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shippinh

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A member registered Mar 18, 2024 · View creator page →

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(1 edit)

Thanks for the feedback.

Regarding the map layout: it probably feels pretty random right now. It's sort of tied to the narrative which i've planned for the level (which includes a proper segmented tutorial) but the systems aren't there yet. The key items are not programmed yet which means i can't really block certain parts of the map and the lack of properly modeled level adds to this feeling of messiness. Though i do want the player to feel lost, just not in the tutorial level.

I was eager to hear about combat feel particularly, so i'm really grateful to you for that. The feeling of being unable to use the other weapon while the first one is on CD/in Animation is a valuable piece of feedback that i will definitely look into. Melee attack animations being not cancellable at the end of the attack is my mistake, i'll try to make it as fluent as possible sometime in the future.

Again, thanks for the feedback, it really helped me figure out what to focus on next.
Regarding the virus, i'm sorry in advance if anything bad happens, though i'm pretty sure it's a false flag since the game is not properly code signed.

I've played this for ~1.5 hours. First impression - a cool VVVVVV-like. The game being split into screens, all the screens containing their isolated puzzles and in-game movement made it very familiar, so i had no troubles adjusting to the controls and the game's feel. The Arrow Man added another layer of complexitiy to a simple looking game. I liked how each puzzle has a unique solutions and i liked how some levels have multiple solutions. The key based progression made me backtrack trough some of the levels which added a sense of the world being interconnected. Some of the switches also opened extra passages which added to the previously described feeling. The music and SFXs felt just right for that type of game. This whole gist of "*something* Man" puts the side characters on MC's level, Shovel Knight style. Overall, fun little game.

(3 edits)

It won't load for me. Tried from Chrome and MS Edge.
Edit:
I've played this for ~1 hour.  Very polished for a demo,  I love the style. Just running around is already very satisfying.  The art is very well done. Incredibly unique take on the genre, usually they make it so you draw on your phone / use your mouse, but nobody expects this kind of a game to be a platformer. Being unable to fully control the painting process (which obviously results in a mess) adds to the charm. However my old PC had some performance issues, specifically with the floaty strokes. I also had to skip 1 level since i'm too much of a brainlet. Found 2 secrets though. Overall, very cute.

I've played for ~2.5 hours, that was enough to reach and explore the Spire. The jorney towards the Spire felt really special. It being always visible made me curious about it in the first place, which is a good thing in the game with so much freedom and so little direction. It directed me towards less complicated goals, for example: figuring out stuff like healing, gear acqusition, lvling up, etc. 

Combat felt good, probably because i focused on melee. Having proper stats really smoothed it for me personally, my attacks missed once in 20 swings and didn't felt bullshitty. Outside of stamina restoration, i haven't really used any magic. Ranged combat is fine, i guess, i haven't really used anything other than a bow and a musket (this one is OP by the way). Gear bonuses felt "nice-to-have" but not necessary.  I haven't figured out the repair mechanic (if there is one) and weapon crafting, but it would be nice if it was a little bit more obvious. I dunno about armor, but i just used the most defensive pieces and i was constantly overencumbered, thought some weapons help with that, i believe halberds, spears and such allow the player to charge (and ignore the current speed limit) towards an enemy. After i got a musket all encounters boiled down to me just oneshotting everyone, but i think  it's considered to be an endgame weapon (though i think it's too easy to acquire).

Inventory management feels decent. I had to constantly level up both equipment and inventory max. weights since i had to carry more weapons and heals because i haven't bothered figuring out that stuff. Would be nice if the player could interact with items when looting. Also would be nice if there was an option to drop/transfer a specific amount of an item (when i was in the Spire dungeon i was constantly eating fish only to get rid of it).

The game is easy enough to get into. I had no problem dealing with basically every single mob. The only time i had a problem was when i met a guy in full titanium armor. Healing after battles was the only struggle for me. Good healing items are very limited in the overworld (personally i just kept eating wheat, which is weak and weighty but easy to acquire). Though killing a single guy in  the Devil Spire dungeon  gave me enough fish to never ever be bothered with finding healing items.

Dungeons. I felt like some of the dungeons were too small. Some were too unrewarding. I think it's fine since they are randomly generated. It felt like getting closer towards the Spire made the dungeons slightly bigger. One of the things that constantly bothered me was the amount of locked doors and chests. I couldn't finish exploring the Devil Spire dungeon because i was locked out of it, a good half of the doors were inaccessible. The other thing is that i've encountered some generation issues (like rooms generating inside of other rooms). That issue was specific to the Devil Spire dungeon.

Overall i think this is one of the biggest and deepest games here. I really enjoyed playing it, the atmosphere was great and i had my fun (tricked the fire horse into helping me deal with a lvl 40 npc, they both killed each other, heh). The music felt good enough and provided extra immersion. All sounds served their purpose well. It felt a bit janky, but i didn't really care about it, since the game was fun to play. I think you can easily focus on polishing and making more content for the game at this stage.

Some of the screenshots i've taken during the gameplay:



The sense of exploration is great. Found 3 secrets + the funny.  Got pushed into a wall by a fish cluster.
Ledge mantling could work for this game.  Overall i enjoyed it. Just needs to be less janky. Also, let me ride the goddamn fish!

Pretty fun with randos, but solo experience felt repetative.  I really liked online lobby being not limited to the mandatory 4. The only real issue for me, during the gameplay, was the "F" missclicks, especially when i accidentaly packed the kitchen table. I feel like this has some great coop potential, especially with the cafe being split into 2 gameplay loops aka serving food and "servicing" clients (at least that's how it felt to me).