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Plutoneus

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A member registered Sep 09, 2017 · View creator page →

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Apologies about the colors of nodes, they are arbitrary right now unfortunately.

I agree about the preciousness of economic choices in this game - it's something I'm looking a lot at. I'll later be adding the ability to sell trinkets, and a max on the amount you can hold.

Sorry the overworld sector maps do need a lot of work, so they generate some unfun paths. 

I think 1 element will be a little more fun when I add the ability to cast with both hands at once / off of each other's cooldown

i scorched myself and then subsequently all that was around me within 10 seconds.

next round i got to a beach and made too much (?) wind pushing myself into a corner (trying to clip into the ocean) and could no longer seemingly affect the wind with leftclick, or make fire with rightclick 

but now i get how to use the fire and wind together, and that fire is stronger near yourself. neat game and concept, it feels good to torch a room. I'm excited to see what you'll do beyond burning things

Agree with single targets, a few boss mobs could change a lot. I hope for this aspect to be a lot better when enemies have more robust behavior than just approach. I believe elemental weaknesses will do a lot more than I previously thought, thanks to all this feedback :)

thank u for playing and for the feedback!

Thank you for playing and the kind words. efficacy proportional to charge is a neat idea that would definitely add variance to casting. 

As I make this, I'm feeling like I will just expand this type of survival mode until I have a good foundation of assets and tools to undertake the adventure mode. I've got a few map generation scripts unused so far that can make for something neat later if I can tie it all together.

hi wizardgamedev i will have a real project name soon lol

very good point. between elemental weaknesses, variance with enemy type (single target threats), or spells reacting to other spells, I agree i have to decide on ways to incentivize actually using each spell.

I agree with all of this. collision needs quite a bit of work - getting stuck between walls or multiple enemies happens. I agree with needing more utility in the spells. utility will also be necessitated through a more complex world later, with enemies that actually react to you.

The game will be a much larger sequential adventure, but that does not exist yet. For now I'm happy to hear feedback about the micro level since that's all there is at the moment. Thank you for playing!

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yes! it will be. 

world gen is all I've been working on after this demo, but it's just been a learning process and tough to make decisions on how it should end up.

Good idea, will probably add locked icons soon, thank you.

thanks for comments on element and hud visuals - I find it important to get everything well-readable, so I will adjust the bars and touch up elemental art.

Terra just sort of represents plant-life or earth, though it can manifest in physical force. Terra spells clear up water blocks because [explanation in development] the water is used as fuel for the plant-matter :)

Glad you mention mana regen, I'm reluctant to have any systems which involve waiting to refill guages. I want the player to have agency over regenerating resources, but I also agree you should never get caught in a mana draught like that - it's not fair, and disincentivises spells. 

I have a planned system in which your most previously channeled element is your Major, which determines a passive Aura, one of which involves higher mana regain (from melee). In the case of an aura, I will be more lenient on having a mechanic refill mana over time. I think it can add nuance to the spell slinging and combat.

Once again, this will depend on the context. The planned game will involve much more spatious rooms and functional enemy ai, which will change the dynamic of combat from a claustrophobic mess to something else, we'll see (next demo day? maybe?)

I appreciate the feedback, thanks for playing!

Yes, I played and liked Magicka a long time ago, around when it came out. I always wanted to do a core mechanic like this but with more encouragement for exploration. Thanks for playing!

I'm glad that the core concept is working for you. 

I appreciate the feedback and suggestions on expanding from this. thanks for playing

I didn't intend to make vertical melee shorter or different - I'll work to make it consistent.

I agree with the steam spell - it shouldn't injure the wizard by being used normally.

I feel magic will make sense in a context that isn't solely focused on combat. I agree that you're simply given too many tools and make decisions on which spell to use based on "whim" here. Good way to put it.

Thanks for feedback and playing

Thanks and I appreciate every point.

I suppose it should be more clear that you started with no elements in this demo, would help to understand that 3 out of the 4 controls shown are irrelevant until getting an element. Channeling an element can be shown better also.

Melee and the combat in general can use some work, and everything going through walls will also likely change.

Thanks for playing

Thank you, glad you like it. I'd love to hear your feedback

Thank you so much!

It's very slight, and not quite necessary until you get the hang of things. It will make you rise faster with W, sway slightly with A and D. I took some suggestions on making it less frustrating below, and I'll see if it helps beginners.

Thanks for the suggestions! I'm touchy with changing the camera, but I should try mouselook nonetheless. I think making the hook hitbox slightly bigger may help, too, but I'll be careful with these adjustments.

Thank you very much!

I will certainly change it. I don't actually like it, but it came with fixing another issue and I haven't gotten to it lol. Thanks for playing and taking the time to give feedback :D

Still trying to figure it out :(

Good point. I had the thought of making the spin attack height variable depending on if you had space held or not, but decided against it and to keep it consistent. I might just make the height flat out higher. Thanks for the input

Some other folks were having this issue even after I changed the way inputs are handled. I'll continue looking into it. I totally agree with the transition effect, and I implemented it when I was planning on having the whole game underground but then shifted that scope to begin the game outside. Thanks for your input!

Huge compliment considering that's one of my favorite platformers of all time. I should've at least said what the upgrades do, I agree, but I know that'll be a whole juicy sequence (hopefully) I'll implement sometime soon. Thanks for playing

Thanks so much, and I was afraid the end screen might be a little scary because of how fast it happens lol.

I couldn't replicate this problem but I changed the way input is handled and another dev who had this problem said it works now :) (version 002)

Thanks for letting me know. I couldn't replicate it but I updated the way inputs are handled and it should work now.

Sorry about that, I’m not sure what the issue is but I’ll explore it when I get back to my computer. Thanks for playing! For now, the space bar should work to jump, but the issue might be with either. 

Ah, I didn't know about that bullet thing. Thank you and sorry, that is unfair.

I appreciate it a lot! It was very difficult to come up with puzzle ideas for this game without any other eyes on it, so this will help.

Ok ok, usability went out the window as I progressed and my demos aren't even demos, but glorified broken progress posts. I understand. Haha no S is not down, it's just 'special ability' which for that mech is to charge a jump. I know the controls are dogshit and are based solely on my preference, and it's probably easiest with a controller. I'm sorry!! Yes the saving box is funky and repeats your action. The dust is a meme, yeah. Spraying coins was for debugging. I will look into the screen scaling. Thanks for playing!

Thank you for playing! Did you fall into a void or something? The Valley isn't in yet

This is really cool. This has potential to be amazing with more polish and less camera insanity. I'd almost say ditch the rockets because of how fun the sword is to use, but it's good that the rockets can hurt the player (I think)

game is extremely cute and charming. The watering can usually does not let me water in a direction that isn't up, even if I'm facing that way and the cursor is there. corn and eggplant palnted are nearly invisible at night - dawn. Also since going "fullscreen" with alt-enter isn't really a thing, maybe add a zoom option for us eyelets, I couldn't tell what the watering can meter was saying.

Again, super cute.

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Couldn't make a longer description so I'm commenting this for better visibility
READ THE 0.1.4 DEV LOG FOR YOUR QUESTIONS TO BE ANSWERED - CONTROLS AND KNOWN BUGS ARE THERE (https://plutoneus.itch.io/mech-chip/devlog/39623/014-dd21)

Thanks so much for all this. Yeah saves need a lot of changing, they will be the first big rehaul I do. 

I'm very glad you enjoyed what you played, I know it's kinda long for a demo.

Good point on the high hp enemies, I should adjust that I think.

I unplugged pad after it was spinning me around.

here's a vid. Don't know if there's a win screen or something, but couldn't kill the last enemy because it got stuck in the ground I think.