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Tech-25

26
Posts
A member registered Apr 08, 2020

Recent community posts

-Quick and to the point, simple tutorial for a simple game
-Bite-sized levels usually consist of a single challenge that needs to be solved, but leaves very little room for error. Any kind of recovery is usually impossible
-Can be beaten in under a minute, with each level taking around 5 seconds to complete
-A bit too fast-paced for my old brain
-Game would be a nightmare if it had a double jump and aerial positioning, I'm glad that it doesn't
-It's so short and polished that I can't really find any problems with it. It's just solid platformer, simple as that.

-Reminds me of the elephant game from newgrounds, the one that used the same room and varied up the traps in it
-Cute main character, but where are the breasts?...
-No difference in splash art after finishing game on hard (maybe with 0 deaths?)
-The contrast between sex appeal and tough platforming pretty much forces the player to stop viewing MC as sexy, I don't know how that happened. Maybe that's because of lack of gratuity and costumes not actually providing anything lewd during gameplay. Good decision, if intended.

-Crisp, clean SFX, a bit lacking in the OST department I'm afraid

-Capturing the game in OBS does so in a very small window, even when game itself is in full screen
-Lack of gamepad support is outright criminal for this kind of game, my fingers were hurting


Love the game, hate precision platformers with a passion. But it's a really nice project - if you manage to cobble together like 40-50 levels (with remixes, probably), a couple of alternate characters and stick a story to it - could be a nice-selling indie game. I wonder what you'll aim for in the end - the ecchi crowd or people who love these kinds of platformers. There's not exactly a big overlap between those two groups

For some stats - initial death counter was 328 on easy mode, and it took around 8-9 recordings for the one I'll attach in the google doc. There's also a small visual bug involving costumes.

https://docs.google.com/spreadsheets/d/1Prwa_Y_pj4DKeLiee2HIJjmXHrlGm9VuiyllJpNz...

-Weapons and gadgets are lumped together in inventory, so if we take a hypothetical monkey playing it, it'll have a hard time figuring out where to assign what in "Equipment" menu
-The fact that you can't move diagonally (going up while holding horizontal direction, for example) is downright criminal and makes the game control like molasses
-Lack of reference when swimming in open water (when you can't see edges of the map) makes it really hard to gauge how fast or slow you really are
-Making two of the worst weapons in the entire game the default ones (when torpedo and chainsaw have better damage output) is a very bold stylistic choice
-Having essentially two HP bars isn't the best idea, especially if running out of energy for your weapons guarantees a game over right away. At this point why not make the battery a soft timer for the mission that you can upgrade later. Will also probably help you with weapon balancing down the lime
-Solar panel gadget doesn't seem to really depend on how close you are to the surface (?), I expected you to regen more energy when swimming near the upper edge of the screen, at least
-Enemies are extremely fond of ganging up on the player and aren't deterred even when you kill one or more of them

-Backgrounds look better than in-game character and enemy models
-Player's ship looks cute, but also like it's a shark with a malignant tumour
-I don't understand what the hell is crab doing during its animation cycle of chasing the player
-Enemy sprites feel a bit more well-made than player ship, for some reason
-Why sharks with tits?

-I feel like both the theme music and the mission music are part of the same track, just split somewhere along 1/3rd
-Good tracks anyway
-Music keeps restarting in the menu if you go into "Equipment" and back, kinda annoying, could just make it 1 loop that keeps going regardless of sub-menus

I'm not exactly sure at what the gameplay is going to be. I thought more "Ecco the dolphin" with exploration, but apparently that's not the case and it's more of a mission-based uhhh...rpg?. Too early to judge the game loop since there's basically none


Here's the link to the doc, it has some bugs listed there as well as short footage of the gameplay

https://docs.google.com/spreadsheets/d/1Prwa_Y_pj4DKeLiee2HIJjmXHrlGm9VuiyllJpNz...

(2 edits)

-The description on how to "beat" the demo is very obtuse. How many levels total there is? I've got to level 22 and the game was still going. "Two levels 10 times in a row" would be a total of 20, no?
-Killing bosses (or anyone at all) seems to be irrelevant - the portals will always let you through. Probably an oversight
-Despite the disclaimer about increased ammo amount, using guns with light weight ammo is a death sentence - they deal at best 2 damage per shot and chew through your ammunition like crazy. Unless you find a weapon using another type of ammunition, you have 2 choices.
First is not killing anyone or hoping that whoever you kill drops an ammo box (which can't even refill akimbo pistols to max, for example it's like 18 or 20 ammo per box).
The second option is killing everything and then using your foot, eventually dying in the process
-On the other hand, things like tri-shotgun or MG are demolishing everything at very little ammo cost
-Grenade launcher feels much weaker than I've expected it to, the blast also leaves a lot to be desired
-The weapons that don't use normal munitions (like the Eye or the book) seem to be in a very weird state between being OP and borderline useless. If you don't have a 2nd weapon that's using normal ammo, you will eventually get shafted by lack of ammo drops on an especially unlucky floor and it's gg.
-Blaster is the shittiest weapon I've seen, it's like a worse pistol that misses twice as often
-Enemy projectiles all seem to have more or less the same speed, with said speed being slower than player's running speed. Kinda odd, because that means that you can just outrun everything.
-Every single enemy is just shooting, I think there's very small amount of those who attack the player by ramming/biting/slashing. Pretty sure the only thing that deals damage on contact are those big crystal chunks, but I'm not sure
-No enemy collision
-Portals should be reworked. The fact that they can "magnetize" the player towards them is incredibly annoying - what if I wanted to stay on the level for a little bit more to get ammo or check out other weapon crates, but accidentally backed into a portal? GG no re, says the game. I can think of two solutions to the current portal mechanics:
1. Show some kind of popup when you're standing at the center of the teleporter, then make the player hit confirm to actually TP
2. Introduce a slow gauge that will slowly fill up while you're standing on the teleporter, letting the player walk out before it auto-TPs them to the next level
-Only found one alt fire, and it was for akimbo pistols. I assume in the final release (whenever it happens) all of the weapons will have one?
-Sad that the player can't personally tweak the settings like chaos or low gravity
-AI seems to be not the smartest, on more than one occasion have I noticed enemies doing pretty much nothing

-Visuals are very reminiscent of Post Void, but with less aggressive filter
-There's both a lot of enemy variety and not a lot of distinction between 90% of the bestiary. Usually it's some vaguely purple/black thing with tentacle and eyes. I'd like to see something more distinct in the future, like the contrast between the chtonic enemies and the statues/snowball fellas
-Still, always nice to see someone with a developed style

-Lack of enemy and projectile sounds is critical, so I'm going to point it out. If your enemies don't make even stock sounds, it's hard for the player to figure out if somebody is after/behind him or not, which can lead to cheap shots and cheap deaths. Since you're using DOOM sounds you might've used some enemy grunts/projectile sounds as well to give player better understanding of their positioning relative to the enemies
-Same with portals which are in desperate need of some sound cue, with issue being explained in the gameplay section

-Not having mouse sensitivity setting in a shooter makes me irrationally angry
-Game could very much benefit from a map and having indication on which floor you're on
-Also from an ability to hold down mouse button to shoot continuously, as opposed to clicking

Interesting take on roguelikes with a nice artstyle, but better put it back in the oven for another 6 months or so to work out all the kinks


Here's a link to the doc with some recordings. The pacifist playthrough has a funny level generation bug at the very end, probably should be looked into.
https://docs.google.com/spreadsheets/d/1Prwa_Y_pj4DKeLiee2HIJjmXHrlGm9VuiyllJpNz...

-Abysmal tutorial section (borderline dogshit) - the player is forced to go back just to read messages in a game about going fast because said messages are physical objects that you can zoom past. The amount of text in those tutorials is also so fucking verbose. Here's a tip for every part of the tutorial, free of charge:
1."WASD to move, SPACE to jump"
2."Press SPACE midair to double jump"
(Why doesn't the game tell you about the speed increase after you land from a jump???)
3."Left click for grappling hook"
(What the FUCK is wrong with grappling hook followup explanation appearing so late that you can only see it when you're close to the edge of the platform?)
4. You should let the player experiment with the "blue crosshair = can grapple" mechanic by placing something like 2 walls nearby instead of overhead platform
5. And at least let the player cancel it, but that's less of a tutorial and more of a gameplay issue
6. You should warn the player that grappling hook resets double jump (?)
7.The refill for dash/grappling hook mechanic should refill your resources whenever you are in contact with the ground, not at the moment of you touching it. The current system means that if you dash on a flat plane, you then have to jump in place like a retard to refill it


-Why the hell can't you dash in midair and only towards an object? Why don't you explain that the same "blue crosshair" rule apply to dash as well as grappling hook?
-I am actually seething. At this point just let the player figure out controls on their own by putting them in a safe "playground" kind of space with controls written on a wall
-Dashing in place on a flat surface gives you a small boost after immediately killing your momentum if you don't pre-jump. Why not make the player slide if they use a dash out of idle stance?
-Why is it never stated that you can adjust your sliding direction based on where you mouse is looking?
-Why don't you always get your grapple/dash charge back if you dash towards a surface? Doesn't that count as touching it? Sometimes you get a refill, sometimes you don't
-The game suddenly introduces walls that can't be dashed towards on level 2 without explaining how that works. Is it because grappling hook actually feels like shit to use and you wanted to find a way to make it viable? Because I assure you - hook feels like a crutch and more of a hinderance most of the time. Why would you use it when it shares the same distance with dash and works worse due to retaining some inertia momentum is beyond me. Seems like a late addition that wasn't thought out
-Game philosophy seems to boil do to "you play the level my way or no way at all", with usually only 1 solution to a particular hazard and only 1 road you can take. A blasphemy in a game that looks like it's about free-running at a high speed
-Game also suffers from the fact that you will almost never be able to S rank a stage first try due to hazards appearing out of nowhere
-Rails going into water because fuck you i guess - very cool
-Red buildings being dangerous (not documented anywhere until you bump into one) - also very cool
-Genuinely gave up on level 8 (?) with the massive tower because it's just a corridor with minimal room for speed adjustments
-Can't check what are the times for each grade, per level. You have to rely on trial and error to find out what's the ballpark for "S" or "A" rank
-Certain checkpoints exist just to screw you over, kinda defeating the purpose
-Pickup range on cassette tape seems to fuck with the player on occasion
-Map editor is a nice addition, but there is no guide on how to use.

-Good visuals, no idea why you would use a filter to crunch up everything around
-White concrete texture look like ass, I think it would be better to have grey and red ones only. If you want to add the sense of speed while sliding, you can dot the grey textures with crosses, kinda like HL2 map editor cubes
-Why can't you track the next cassette active tape when it's outside of your FOV? Just make it like, I dunno, a cassette icon at the edge of your screen with an arrow pointing towards it so the player would know that it's somewhere "to the right", for example. It really ruins the flow

-Was expecting more of a JSR OST, got a CS surf map ambience instead. Not bad, really, but nothing to write home about. Otherwise SFX are minimalistic, but neat. Probably one of the game's highlights


The game looked better on webms and gave an illusion of freedom that the demo is completely devoid of. I think the latter isn't that bad as long as you can distract the player from it, but there isn't really much to get distracted with. Very good foundation and amazing feeling of speed when things go right, but so far very lackluster execution with sometimes questionable level design. I felt like I was treated like a baby the entire time and never got a proper chance to play the way I wanted. The biggest crime is that this demo doesn't have a dedicated level to just have fun and run around.

Here's a link to some gameplay recording

https://mega.nz/file/r9c30biA#2SePC8mw0Tb0oyW1P0QTgK7BCAQiB7k2THDU4An2E00

-Doesn't seem to be any kind of failsafe preventing you from spawning your construct halfway into the ground, as long as the core is not in it
-Or launching your contraption without a core altogether
-Building a swastika desintegrates the entire construct in a matter of seconds (probably for the best)
-The physics in general is vehemently against any kind of non-wheeled design
-Pistons (the normal kind) are not able to push anything attached to them
-Hinges don't seem to be functional, since attaching anything to one resulted in the corresponding item disappearing
-It's the same kind of fun you'd have in a game like Besieged, but extremely simplified and hardly functional at the moment

-The visuals are rough, but I didn't really expect much from a prototype. Servicable for proof of concept
-Cute robot core
-Weird coloring choices when making incorrect decision in part placement (sometimes you go green, purple, orange or red). I know that some of them mean that you've attached the part in the wrong way, but the others are just bizzare. Explaining them (in-game) wouldn't hurt

-At least give me some royalty free relaxing ambience, anon


-No way to simply copy previous part you've used/keep using the same one you've chosen until you run out of parts
-No "clear" button, every single part has to be un-attached and dragged towards "delete"
-No way to reassign hotkeys or change the properties of certain parts (like making certain wheels have reversed controls)
-No other settings aside from barebone ones
-Having basic controls in-game (even if written somewhere in the background) instead of itch page would be great


It's like Besieged but made by the devs who only heard about it from a guy who really liked Elastomania


Also here's a bit more structured review, with some extra bugs and even a link to video illustrating some of them

https://docs.google.com/spreadsheets/d/1Prwa_Y_pj4DKeLiee2HIJjmXHrlGm9VuiyllJpNz...

-Jetsword subweapon gets a shield that works better than the bomb and it's never even mentioned anywhere
-You keep subweapons when clearing tutorial which can trivialize challenges or later levels if you got the jetsword, not sure if it's intended
-The moving mario-like cross-shaped fire bar on one of the tutorial screens feels extremely cheap
-Why is walking speed so low compared to hovering inches above ground?
-Why does the axe subweapon disappear once it finishes the arc and doesn't go further down?
-Where is the metroidvania part of the game? It's all linear missions for now

-It's hard to make out whether the templar has a huge schnoz on his face with 2 darkened eyes, or whether it is one cyclopian eye/visor. I know the splash art means that it's the latter, but in-game it seems a whole lot different
-Adding a cape or something of the sort would make hovering and flying look even better. Think something like Noita, I suppose
-Why does the gun suddenly grow bigger when you shoot it?
-CRT filter is _aggressive_ as hell
-Why is this weird orange fella constantly hovering around me and pogging?
-Tilesets for areas could be more varied

-Did you use vine boom for the rock slide SFX?

-Rather stock-standard menus, but I don't understand what's so hard about adding "quit game" or "quit to desktop" to the pause menu in general? Why assign "P" button for it?

Very fun movement, but so far there is more shmup then metroidvania.


Also I've got some bugs listed on the google dock, along with the recorded video, just in case 

https://docs.google.com/spreadsheets/d/1Prwa_Y_pj4DKeLiee2HIJjmXHrlGm9VuiyllJpNz...

-No way this is 105mb, I don't think there are enough assets to warrant even 50

-pressing Shift/RMB in idle stance turns you fat
-there seems to be some text when approaching another character that says "press <something> to talk" (or so i assume), but it's too zoomed in and I don't think any buttons work
-you forgot to disable V for debugging/noclip mode

-It's too pixelated
-Both MC and the other character seem to have a severe case of the lazy eye
-Thick black lineout makes it look like MC has a censor bar between the legs when looking straight at the camera
-Sliding animation is not implemented, the character just goes horizontal
-Where are the pants?
-There's something really wrong with the lineouts on the other character during animation, they're appearing and disappearing for no apparent reason
-fruit pickups have a weird frame where they turn into very thin version of themselves

-Jump sounds are a bit too chunky, if that makes any sense.

Congratulations on recreating Crash Bandicoot, but for coomers I guess? The movement is there, but feels a bit slower than I thought. Testing area is too small to add anything else.

Looked better on screenshots rather than in motion.

-No way to quit back to the start, only to close the game completely

-Enemies don't really attack, they just zoom around and do nothing
-I assume 2 blue squares were my allies, but I don't think they did anything of note
-Shooting rockets when going at high speed makes it so you outpace them
-Machinegun is basically useless, slight tracking/auto-aim would probably be nice
-There's extreme G force simulation, but I don't think it does anything
-The only reliable strategy is head-on near collision while you're holding down the machinegun button and spamming the missiles (those at least have homing, thank god)
-You don't really feel like you're going fast even when your speed is in quadruple digits
-It felt like turn speed was a bit too slow even if you tried to slow down and turn at the same time
-Only one level

-Character sprites are cute
-I don't know what engine the game is made in, but it feels like Godot purely because how horrible 3D models look
-They still look good by Godot standards, though
-The weird desert that you're flying over is downright depressing

-Engine rumble is the only sound that exists
-Really wouldn't mind having SFX for machine gun, missile and downing an enemy, at the very least
-No music

Much more straightforward than the other game from DD52, but lacking in variety. Not sure if it's a serious project or just someone trying to see if it's possible to make arcade flying sim in this engine

-FPS counter in the menu is absolutely bizarre. Why not just have it at 30/60/90/120 instead of this weird "press up or type in to select"?
-Why the FUCK is scrolling back is zooming in, while scrolling up is zooming out? That's absolutely unhinged, anon

-Incomprehensible english narration
-Scratch that. Incomprehensible english in general
-You gain brouzouf.
-My legs are OK
-Battle animations don't exist
-Why do stats even mean. I have a red sword one and the green eye one. I can assume that red it my attack stat, but not what green does.
-Why do my characters have 10 next to them, but enemies have "1"? What does it mean?
-How does Overwatch work? It's only used in tutorial and I can't replicate it after.
-There is 0 explanation for the stats. I mean technically they're there but what do I get from reading "Murder: In combat, all wound are focused on the target with less wound remaining. If the target die, remaining wounds are distributed to another target"?
-What do numbers next to combat areas mean. Like what the hell is "Entry Point 85", why 85? Is it better than "High Ground 40"?
-You get map explanation/tutorial after you finish the first combat mission. Why?
-You actually get it after every combat encounter
-You are also forced to replay combat tutorial after finishing raider base for some reason
-You can accidentally enter the trader post after the first encounter and get softlocked there
-Something is very wrong with triggers in this game
-Cool lore I guess?


-Above average sprites, but too static ones. Absolutely no difference in expressions, most of the characters have either shit eating grin or resting bitch face
-Decent to good art otherwise.
-Providing tooltips for some in-universe stuff by highlighting words with your mouse is a neat touch, but I'm pretty sure you can stop doing this after the player actually reads them. Maybe make a glossary for later, or codex. Or whatever
-if a chatbox is especially long, it gets cut off at the bottom (noticeable in one of Marche dialogue options and the exchange in the ship after it)


-I hope that music is placeholder for now, it sounds like a royalty-free porn VN

First of all - I don't understand why you pulled the links from your page, it's not like it really matters when the game is so early in development. Seems to be a very story-driven project but Jesus Christ, the lack of proofreading and writing is not making it easy to follow. Combat system is extremely raw and I have no understanding how it works aside from just sending units towards the enemy and said enemy doing 0 damage. I personally got stuck after getting the fragment hunter person because whatever location that I needed didn't spawn.

The game is riddled with bugs related to triggers and has at least one location that can softlock you after visiting it (trader post). I suggest shifting your focus to making something playable and having less accent on the story for now. Prioritize making your text readable in english, fix the triggers. You're probably going to eventually decide whether having combat is even worth it or if you want a VN instead. The way combat looks now I'd suggest the latter, but I don't mind being pleasantly surprised by your competence later down the line

-No menu or option to restart if you get softlocked


-player doesn't die when HP reaches 0
-if you throw 4 wooden wall blocks in a cross pattern around the character while holding 14 or more to begin with, you get softlocked - you can't pick up the ones you've thrown and there is no space to add the new ones, because the limit as to how much you can hold at the same time supposed to be 10
-can hold unlimited amount of wooden wall blocks by crafting them with the workbench
-workbench doesn't consume wood when making a wall, but repairing the axe consumes stones
-can pick up both the football, the workbench and the wooden wall at the same time for some reason
-holding the direction with an item equipped, then cancelling the action with spacebar will place a
yellow indicator on the ground and even tapping J/K/L/I will result in a long throw next time instead of placing the item beside the player
-collisions on entryways in the house are a bit too tight
-can't throw/place stuff diagonally

-Animations make sense with those 2 nubs player possesses to interact with stuff, but seem a bit too rubbery
-Why is the flask marked as 100/10 instead of 100/100?
-Cute bed animation!
-Shadows around corners feel a bit TOO sharp
-Looks like a flash game, colors are too flat

It works as well as it can be, providing how early the thing is, but I actually thought about American/Canadian version of Darkwood when I saw the name, was a little bit disappointed to find out that it isn't. For now it seems like only the most basic things are included, there is no actual "survival" and construction/crafting is absolutely barebones.

Controlling the character and interacting with objects feels just fine, but it's incredibly limited interaction so far. No enemies, no way to destroy stuff you've created (not counting logs), only 2 little playground areas and only 1 type of construction you can really place down. Can't even put the fire out with the flask (which would be a logical thing that should be possible, imo)

-Starting on wave 299 made it a bit less playable with a rather big drop in frames, but surprisingly not as bad as I expected

-AI is not exactly the smartest one and at best tries to respond to player reactions. It's especially apparent during jumping when the enemies try to catch you in the air
-There is weird "fear" behavior that doesn't really make sense and serves seemingly no purpose aside from making it feel weird to kill the enemies
-The control scheme has every possible move, yet none of them being as useful as an axe kick or stop to actually kill enemies. The rest feel more like flavor
-Light/Quick attacks will N E V E R kill an enemy, why?
-Quick attack can be as quick as your clicking speed, resulting in even more grotesque visuals and tits flopping around
-If you catch an enemy with its back against the wall, you can chain an infinite light attack combo for some reason
-Enemy hurtboxes are extremely weird, same goes for player hitboxes. This results in total disconnect between the attack and expected result. If you miss actual body of the enemy, you might as well not have hit it. If due to ragdoll physics your axe kick made it so you hit the enemy with anything BUT the sole of your foot - tough luck, you've missed. Or so it feels, at least
-It is possible to axe kick/stomp someone into the ground so hard they fall down the textures and vanish into the shadow realm. Although it is a very rare occurance 
-You can spam ALT even when knocked down to wiggle away from the finisher
-Sometimes if you don't hit the ground after being knocked down, you will be killed by any random attack instead of the finisher
-A single enemy will never be able to get through the player's block
-It is incredibly hard to turn during sprinting
-Strong attack + holding ALT is the most useless and hilariously bad thing I've ever experienced
-Strong attack + tapping ALT as well, honestly
-It is impossible to play on "attack the orb" mode past the certain point because there are simply too many enemies with player not having access to AoE to kill them before they kill the orb
-Speaking of AoE, it's disappointing how flying kick can't go through multiple enemies
-Sometimes you can get your legs locked in a static position when you get up from a knockdown, but it's rare.
-Sometimes enemies are just I-posing menacingly

-What's with this horrific chromatic aberration?
-What the FUCK is wrong with these animations? Why is upper torso completely disconnected with the lower body? Why do you walk like a skinwalker that has only a vague idea of what locomotion even is?
-Honestly I really liked the "Eyes Wide Shut" aesthetic of the enemy masks. I suppose the idea of being stalked by inexplicably naked, faceless people is tapping into some primal human fear, because it really did add a bit of horror to an otherwise absolutely ridiculous game. Especially during those moments when you are just standing with corpses all around and waiting for the new wave to spawn.
-Especially with how they spawn in the darkness and all you can see are their glowing eyes
-You can't see the glowing eyes of enemies wearing golden sun masks. I don't know if that's supposed to be intentional and they're harder to kill or if you simply forgot
-Interesting that there is a sort of randomization for the size/type of enemies. Some of them have some clothes, others have this pale dead skin, others look pretty normal
-Is it some personal thing, anon?
-I liked the cute splash art.
-What were those different buildings on the map for? Were you using them to test pathfinding? Because they make no sense otherwise.
-Why does the player character have homosexuality in her eyes? I'm sorry, heterochromia
-Possibly one of the ugliest 3D hair in recent memory

-Slap
-Slap slap slap
-Crunch
-*electronic humming*
-*muffled screaming*
-There, that's the entire soundscape of the game. 

We're back to beating women. Alright anon, let's sit down and think about how did we even get here? What's the end goal here? A wave survivor that you won't even be able to sell? A shitpost game? As it is now it seems more like an experiment in making blueprint for something that wouldn't involve slapping naked tits in the future. Gameplay-wise I feel like the game is really missing "weight" behind the punches to push it a bit further from "meh" to "decent", graphics wise - this is a hot mess.
Had a very strong "Overgrowth" feeling from the combat system.
I don't think this has a potential for becoming the new Haydee

-Screenshots are showing more than the game has, since either I'm too dumb to check out the rest of the prototype, or there is only 1 playable level
-No menu whatsoever, having a pause button with pause menu is probably a good idea to add early on just to see how it works.

-Where is the RPG part of "Action RPG"?
-Dashing out of fireball animation destroys the projectile even after you launch it. Anon...
-Can't change direction of attack after initiating it
-Takes 8 hits with normal sword
-Takes 9 hits by using 3 fireballs + 6-8 sword slashes (why the inconsistency?)
-Why is the fireball actually worse than using your melee attack, even if we assume 3+6 attacks total? Unlike regular attack, it's using a very limited resource...
-Why is there no "Level Cleared" or at least any indication that the level has been completed?
-Why doesn't mana regenerate, even if at a slower pace? Why is it strictly tied to dealing damage?


-MC animation is stiff as a board
-Attacks on both MC and the enemy feel extremely sluggish and lack any flair to them, it's literally what, 6 frames?
-Very basic environments
-What are those sand blocks for and why do they become semi-transparent when approached? You're never really at a risk of losing visibility, so I don't get it. Would make sense if it were tall columns, but not this

You've submitted to 3 demo days, am I just dumb and missing something, or were you remaking the game from ground up every time? Judging by the screenshots, there's only a little bit of gamma difference.

Where is the rest of the prototype? I dunno, like killing more than one enemy, having an actual end for the level, even if it's a very simple one, maybe using dashes to get over/through some obstacles? What part of it is RPG anyway - MP and stamina bars?

-Buffs canceling each other (like butter speed canceling corn gun) kinda ruins the flow
-I'm not sure if there is any strategy involved whatsoever aside from getting a lot of eggs and then shitting them while flying horizontally
-Doesn't look like there is any costume progression tracking (on the outfits that are free, anyway)
-In fact there is no stat tracking at all in the itch version, but while every other costume says to check out the game on Steam, the upper row appeared to be "free". My mistake
-Nothing to gain aside from costumes global progress-wise
-You don't get anything for knocking people out
-Why can't you switch between targets to drop eggs on?
-Some powerups -will- make you take damage, like the black hole egg, if not from the egg itself, then from the other neutral ones
-It's really easy to get stunlocked inbetween a few eggs

-Art reminded me of Worms a little bit, which is good. But otherwise it's not exactly memorable.

-The music gets more annoying the more you listen to it (because it's the only track in the entire game?) and reminds me of brodyquest, but only first 20 seconds of it

I think ripping off tetris 99 badges mechanic and being able to target certain individuals (as in "players with lowest hp" or "player with the most amount of eggs") would be a big improvement overall. There is no shame in taking gameplay aspects that have been proven to work.

Unfortunately I don't really think it has a big audience since there is no strategy or skill involved aside from having kinda average reaction time. Wish you the best, but I honestly don't think that starting out with a multiplayer battle-royale is a good idea

-Sound is only on or off? Not even a 1-5 selection or, god forbid, slider?

-New puzzle elements are being introduced rather intuitively so that even an idiot could understand
-"Pinball wizard" gave me a bit of time to solve
-"Right choice" was anothert tricky one
-"The arena" suffers from the fact that you basically have to make a leap of faith if you have a bad memory and can't scroll the screen a bit. Really made me have a big think
-Game opening up after a couple of puzzles to give you alternate paths to take feels really good
-Would really love to have some secrets and alternate puzzle solving paths as well
-Where is the 12th book? Judging by the place in the list, it's supposed to be after the "Juxtaposition" , unless they are filled up in order you get them and not based on location..
-Ah, there it is. No idea what the code is for.


-I keep seeing this horrible font pop up and its numerous iterations. At this point I'm going to look for a good 8-bit font and post it somewhere so that people would get something readable and pleasant-looking in their games. Granted this instance is not the worst offender.
-Cute turtle
-Probably could be even better despite looking so simple


-OST transition when changing screens could be cleaner
-OST really reminds me of Tower of Heaven
-Lack of SFX doesn't hurt, but some victory jingle when the door opens and some other subdued system sounds would be a wonderful addition


Good, small, has 2 out of 4 (I assume) areas completed in just 2 demo days. Thank you anon, very nice. Again, got that "Newgrounds Weekly/Monthly top 3" feeling to it

Hate slide puzzles, though.

-Why does itch say "WARNING: This Page Has Been Quarantined" when I try downloading the game, anon?
-Had to play with a gamepad because keyboard controls are nonsensical
-Movement is stick-only, isn't doubled via D-pad. Why?
-Where is the main menu once you load in? Doesn't look like it exists...


-Make interactive tutorial instead of this text dump
-Pressing "Up" on the controller to exit out of a vending machine menu isn't intuitive, most people are use to be able to either:
1. Press "B"/"O" on a gamepad since it's usually "cancel"
2. Be able to walk away and cancel the interaction
-Why are you including gamepad support in a game that has typing capability?
-Why did you even include typing? What is this, Leisure Suit Larry? An adventure game like Broken Sword?
-If you're using a gamepad you can't exit the chat box without using your mouse. Anon, please
-The first challenge in the game is actually trying to jump over an NPC. Why do NPCs have collision?
-Can only respec at a designated respec spot - once you invest in a stat after leveling, it auto applies and you can't revert it to assign elsewhere
-Constantly respawning enemies are a massive hassle - especially when all it takes it wasting a few minutes offscreen
-Vine enemies can damage you from offscreen on account of having huge attack range
-The issue is even worse for bigger version of said enemies
-Using your special attack doesn't make you invincible
-Enemies just keep spawning endlessly, I've got to a point where there are like 5-7 rock enemies right after the cliff with an assortment of skeletons and other weird stuff. Don't you cull them or something, at least when the new day arrives?
-Why is there inventory screen if there is no equipment to put on your character?
-Imagine, IMAGINE making a character who has their basic jump tied to a mana bar. Anon, why did you think that was a good idea?
-What the FUCK is going on with the engineer? Free level up on a slime skill? Better jump than ninja? Better skills than ninja as well? Did you at least try to check how Engineer plays, because these are like characters from two different games
-Somehow lost the rabbit bot tower, never to get it back again
-Somehow turned my one wrench attack when the rabbit bot out into a million attacks as long as you hold X, so you deal a couple hundreds on every frame
-What is even the goal of this demo? It feels like a bunch of ideas haphazardly stitched together. "Wander around and kill things", sheesh.


-Character designs looks like it's straight from some 2007 emo girl facebook/myspace page
-Why is the default view so zoomed in?
-"Chat box" is cut off at the top and disappears way too fast, there is also no option to scroll the text on a gamepad, only with mouse
-The clash between character/object sprites and tilesets is absolutely jarring
-The art itself is pretty high quality, but something about artist's direction makes me feel weird. It's like I'm playing Mabinogi or some other korean game
-I'm not sure you understand how ninjas are supposed to look like and instead made an upright porcupine
-Stats menu is so god damn small


-Attack SFX have background noise, why didn't you clean them up?
-Poison sound is absolutely horrible
-Don't use meme SFX as placeholder, at this point better have no placeholder at all
-What's with the random phone ringing sound?
-Jar breaking sound is LOUD

I'm sorry anon, I don't say it often, but this is the first game that made me feel actual, physical cringe. I don't know if it's a passion project or you've been making this game over the course of like a decade. The art looks good but main character designs and those meme SFX are just horrid. During the entire time I tried to figure out what were you trying to make and so far it looks like terraria without any building.

Difficulty is all over the place. Enemies keep spawning the moment you leave the screen like it's ninja gaiden. Special attack on a ninja does less damage than a regular one. Controls are just 2-3 walls of text on a black screen with some general hints (and you can't revisit those again), the chatbox system is unnecessary and there are bugs all over the place.

Make an interactive tutorial, play your game without debug tools on and use Ninja for that. Then please try to figure out what could be the case with the game, and find someone who could guide your artistic talent in a more consistent type of way, because right now it's all over the place.

-Huh
-A very interesting idea, even if it's not an entirely original one
-Why does it get harder with every restart? Or maybe it just adds more blocks to spice things up...
-It seems like when you get rotating blocks, you can also get an extra turn with no other blocks appearing? I could be just going crazy
-The fact that pictograms can wrap around the screen with their less usual effects (like pushing/pulling) fucks me up
-I wish the manual was getting updated in real time to save all the pictogram effects that you have already discovered
-However if that was a conscious decision on your part then it is very bold of you to put so much trust into your player to remember what every one of those symbols does
-What does "Agni" pictogram do? I am a bit worried about it
-The more you play, the harder it actually gets to lose, because it feels like you get easy rounds after failing.
-God bless x3 speed
-Honestly not much else to say, the game ate like an hour and a half of my time and I haven't noticed, and every time I restarted I found new types of blocks but I think I eventually discovered all of them
-Never actually got to make the ZX Spectrum smile, because there appears to be no end goal even after I was around 43 mil dollars in debt

-Superb ambience and SFX, perfect for a small project like this

This feels more like a minigame inside of a bigger game. I enjoyed the discovery of how everything interacts with each other and how you presented new elements without any hand-holding, since it doesn't take a lot of time to restart and there doesn't seem to be any global progression (the latter seems to be more of a negative aspect, really)

Very neuron-activating and there are even slight hints of some kind of environmental storytelling, but mostly it feels like a fun little thing you did in your spare time, which I think is a good approach.

Understandable, hope you don't get disheartened, I'm just writing these things down in the doc as I run the submission then slightly update them before posting, so it can come out harsher than it is.

I still think making a smaller world, putting some restrictions on random generation, increasing the variables (like dungeons having more than what, 3 types of rooms) and figuring how to make it work is key for now. 

Keep it up

-Nothing but "Local" button works on the main menu
-What is even the point of "Exit" button in a browser game?

-Why does it take so long to load?
-Tried downloading it, opening "index" didn't do anything, it didn't even start loading, instead it showed "libGDX" logo with an empty loading bar


-Losing in anything but dig down (although it does happen in dig down too) just freezes the game
-Surviving in blitz also freezes the game
-Have to reload the page after either of those
-Height of the board feels way too small as opposed to the width
-Checkered patterned pieces are worse than S/Z tetrominos
-Can't set the speed manually, only in sprint mode
-Tag mode doesn't work. Not very surprising, but still. (How do you even do a local tetris game on 1 keyboard?)
-Why doesn't the game pause when you get a joom (I assume that's what you call it when you get 4/6/8/etc block). Even puyo-puyo and tetris do this, here it only makes things more complicated since you already have another piece falling down. 
-I get it that you can add more to it while it's happening, but is it really the intended feature?
-Just make it pause the next piece unless you press spacebar if you really want combo mechanic to work?
-Related to the above - the only powerup that seems to exist (and the only one I got) is the one that removes the completed joom. You have created a problem that shouldn't be there in the first place and are basically selling me a solution for it. Bad gameplay decision, I think.
-Maybe there are more and you gradually unlock them by filling up the bar, but boy does it take a lot of time and jooming
-Sometimes Dig Down starts with a piece almost near the end of the board
-Why are you reinventing teris?
-I'm gonna joom


-The white bar in classic/sprint/blitz with predicted placements of the green/putple tiles sometimes proves to be more of a hinderance than help
-I think Dig Down mode looks cleaner than the others
-Main menu is kinda neat
-Icons for game modes could be a bit more high res instead of being so blurry
-Domo arigato, doctore

An unholy union of Puyo Puyo with only 2 colors and Tetris with only 1 type of tetromino. Why?

I personally don't think it has staying power - with the limitations that there are it's only a matter of time until someone autistic enough will perfect it, but adding different colors/shapes will turn the entire thing into a mess.

It's totally a neat idea, but unfortunately I don't think there's a market for it. Maybe the gamers aren't ready for jooming just yet

-No options in the main menu
-Pressing ESC boots you out without even giving a prompt that the progress will be lost/saved (it's lost)


-The generation speed has NO business being this long, especially since 10km² world seems to be the "intended" way, seeing how you put disclaimer for 2km² being "cuter but weirder". The sheer audacity to liken it to minecraft world generation that takes a 1/50th of that is mind-boggling

-Why do you need 100x100km? What practical purpose would it serve aside from bragging rights of having a massive dead world?
-Why is minimal age 15 and max is 55? It doesn't add anything but flavor, but why?
-Absolutely zero skill/stats tooltips
-Casting lightning spell in the water resulted in my character spazzing out and rotating around his axis -Casting lightning damages the character
-Spawned small items keep falling through the textures, especially if you're on an incline
-Equipping stone great sword crashes the game. Cool (HOW?)
-Why can your stamina go into negative numbers?
-Why can you only attack 4 times before running out of stamina on level 1?
-Age, weight and height don't seem to have any gameplay impact. Even when spawning as an average character, you have to crouch to pick up anything that fell on the ground. Sometimes even go prone for some reason if the item is too small.
-Enemy AI is absolutely braindead and doesn't know how to go around a chest.
-They also like walking into a wall
-What is this dodge. Why does the dodge exist?
-Enemy vision also seems to be extremely scuffed
-Tuning difficulty based on how far you are from the starting point is a horrible idea -
Can't die
-Remove digging and building, it serves no purpose and doing this horizontally doesn't dig as much as it drags the textures that's in front of you down. This isn't Wurm Online
-Can't go back to normal after you press the ragdoll button. This isn't even ragdoll, it's 3rd person view -Oh apparently you press "H", even though it just says "camera"
-Spawning NPC only spawns then in one specific place on the map. Why?
-Getting attacked interrupts your charged attack, but you still lose stamina
-What is "Last Seen", how does it work (it doesn't) and why is it almost like a physical object? 
-Some dungeons are straight up not accessible because they have entrance hidden under the textures. Others have only a thin strip of door pixels sticking out so you have to go prone just to enter. How could you make a mistake like this?
-Why is there an equipment break mechanic, but no equipment repair?
-I fell a couple inches down the stairs and broke my stone vambraces? How? HOW?
-Everything about combat feels slow, sluggish. Being able to knock an enemy on its ass is great, I suppose. I would add more but I really couldn't stomach it

-I see you trying to harp on soulslike logos, don't think I didn't notice
-What the fuck are those random white pillars?
-World generation is weird - moving too quick will cause some parts of it to disappear, reappearing only once you're close the the ground
-Every dungeon looks almost identical on the outside
-Everything feels randomized, not in a good way. You get a random desert in the middle of ice peaks, you get nonsensical lakes and sea -Godot 3D graphics make me cr

-Main menu music doesn't loop, there's a 3-4 sec of silence before it starts again
-It's so loud
-It's just morrowind OST
-Swinging/pulling out your weapons turns on battle music?

This is not a playable game. This isn't even a prototype. It's a debug console attached to a random world/item generator. In terms of game feel it's soulless morrowind with late 90s graphics. Reign in your ambitions, Anon. You are selling a King's Field clone for 10$ and your sequel tries to be a randomly generated Morrowind. It's fucking RAW and the fact that it is a 19th demo worries me.

Please downsize a bit and instead try to expand your previous idea on a grander scale rather than creating a dead world filled with braindead NPCs. Make 2km² world a default, hell, make it even smaller. Make a couple of towns with a few dungeons, create at least a basic game loop to figure out what you want to do. Sorry for saying this, but this just feels horrible to play, I'm not going to sugarcoat it for someone who has a game on steam already

-Tabbing out and back in during movement makes the character rubberband to the previous/nearby position before continuing to move
-difference between low music volume and high music volume is like 30%. Or at least feels like it


-Having at least basic compass or knowing where North is would be nice
-Can softlock yourself if you build fires around you, results in getting an error "No astar path?" with your current coords
-No way to dismantle fires?
-Can set up campfires in the water for some reason
-Character has a fishing rod, but no fishing is possible???
-It's right there in the skill menu! Let me fish!
-No map button
-Starting fires seems to serve no purpose, I thought that they would at least scare the skeletons away. They don't
-How do I track my experience? Is that the bottom bar? I have leveled up after killing a grizzly bear and unlocked a red pickaxe? What does it do?
-How do I check my skill unlock screen?
-Weird pathing on snow, the character spends twice as much movement by zig-zagging
-Not just snow, I think it has something to do with going straight as opposed to going diagonally
-The enemies don't seem to attack back even when they're in melee as long as you can cast magic
-Not enough landmarks to keep the player's attention/stimulate them to explore
-Have to manually press magic button every time in order to fire it? Why not just make it a toggle?-Being stuck in a whirlpool does nothing aside from soft locking you-Nothing at the edge of the world. Maybe just make the world loop for now?
-No random generated map as well. A bit of a shame.


-why are some sprites hovering in midair?
-mousing over the main character brings up ominous black dialogue box
-found a bunch of weird trees that looked like that had fullbright enabled on them
-Error log/console in bottom left really detracts from the experience
-Sometimes you can see part of the map trying to load in way off in the distance, why not increase draw distance a bit?
-Adding damage numbers would make it more clear as to what each stat does. For example I am still unsure what the green one is for, since it doesn't affect the speed from what I can see


-Who is this child that's laughing in the distance?
-No seriously, this child in the ambience is creeping me out
-Would be nice to have each biome have its own ambience
-No other sounds, just some birds and a creepy child

Feels like rural Finland, because there's just as much things to do there. I would love to see more landmarks, more activities, more biomes, more enemies, gear being displayed on the character and maybe even some building, since this appears to be minecraft-inspired.

Really interesting perspective.

The combat seems to be just "okay", reminds me of roguelikes. Magic is just a distance melee attack and I haven't figured out whether stat increase/equipment actually do anything due to there not being a stat screen or damage numbers

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-Game progress isn't saved upon re-launching (Anon, please)
-Would benefit from a proper in-game tutorial that isn't written somewhere on your page
-Equipping armor/weapons without meeting the requirements has no penalties, in fact it works just as well. Why?
-Turns out you have to learn spells before equipping them by right-clicking the book. Would be nice to explain this
-You seem to keep your upgraded flasks of mana/health even after you die. So if you raised your limit to +4 and got 4/4 flasks, when you die and get back to 3/3, you'll have 4/3 instead
-Once you enter the hallway with the yellow gem, you can't go back. You may try to but for some reason going too far left on the next screen will TP you back
-Can cast blink to teleport into the shadow realm between the walls
-With how busted blink feels, I'm surprised I haven't managed to find a way to get out of bounds by combining it with another spell
-No way to respec the skill points (not like it matters for anything but learning spells)
-Spell upgrades feel meaningful
-No idea how to get the resources for upgrading them, they just kinda appear
-Sucks that lifesteal bonus doesn't apply to spells
-Lunging into projectiles can lead to you getting hit multiple times on a single frame, leading to a tragic, but really funny, demise
-Lunge just feels good to cast in general
-Dropped items vary from great upgrade to worthless trash, with heavy balance towards the latter. Nice that you can offset it by straight up buying rares after selling all the junk
-There is missing collision on 2 walls that lead to the first encounter with the zombies. Not sure if it's intentional
-Why is the camp so damn far? If you want to save you are forced to re-tread a couple of floors
-Zombie patterns make no sense. They just shoot randomly and are barely a threat unless you throw 6-8 of them at the player at the same time
-Final encounter with 2 trees is straight up ballbusting, especially if you're a melee user
-No ending?

-No in-game menu for options/exiting
-Brother what is wrong with your main itch page

-No sexo present despite the name, only catgirl goth (?)
-Walking animations are really stiff, the only things that are moving are legs and arms. Feels like you're playing as a robot
-In fact all animations are very simple, but I like how some magic actions slightly illuminate the character sprite
-A bit of dynamic shadows near the edges of the walls? Based

-Multishot sounds like you're blasting with a shotgun, I really like it, but I think it's not for everyone
-Overall the sound design is simple, but good. The pew-pews of arcane blast feel satisfying, the lung explosion feels good
-No music, shame.

Very nice, but extremely simple in the graphics department. The framework of a good game is there and the art is pretty nice (when you zoom in to make it out), with a fair amount of character. Still it's obvious that it's done by someone who's not very good at drawing

Why does this game feel competent despite how it looks?