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RawMark

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A member registered Sep 02, 2022 · View creator page →

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I suggest hiring an X artist to illustrate the suggestion.

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That’s from the previous alpha version. For 3.3.0a, you need to talk to one of the three NPCs as a quest once you get up to a certain point (I think by the time you’re fighting mekboars, maybe sooner). Dunno if it’s tied to quest status or your current level. Sally gives the Bandit book, Enok the Fighter book, and Angela the Mystic book.

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I’d just play as a mystic or thief, but holding left click and spamming dodge to stay out of range just doesn’t do anything for me.

LOL That was basically my time playing Bandit (with invisibility to occasionally take a break from dodging). Although, bows currently have this neat thing where you could get an extra shot if you dodged at the right time, which made it a little more interesting.

Everything you said about melee is correct though, and it was the same situation with the last version. As a fighter, I find unless I’m fighting 2 mobs max, it’s much easier to do burst damage and dash away then to attempt parrying.

Looks like a WIP area with no mobs. The geometry is kind of interesting though. Maybe it’ll be used for parkour?

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The new enemies are harder in that they hit more often, do more damage and are good at keeping up with you running around the environment. I died many, many times to the new boss but was able to kill it a few times (once with no health ups) so it’s at least possible.

I actually like the challenge that the newer enemies bring, and I appreciate that the penalty for death is small; You can pick up on the series of fights were you left off instead of having to do the whole thing over again. You’ll have to redo boss fights each time you die though. Anyway, since the game is still labeled alpha I don’t really have high expectations for balanced difficulty just yet.

I can’t find a good weapon on any class to save my life.

I was focusing on using bows in the beginning (thanks to whoever removed ammo btw), but was stuck with the wooden bow until I reset my stats to better use the iron katars I found.. And then I found a bow from boars, and a better one in the dungeon :P For that reason, it would be nice if the shop lady updated her weapons selection with better options as the game progresses.

Boss tip: during the phase when it summons minions, if you use an go invisible they’ll disappear immediately, and you’ll have a short window of time to land a few extra hits before the boss summons new ones.

I had it happen for that and the next level on different occasions, but they worked when I restarted.

You can’t duplicate boxes, so you’ll have to make the best with what you have.

My years of mopping floors at IBM have finally paid off!

Got stuck there too. It would be nice to have some in-game indication on what to do, like text or a 🔽 + space picture in the wall. Same goes for the one part where you needed to jump while grappling.

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Another excellent puzzle game, although working backwards from the solutions had my brain tied in a knot at times.

Also fun fact: Nabogorf is “Frog” in demon-tongue.

Comrade!

Yes.

Also a tip for anyone else stuck (which I was until I played it again):

Spoiler:

Remember level 8

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Just out of curiosity, anyone get this level with less than 4 boxes? (Because I haven’t :P Not even sure if it’s possible).

Also still working on the level after this one. Anyone get it? So far I can get either one X and the flag, or both X’s while blocking the flag :S

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To the future covemountineers who find this skeleton: please remember my (probably unnecessary) sacrifice…

Spoiler:

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This is what too much warping does to the mind.

I did it! I’m writing this so future ME doesn’t forget and tries rescuing KEKE again!

Great game. Last one almost had me but I got all 6 villagers :)

Got to 1000 before I got bored. If you ever plan to revisit this game, I would consider phasing out the weakest mobs for tougher versions as you progress, because the game starts to lag with so many on screen at once. Also you can skip the wave with minimal damage by running straight through while invincible (hitting a weak mob and collecting an energy lets you do it for free!), so maybe slow the player as well while they’re invincible.

I liked it.

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Ooo that level 9.. I mean it wasn't entirely unexpected given its creator is a giant [puzzle craftsman].

Fun little  game ended up playing it twice.

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How do you switch to HTML mode? And can you provide a working example? It would be nice if spoiler tags were an option, like [spoiler]hidden text[/spoiler], or [hidden]hidden text[/hidden].

I got this as part of a bundle and I ended up loving it! Here's all my wins with each team:

https://imgur.com/a/CWLRws1

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Minor Spoiler:

@abhimonk @Ghost_wave

I played the game twice and winning or losing the minigames doesn't change the outcome.

Spoiler:

Based on the truck driver's conversation the MC might have some underlying medical condition besides being drunk and hung over (maybe it's the reason he got drunk in the first place). There doesn't seem to be a connection between the minigames and the story to me, or if there is then it's a very loose one.. At least the fishing club actually exists in the story. I also noticed death was mentioned as a theme and the game's description calls it a "ghost story", but I'm not sure where they fit in. As for the title of the game, the fish are probably clairvoyant.

I've never been more proud of myself for spelling six 4-letter words.

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Jumping doesn't seem to be responsive when sprinting uphill or downhill. When jumping from a ledge running uphill I expected extra upward momentum but sometimes I end up dropping like a stone. It would be nice too if we could get small speed boosts from running downhill, and maybe extra forward momentum from jumping downhill. Just some food for thought.

Some other points:

  • Spikes and such should reset whenever you win or die to reduce randomness.
  • Needs some banging music tracks.
  • Give sound effects for everything to make the game feel more alive (walking, running, jumping, landing, shooting spikes, wind wooshing if/when you're going insanely fast, etc etc).
  • Maybe move the player back to the start when they die instead of a Game Over to keep the action going?
  • The overall total number of deaths for a level could be the minimum number of deaths instead, so players could make a goal of 0 death runs for each level.
  • An option to make the player run by default and use Shift for walking would be nice.
  • A way to make it clearer what killed a player. For example in level 3, if anything kills a player from above or behind then it's hard to tell what they did wrong.

Scored 620 Normal mode on my first playthrough. Fun game!

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Great game! Here's some UI suggestions:

  • Adding more hotkeys, ex: C or Spacebar to confirm, Esc or E to close, G to toggle the grid, and the number keys for selecting upgrade types.
  • Selecting E from the Esc menu switches to edit mode.
  • Scroll wheel to cycle between upgrade types.
  • Click-dragging from blue squares to the edge to preview an upgrade, and then releasing to apply upgrades, or maybe adding the WASD keys to apply upgrades?
  • Basically it would be nice if I didn't have to move the mouse around the whole screen to do edits.
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So I found and spun five pinwheels in my travels. I guess that makes me a pinwheel enthusiast? (also I'm shouting???)

I won twice as much :DDD

Great game. It would be nice if you could make a version for apple/android devices.