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Roketto Romance

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A member registered Apr 21, 2024 · View creator page →

Creator of

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That is a good suggestion with the cancel button. It isn't present currently but I will add this in.

Thanks for playing the game too.

Thanks for playing the game and for picking up the typo / font errors. It was supposed to be a shadow but i changed the font before the final build which messed it up I think

The main reason for making this game was to try and complete a game from start to finish (it was a new year's resolution).  The inspiration for the game was Shufflepuck Cafe which was an old Air hockey game where you could see the opponents reactions. But I wanted to add some strategy like curling.

Congratulations on getting to the ending.

Thanks for playing the game.  I'll think of some ways to increase the time waiting during the turn changeover.  As you suggested it can be sped up.

Congratulations on completing it to the end too.

There is a very good chance this will be the last Demo Day for Shove-a-Puck pub. It has been a lot of fun to work on and thanks to anyone from agdg who downloaded and gave it a try.

The game is now playable from start to finish. With sound effects and music across the whole of the game.

(2 edits)

I've been playing your game over demo day and I'm really enjoying it.  I'm a fan of Diablo 1 and 2 and so a lot of the controls and UI was intuitive for me.  I knew the map would help navigate the different floors, but perhaps a newer player to the genre would struggle to find the doors in the corner of a dark room.

Even though it appears to be a Diablo clone I did like your unique touches such as the cards representing the allies and the fact that allies join you on the quest (furthermore I saw the pet dog, and when we was all fighting the minions I was getting Gauntlet multiplayer vibes, very nice). The loading screens have a hint of the Skyrim loading screens which I like too. Seeing I could equip items onto my allies was an exciting feature. I'm not sure yet if the allies will be temporary or permanent but it will be nice to customise the whole team.

An area which could be improved on is the NPC textbox UI.  I think it just needs to match the rest of the UI in your game and I think it will look fine.

I did encounter what may be a small bug.  I did get Alberich killed in the mines. When warping to the town I saw and recruited Blathmac and this recruiting action actually revived Alberich.

A 2nd softlock bug I found was when buying a potion. To replicate;

1. Click a potion from the priestess. (So that the potion is on the cursor).

2. Press Escape

3. I wasn't able to move or re-click the priestess (save and quit then reload does fix the issue though).

I like what you are creating.  I ran full-screen on windows I didn't notice any performance issues.

I like the style of the game straight away. Not horror (I've not encountered jump-scares yet) But thoughtful and suspenseful. Everything is consistent with that theme too. The artwork, dialogue, music and sounds effects.

The UI has a good design, it was easy to find the section of the UI to equip the cards, use the potions etc.

Its actually difficult to suggest any improvements apart from to continue with the good work with the next chapter. Having said that I haven't yet finished chapter 1, but its late for me now and wanted to leave some initial feedback.

Some of the music was very loud. I did turn the BGM down in the options to 20%. However the music that played when speaking to Infoboy (after Billy spoke about his wife) started playing very loud.

Either the option for BGM got reset or that particular music is very loud.

I do like tank games. There is always something satisfying with hitting a moving object with a tank shot. And with that said I do like how this game feels so far, the aim/shoot mechanics is working well for me.

Physics

I feel like the tank controls lean towards a more arcade game. It accelerates very quickly and is responsive. On the 2nd level when I drive off the ledge the tank does feel like it is floating. It would be good to add some kind of suspension / rolling effect when the tank turns quickly or when it shifts from forward to reverse, just to give it that heavy tank feel.

UI

I may be getting this all wrong the tank controls feel slightly like an arcade game. With that the UI could reflect the arcade feel that. Big bold UI elements. The UI for the tank aiming works well in terms of its functionality but could be updated alongside the rest of the UI

Sound

I think the sounds are on point. The shooting feels heavy, with bass, just like firing a tank. On the first level I really liked the feeling of the bullets ricocheting off my tanks armour. It made me feel like I was really under fire heavy fire.

Blowing up the building in the tutorial was very satisfying too.

Thanks for playing again. I did speed up the score counting based on your feedback since DD56.   Sometimes the pucks roll slightly in the side lines which prevents the turn from ending. But I do have a turn timeout which I can shorten to prevent the long wait. The character descriptions was the last thing I added before the demo day so I have only created one for Rin so far.

I've just turned the music down on the intro and uploaded a new version.  Now that that bulk on the gameplay is added, I will start to add some options into the game too.

I have a couple more characters and an ending to add (add well as fix the bugs). Afterwards it will be nice to delve into the characters some more. A share a drink and chat mode would be nice.

I will be added sound effects to each character eventually.  Having more in game music is a popular comment so I will look into that as well.

Thank you for trying the games

Thanks for the upload but Is the URL correct as I get a 404.

Thanks for playing.

There is definitely some quality of life features still to be added. I agree escape shouldn't be quitting the whole game so I will be adding some better menu navigation.

I've not seen the AI opponent hold the puck indefinitely,  it was a bug.  I'll try to replicate and fix.

I got a few comments on the pacing of the game,  which will be a priority for the next demo day.  Also I'll be improving the AI so the opponent will attempt different types of shots.  After that then I can add more personalised shots that the AI will make (eg the muscle-bound character will make stronger shots to knock pucks out of the way).

Thanks for trying the demo.

Thanks for playing the game,  I did see your steam when you played the game and saw the strange window resolution issues and uploaded a fix  for that particular issue.  But its something I need to work on further too.

The next big challenge will be making the A.I more competitive and each character behaving more individual. I'm currently working on the calculations needed for the opponent to be able to knock the player's puck off the scoring area.  That will be the aim for the next demo day.

(I did enjoy the stream you did during demo day, your voice projection is good and your overall sense of humour)

A very nice game and thanks for the Zombie jumpscare!

I did like the cutscenes and the art style you went with for the game.  The art so far is consistent and of a good quality. 

In my opinion I think the biggest improvement you can make is with the U.I especially the dialogue boxes and text formatting.  Once they match the rest of the game's style they will look good. Maybe add a small picture to highlight who is talking, or a different text colour for each character?

As someone else mentioned, I do think more variations on each rooms would look better too.

Overall this is an enjoyable game, its impressive especially as it is an early version as it states in your description.

A fun puzzle game which is really nicely presented.  The art style suits the game and is consistence throughout (maybe except the pause button).

The concept was self explanatory I found and I picked it up on my first playthrough.  I managed to get over 120,000 points but the high-score disappeared straight after so I have no proof. I see this will be an upcoming feature though from the description.

Difficult to suggest improvements as this is a very polished, sleek and feels like an almost finished game.  But I can see how you can expand on the puzzle formula if you decide too (eg a challenge mode, clear the numbers etc).

The controls did start off as a Mario Golf style system.  I decided to go down a more simulation route but I do need to improve the A.I. to make it more of a challenge.    Although as a couple of people have mentioned the controls then I may go back to the 'time the shot' system.

Thanks for trying the demo.

Thanks for trying the demo.

The first few agdg webms I posted did have the power bar as a timer where you had to stop it.  I am going to try to make the game more challenging by improving the AI first instead of changing the power bar controls.    Although a couple of comments have mentioned the power bar now,  so I may be tempted to change it.

Thanks for the feedback first and for taking the time to play the demo. Shufflepuck Cafe is definately an inspiration for this game and if I get anywhere near that game's quality it will be an acheivement.

This is the first demo for my game and I agree with what you said that it is missing a lot of usability options (and more). But I've just added what you mentioned to my to-do list (display / audio config, and either a control binding / prompts). I also agree with the score UI, it looks a rough and does take too long time to 'total up' towards the end of the match. I'll think of a way to speed that up, perhaps score the opponent's then the player's in groups