Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Slamtaro

8
Posts
8
Followers
1
Following
A member registered Nov 22, 2017 · View creator page →

Creator of

Recent community posts

John is my spirit animal and I want nothing more than for him to lead a happy life.

I really like the RPG parts of this game. Especially the whole elemental weakness advantage component. And I like the whole Star Knight devil trigger. It's fun!
And jeez, the UI and presentation and art is so GOOD!

I'm not at all into NTR and, admittedly, I didn't much care for what was going on in the real world segments. But since they were a plot sort of attached at the hip to begin with, I felt like I was fine just skipping them.


So looking at how I think the gameplay could be improved...

I get that Star Knight is your emergency button and you can only use it once a day. But it also turns bosses into a joke at almost no expense. Maybe have Star Knight post-prologue start out being a weak superform that gets stronger with more story progression. There was even mention of the collar growing stronger after a boss was defeated.
Or just give the Player a free Star Knight charge before a boss because I would just pass the day before a boss encounter if I had already spent my collar for the day anyway. Star Knight is a great mechanic, but I want to fight bosses seriously AND pop my Devil Trigger when it matters the most.

Most of your Corruption was spent on Real World progression with the only benefit in Isekai being H-related. Especially in the Chapter 1 rooms. Would it be possible to tie Real World progression to the RPG component's growth as well?

The last thing is that a lot of dialogue can get kind of long. Which is fine. That's to be expected from an RPG. But I'm guilty of skipping long stretches of dialogue and I might miss out on some crucial information to advance a Quest. Completely my fault.
At least once, I started to explore aimlessly trying to suss out where my next Dungeon was. It might help players to get a nudge from the last quest NPC by talking to them again. Or maybe put the hint on the Quest Objective itself. I think talking to an NPC is more preferable since it puts more agency on the Player getting the hint themselves.

I've had a lot of fun so far!




Also put more lovey-dovey H with John.

This is cool! This is really cool and really fun!

I was a little confused starting out, but when it clicked- and it clicked pretty quickly- I was pretty stoked to keep trying again. The only issue I really have is that the boss at Level 5 is really hard, but it might be a thing of me not 100% knowing what I'm doing or acting too recklessly.

Keep up the good work!

The art is good and I can tell there's a lot of polish that went into this, but it also made me realize I'm horrible at spatial reasoning!

The big thing I noticed was how disorienting vertical movement was in Puzzle Mode. I mean it makes total sense if you stop and think of what your movement input would do, but it still might help to help the player conceptualize their movement.

My turn-based brother! Game is fun from what I played so far.

At first I didn't understand what some icons represented, but it started coming together the more I played. It might not be a bad idea to have some way to refer to some sort of Status atlas, though.

My stopping point was shortly after the save before acquiring the Maul spell. I got into a big fight and ended up losing. When I loaded the save back, the music was gone. Which was weird, but nothing off-putting.

The real trouble I ran into was picking up Maul again. The game locked up and I couldn't do anything.

I really dig the music in the spawn room and the all-around feel for the content that's been implemented. That ambience does it for me. The art and especially the paint coming off props and weapons is really cool.

I got a little confused when the first ledge you could climb had you sort of slide up, but on closer inspection, it was you clambering up the wall. That's neat and I tried to run up walls to see it in effect. Try to blend the animations in more, so the animations will smoothly go from something like climbing to ledge hanging.

The big issue I found with the ledge stuff was that you could turn around and just float in hanging space. I'm not sure how it happens, but it's when I press back and away from the ledge. I think maybe after inputting forward while on the ledge itself and THEN pressing back? I get the intent is to drop off the ledge- and it works most of the time. But I found myself getting stuck while playing on smaller characters.

The laser cannon seems to aim down on both the LMB and RMB inputs, but only spools up and fires on LMB. If I could make a suggestion, make it so that RMB aims down AND spools up, allowing LMB to just fire. And make a pure LMB input spool up and then fire without any zoom; maybe with drastically reduced accuracy (for a precision attack like a laserbeam).

The shotgun seems to be firing from the camera's position and not the gun or character.

Cute game, but I'm unfortunately not that great at platformers. I like the goofy airdash spin.
I think there needs to be a little more air control, both in the initial jump and moving around in the air.

I'd like to be able to stop ascending sooner and perform shorter hops. Hazards along the ceiling are especially annoying since I end up bumping into them as I jump to avoid enemies or hazards on the ground.

And with moving in the air, I think snapping to the direction at full speed makes it frustrating to perform precision landings. I often overshoot my target and end up having to cling to walls just to avoid dying. Easing into full air movement speed would help a ton.

As for who my favorite character was, I've gotta say either Eliza herself or the bee.

I was going through the executable version of the game.

This was a pretty neat game going in. Kinda reminded me of My Summer Car but with more overbearing heat. It was fun and it feels like a game you can turn your brain off for.

The pickup's controls were a bit rough to start out, but I did start getting a handle on using it after a little bit. That being said, the handling never stopped feeling slippery and it sometimes felt like you couldn't ease back into driving straight.
It's cool that the steering wheel would do some of that work for you.

I think a throw function for throwing picked up items would help out a lot. I had to struggle to get some items all the way up and into the back of the truck.