ledge grab (while jumping/falling), etc
-changing the direction of the spear should be done manualy instead of automatic: while placing the spear, simple dragging the mouse to the direction i want should do the job.

some bugs:
-the gun dont seems to work. even with bullets, the gun wont fire
-that box thing that shoots arrows, the arrows damage you even on the ground. you can die in two/three seconds if you arent careful enough

i can see some potencial good gameplay with alchemy and scenary interaction, so keep going

-its a little bit confusing on what i can do at the moment

-needs a undo action button

-maybe place the enemies on a centered position instead of top right?

(1 edit)

Thanks for the feedback. The backwards part right at the start of the level is there to attempt to teach the player three things:

-First of all, teach about a mechanic that will be implemented later in the game: there is always a wave of creatures that are trying to catch up with you. Think like the fleet pursuit in FTL: you can see their advance on the map, and if you step on the beacons inside the zone/let them catch up with you, you fight a very strong enemy.

In my game, you will not immediately be greeted by a strong enemy if you let their advance catch up with you, but strong enemies will start to spawn next to you. You need to be fast to avoid their advance/kill them with your weapon, else they can fuck you pretty hard. While going backwards on this area, the chance of the advance zone to catch up with you is high. 

-Second, teach that if your car is going at slow speeds (30~40), while you can still run over them with your car, the basic ground enemy CAN hit you if you dont shoot at him.  If you let him hit you, he can hit very hard.

 It isn't necessarialy unavoidable damage (which is bad design by default), but it has high chances of happening since reverse speed is way slower. This ideia can feel counterintuitive, but the chances of the player acknowledge this is a thing normally is low (since 95% of the game is always going foward as fast as possible). Better know that this can happening right at the start of the game while going backwards.

-Third, while going backwards, the player will probably see the flying enemy type flying on the next floor. He will acknowledge the existence of a new enemy type and get ready for it.


There is a second part on the level where you go backwards. This one teaches nothing, but this specific area will be a cave/mine/something like that. A few levels later, you will get out of the desert and go inside a cave like this area. Its just to give the player a hint of what is coming next.


And about switch directions, i played elasto mania a lot when i was a kid. The mechanic can probably work well, but it contradicts the mechanic that i told you about of you trying to avoid the creatures advance. The ideia of the game is always go foward, never look back. While in some situations, you can go backwards in reverse, you will always go foward and flee from their pursuit, no matter what. So i will probably not implement the switch direction mechanic.

level 2 is still not in this build

i will update it til sunday

(1 edit)

Ty

Some items still need nerfs/tweaks and time limits (like nitro and gravity folder, for now you can use them forever)

Ty

Im aware of the clipping you said... Its when you falled at a very high speed to the ground and the car/wheels clipped each other, like the car broke the suspension/the suspension is hyper insane?

The tire physics sometimes can be wonky as hell when you fall to the ground (specially at high speeds), but it should correct itself quickly and not affect the car itself. However, the correction can be delayed/have a hard time if you force the wheels too much. Like the image here (where im forcing the wheel against a wall).


Ty for the feedback.

My goal is to rely more on thrusters and the other items than the car itself to pass through obstacles and finish levels. On the first levels, you will have almost no items with no upgrades, so you need to rely on the car more. But later in the game, you will unlock upgrades and other equipament.

I will make some changes, but this is the first level/tutorial, so it will keep simplicity.