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Shrimple Games

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A member registered May 03, 2024 · View creator page →

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Just one of those newest xbox controllers, I don't know if it's a xbox one x - maybe?!

Truly one of the games of all time

Animations are a bit janky, ESPECIALLY the weak attack felt hard to make out

I spammed double jumps + ground stomp, seemed superior to any other option (I was not at risk -> big damage)

Targeting enemies felt juddery if they were moving fast - maybe smoothen the camera lookat a bit, give it some easing?

Some menu funkyness where I can't highlight and click buttons before shaking the mouse around

Controller support seems very partial on my xbox controller, had to play M&K as I couldn't move with gamepad

Would have enjoyed longer brawls with targets, instead of 1-2 hit KO's

Keep it up!

I appreciate the feedback, it was great to see you explore the game live!

I think your notes make sense, we'll add most of them to our todolist.

The low freq ambient SFX you reacted to was the hum from the geothermal vents you spawn next to - we might tune them a bit if they sounded like a bug. Were footsteps just quiet, or did they glitch out as well?

Fish Harpoon Action will be upped in future updates, better beelieve it

I pushed a hotfix a few days ago to add more checkpoints, I'm sad that it ended up preventing you from finishing the demo!

I have pushed another patch just now that addresses that, as well as some of your other notes (Walk is now holding shift, air control increased) but since I have been moving on with ambience tests, it might not run as smoothly.

We'll add glyphs-per-second to the settings menu, as well as force "Enter" to progress tutorial menus, I think - that's very fair feedback.

I do like being able to run around in cutscenes, just because it feels better to good around than losing agency - but I will make a note of the concern, it'd be good to maybe have all of those cutscenes be directly after a checkpoint, so if the player DOES get themselves killed, it's not a big deal!

We'll have controller support in a few days! C:

Thank you so much for playtesting, it helps a lot!

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I pushed a hotfix a few days ago to add more checkpoints, I'm sad that it ended up preventing you from finishing the demo!

I have pushed another patch just now that addresses that, but since I have been moving on with ambience tests, it might not run as smoothly.

I'm really glad you like Isobella, even in her early state - there's a lot more work to bring her to life ahead. 

We'll add a glyphs-per-second option to the settings, as well as force "Enter" to proceed any tutorial dialogue, I think.

All your other feedback makes sense, we'll start working through it. Thank you for playtesting, it helps a lot!

Oh, also - Quality setting doesn't actually affect the FoV! I'm trying to build out a cinematic look, so I'm using both an anamorphic lens, as well as faking anamorphic lens distortion using a postprocess effect called Panini Press. Try to look at a straight line at the EDGE of the screen (Use the floor grid lines, or any cube), and you will see it slightly curve, unless you set the Quality Setting to 1 (which kills all postprocessing)

I pushed a hotfix a few days ago to add more checkpoints, I'm sad that it ended up preventing you from finishing the demo!

I have pushed another patch just now that addresses that, as well as several of your other notes (Air control, sprint by default), but since I have been moving on with ambience tests, it might not run as smoothly.

Thank you for the writeup - our main focus at the moment is core mechanics and movement, so the feedback is very much appreciated! I think we'll have a lot of your other notes addressed to some degree for next DD!

That's fair. I'll see what we can do about that!!!

Could you elaborate a bit on the behavior you would -like- to see, what curves and input buffering would yield, just so I have a clearer idea of what to research?

Also there will be spear fishing, pinkie promise, we just haven't iterated on the harpoon functionality yet!!!

Just now noticed your twitch link, solid effort!

I agree with the feedback. I'm not entirely sure what we will end up doing for running/sprinting, but I don't want to require the player to hold down the button 100% of the time, naturally.

The green stuff up on that cliff wall is to add a rope to a harpoon, and if you turn around, there's a blue box at the other side of the cliff you can tether to. However, it's clear to me that this one is a bit hard to catch. I'll improve the environmental guiding.

You did seem to have a hard time with the jumps. Did they just feel a bit strange, are you able to pinpoint what exactly was causing you grief? Just too precise jumps in general?

Thank you for the effort!

I think 3 secrets is a record!

Based on the feedback, I think we will prioritize a full movement overhaul asap. I think the biggest thing I've isolated, watching playtesters, is that ledges and slopes needs to be way less punishing if I want to keep the jumping as precise as it currently is (Which I do, I like satisfying long jumps)

WarThunder, but at home!

Very cool demo. Didn't play too far, but I like how snappy it feels to play.

Some EXTREMELY LOUD audio cues, and seems to have a shader compilation thing happen whenever something happens for the first time? (Mini-lagspikes)

The beginner tank stops completely at mild inclines, feels a bit off

What a strange and mysterious game!

I like the overall presentation, music, and style, it's very groovy!

UI feels extremely unintuitive. I haven't had my coffee, but I was never really sure what to click next, and wasn't sure what was happening most of the time. I restarted the game once because I thought I was softlocked, only to realize I needed to speed up time.

If time is paused, it should not start up again when you enter/exit menus.

Was I actually softlocked at the end here?

Solid demo. Thicc. Juicy. Not enough spaghetti, but it's got the sauce.

Too easy at the moment. Would have loved more fodder enemies, like the little spiders, to give me more stuff to manage while taking down the BigMeccs. 

Sense of scale is incredibly off. I felt like a li'l rat in some of the maps due to the size of them, and took a long time to lumber from A to B. 

Dash feels useless since sprinting sideways is infinitely faster. I wish gun changing was snappier or at least more informed (Although I missed the tab keybind)

I've been sussed out....

That's fair. For our next sprint, we were contemplating implementing ALS, primarily for the free ledge grab. I've never set up input buffering before, I'll do some research

Thanks for playing our game!

It's so peak...

Thank you for playing, I am very glad you liked it!!!

Very useful feedback. I figured the aiming was an issue - this reaffirms that we should prioritize this sooner than planned, methinks.

I'll see if I can repro that bug, thanks for giving clear steps!

Thank you for playing!!!

We do now! Can you give it a try, see if it runs?