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SSTRANDBERG

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A member registered May 05, 2014 · View creator page →

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Hmm, maybe the problem is in the values for accel/airaccel/friction then, something definitely feels off. If I just jump around I notice that ai accel seems to be really low compared to max air speed, so if you're running forwards, jump, and then press S it takes ages to actually stop and reverse your momentum, compared to the same thing in CS/HL/Quake.

http://adrianb.io/2015/02/14/bunnyhop.html

(1 edit)

were you fighting against wizard? he can make the ball invisible

and thanks for playing!

very good videogame

638750

Thanks for playing!

You need to save three balls in a row by dash cancelling for it to complete. The game should probably actually tell you this, it's also just kind of the worst tutorial in general so I need to rework it. 

Thanks for playing! The UI and input definitely needs work, you need to use the escape key to exit out of some modes, which isn't mentioned anywhere.

What do you mean by selecting the CPU character with the arrow keys? To my knowledge the two should function exactly the same. 

Thanks for playing! 

It's definitely a tricky game at first, I'm still working on how to improve that. 

Dashing tends to overshoot, and you have to run back to where the ball is, but it' usually too late. 
Hitting the ball coming at you at an angle is harder, cause it often just touches the corner of the hitbox, ad you don't get enough time

I think these parts get easier as you play. I've thought about letting you cancel dashes by hitting the dash button again (or perhaps another input?) but I'd worry about accidentally immediately cancelling by mashing dash or whatever.

Diagonal hits don't register properly all the time, and you get a forward hit instead, but that might me just my keyboard.

Did you try using the "allow late directional inputs" setting? It basically lets you alter the direction for a few frames after you've hit the attack button, so it might be easier to get diagonals off that way.

Definitely needs a better name

looks like a problem with some registry things (perhaps bad defaults? It's not like I have an installer)

I don't see how the game running in the VM could make the VM itself crash though, that seems bad on the part of the VM.

wow

Error

/states/story.lua:325: UTF-8 decoding error: Not enough space

Traceback

[C]: in function 'printf'

/states/story.lua:325: in function 'draw'

main.lua:264: in function 'draw'

[C]: in function 'xpcall'

___________________________________________

############################################################################################

ERROR in

action number 1

of Draw Event

for object obJ_PauseMenu:

Push :: Execution Error - Variable Index [1] out of range [1] - -1.menuItems(100316,1)

at gml_Object_obJ_PauseMenu_Draw_64

############################################################################################

gml_Object_obJ_PauseMenu_Draw_64 (line -1)

pretty good, much better without the timer

spikes are a bit too easy to collide with though

Thanks for playing! Did you try using the ninja? He's a lot swooshier and has attacks where he slides across the screen while hitting the ball.

238.58

*clink*

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This is mostly meant for multiplayer but there's a bot for singleplayer things too if you don't have a friend to play with

Overview thing:

177944

who's the green haired guy on the cover though

quality video game

Please let me restart levels

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Thanks 4 playin

I think I need to make cards bigger overall, so that should help to some extent with readability. Should probably fix that text bug too. Turned out it was a dumb easy thing.

Also I should actually try balancing classes and things like that at some point, they're pretty haphazard.

The idea with the world map is to have it end up being maybe a bit more puzzly but with a lot of puzzles, or something like that. Still not sure about how interesting it is to play an adventure much more than once (with a given class) since the same "solution" should basically work. Might do some sort of scoring system though? I do want to make (some of?) the adventures so that you need to defeat adventures with different classes at least to make it a bit more puzzley and challenging.  A randomizer mode could be fun too, if I could figure it out.

Thanks

I will think about a shader

Thanks for playing, I definitely want to do more work to make the GUI clearer. Labels on decks should definitely help, a lot of the piles just sort of floating around in space without you knowing what they mean is pretty strange and unhelpful.

I've barely touched balance things so it's pretty likely that rogue is just underpowered against the current things.

I laughed, I cried, I was confused by the mechanical significance of the different date activities

Won with a score of 3250

😎

is the ghosting around text only for the white stuff?

broadly speaking I'm not planning on doing res options any time soon, might bump the text size a bit though.

Also, no logs yet, that's probably something I should look into before next DD, seems like a useful thing to have

(1 edit)

Thanks for playing, the touhou tutorial total conversion is an inspiration. This also made me realize why that graphics bug is happening (it also happened with the goblin king, but only that card, so I wasn't too bothered) and it'll be fixed now. The enlighten thing is worrying because I was pretty sure that worked before, but I probably just broke it while messing with the card selection stuff.

EDIT: apparently I just replaced the "press done trashing" button handling code with "crash because I haven't implemented this yet" code. Should be pretty easy to fix

(1 edit)

When you upload your game there's a checkboxes for selecting what operating system the download is for, if you select windows there you can easily install through the itch app, rather than having to download off of the webpage. It's pretty handy.


label your downloads

please label your downloads

I like this a lot, glad the game is back to demo day again (and with an english translation this time!)

I think some of the bosses could be more predictable, to make it easier to avoid their attacks. I also think just spamming attacks at close range should be less effective, since it doesn't feel particularly satisfying as a way of killing bosses.

All combinations might not be winnable, I haven't really tested or balanced them

Thanks for playing! I should probably fix those bugs

I'll try and improve the text some more for next version, probably bump up the size some more.

The restart thing is known to be broken in that you have to finish whatever action you're on, but shouldn't loop, I'll have to look into that more.

Thanks for playing!

oh yeah, I've only set it up for that, I'll try and restrict starting resolutions in future builds. You should be able to drag the window to fix it at least