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Wierdox

319
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A member registered Mar 14, 2022 · View creator page →

Creator of

Recent community posts

(1 edit)

-I like the mesh independent texturing of the girl's clothes, it's a neat visual effect.

-If you move the camera at a moderate speed into a wall, it will clip though the geometry very easily and obviously.

-There's some random triangles at the start?:


-Having no drop shadow is annoying. Particularly bad when in a shadowed area, since there is no normal character shadow.

-When riding a fast platform up, she will phase into the platform for the duration. aka visual position lag from interpolation or something.

-You can walk through this door(?) despite looking solid:


-Messed around a bit more, doesn't seem like there's an objective. Slide move is ok I guess, besides a small speedboost and falling down slopes it doesn't seem that interesting. And in general, there is nothing unique about this 3D platformer so far, I've seen it done to death. Character at least looks good though.

Keep up the good work.

-Element orbs disappear behind walls and other decoration, which sometimes look bad. Walls especially because on the vertical ones they appear and disappear on the seams of said wall tiles.

-As they are, the cave levels feel a bit sparse.

-No feedback when you can't buy something in the shop, or when you don't have enough mana to cast a spell.

-Option of up to two spells depending on last 3 orbs is nifty. Also, so far double umbra is quite powerful, you can just shoot through walls with it. [later] or I guess it's not unique, a lot of spells go through walls.

-Map screen shows your options, but not the path you took to get there. Not important, but would be nice to have.

-You can't cast a spell with only 2 orbs, which is kind of weird. By the logic presented, I should be able to.

-Beat da game. Not much to it, but it's decently fun. Could use type effectiveness against monsters to better incentivize switching the spells up?

Keep up the good work.

Playing easy mode with controller, game is way more approachable now. Feels like I can get some traction with the gameplay.

-Not really sure where my hitbox is... [later] oh nevermind, I didn't notice the white circle on her when going slow for some reason. Doesn't help I'm playing in windowed mode and not sitting by the screen.

-Got past second boss, I like the creativity in the attacks, like wind blowing both you and the bullets, and the ice block shattering.

-Died(no continues left) to UFO, rip. I have to say the continue is a little odd, you go back to the beginning of the stage but keep your power level. Not that that's a bad thing. Story stuff is fine enough, only thing that made me cringe a little was the global warming bit, in part because the game looks like it takes place in the past. Not a big deal though.

-Started a new game. Also, it seems like Lombard is getting shafted in these conversations, he doesn't say anything. Kind of weird for him to play the backseat that much.

-After going against it again, I think the laser in the first boss is pretty bad. It spawns and immediately hurts you, I'd like it to 'phase in' so that you can try get off it. Also, it should be animated somewhat. When I first saw it, I though it was some sort of 'tell' for the next attack instead of being a beam.

-Have to stop now, so I didn't get further.

Game seems fine, keep up the good work.

Played for a bit, here's what I think:
-RTrigger to shoot is pretty bad(travel time before actuation), it should be swapped with RB, which currently throws your gun away. Likewise, the melee throw could go on the LTrigger, but maybe it's more apt on a button since throwing a melee is more viable attack.

-When going to pause menu, for some reason the mouse cursor is frozen(the in game graphic, actual one is fine but invisible). Doesn't matter if you're in KB&M or controller mode.

-I found out that you can shoot your gun while dead, which is kinda funny. It happens because you drop the gun on death, but if your body bounces into it it will be picked up again.

-Aim assist, if there at all, is subtle. The enemies are small enough that you can aim right at them and miss by a hair or two if you're a distance away. Though take with salt,  I'm not the best at twin stick shooters on controller.

-Controller support would be really nice, given how the melee works.

-Melee weapon can easily visually vibrate and phase through walls.

-Hat based health is fun.

-If I set relative melee to false, then die, it won't save my preference.

- I seem to be stuck behind an iron bar? Guess I'll restart. Also this started happening out in the void(maybe he needs to die to get past?):


-Beat first level. Fairly fun gameplay so far, reminiscent of Hotline Miami but more forgiving. Making the environmental hazards common encourages me to experiment with them more outright, compared to some other games.

-Mouse cursor is too small for menuing, at least when you don't have a gun. A small white dot gets easily lost in the noise.

-Train track crossing was a little annoying, I died the first time because the blue didn't look like a wall, but just some trim color on the ground. It wasn't until I hit it that I saw there was a break in the blue that I was supposed to cross. (And why is this wall only on one side of the subway tracks?) To best communicate this, put some of that wall on the other side so the player can know what it is. Not that it is a huge deal in this case, since it's only 20s away from the start of the level. But still.

-3rd level is fun so far. Both amused and somewhat annoyed when the train railed me, thought I was being smart by avoiding the fire by walking on it. On another note, fire damage over time is kind of strange. I suppose the idea is that if you get hit by fire you need to get your hat in quick fashion before you're scot free. It's a decent way to discourage walking into it, but you're screwed when it falls onto the other/in side of a fire wall. As for the boss, I've gotten to it several times but it's a pain because it's a slew of respawning turrets and I have no clue how far along I am.

-Beat train boss and I don't get it. I killed all the turrets before getting to the 'locked in by fire' section, then when I got to that section I didn't know what to do. My gun wasn't doing any damage to the fire pipes, but melee does? Only sometimes when swinging at it does it hurt it, and only the middle pipe. After a while the train door opened, but I don't know if it was a timer or if I did enough damage. Boss just sucks from this experience. Might have helped to have a checkpoint just before it.

-Mario style level select is pretty meh, doesn't fit the game I think. Doesn't help it's just a normal scale level with portals instead of a zoomed out map.

Minute to minute gameplay and visuals are good fun, keep it up.

Using controller for game.

-If you're walking while interacting with a sign, the character's walk animation plays forever until you close it.

-Enemy HP bar should disappear before the body does(unless they can get back up or something).

-Normal swing moving the character that much forward seems a bit much.

-Holding run while stationary drains your stamina.

-Needing stamina to heal is kind of weird.

-Turn speed feels kind of inconsistent, I think it's because you can turn faster by walking the edge of the stick's radius, instead of moving it directly to the direction you want. Mostly noticeable when running.

-Beat demo, I will say the parry seemed a little on the easy side, or at least I only messed it up once or twice. I wasn't engaged by the gameplay, but I wasn't bored either. Seems fine enough to continue building off of. Visual wise, the most glaring part is the animation, which I'm sure you're aware of.

Keep up the good work.

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Played this before, just to let you know.

-Game starts windowed, at least for the itch version since I chose that one. Most games start fullscreened, and most players expect it.

-Annoying that left stick doesn't also move the character. I know it's usually less precise than d-pad, but it's annoying that I don't have the option. Also, making the player choose the control prompts is not ideal, if possible you should make an automatic switch when they use a given device.

-If you open the status screen with start, you can quickly reverse and close it mid animation by pressing start again. However, it doesn't work the other way, where if you close the menu you can't press start to reverse back to open. This is mildly annoying since it's a relatively long animation, bidirectional functionality would be nice.

-I go to options in the in-game menu and for some reason fullscreen is off despite setting to fullscreen from main menu. I assume it's a sync error.

-Scorpion things in the forest drop green puddles, but don't seem to do anything? Later on, the squids also drop a blue puddle which does nothing.

-Getting petrified by the eye then getting sat on by the rock enemy is a little annoying, does a bunch of on touch damage.

-Sleep idle animation starting only after 4 seconds is kind of fast, for my tastes.

-Speaking of, the status screen says I'm asleep(Zs by head) even though I'm not. Doesn't seem to reset if I die, nor when restarting the game. [Later] Deleting my save seemed to 'fix' it, but now he never sleeps? Maybe I need to hit a certain point first before the sleeping. If it helps at all, in the file it said sleeping was '2'.

-Found the bakery, which I don't think I saw before, cool stuff.

-Since you can't get a refill from an already used checkpoint, it would be nice if felling a boss would refill the potion.

-Occasionally I just want to warp back to the checkpoint, it would be nice to have an option in the menu instead of having to die myself.

-Having the epilepsy warning be unskipable for 4 seconds and not in the window mode you selected(small window instead of fullscreen for me) feels annoying, and a waste of time. 

-For some reason you can't press cancel to exit the main menu's option screen. Just feels a little odd given you press that to exit the input mapping screen(which is only in game for some reason).

-I can't find a way to delete my save, which is a bit odd. Making people look in the file system isn't best practice.

-I beat the demo as far as I could(didn't find an end screen like that other guy though, took ~2-3 hours? I wasn't keeping track), I would say the game felt a little more polished, but there wasn't much new, maybe I just don't remember the old demo that well. The skull boss was new, I think, and fun. The placing was a surprise, but nice to have at the start of the area for quick retries. The pattern was engaging to dodge and to take advantage of after figuring it out. Think it was my favorite boss out of the lot. For weapon choice, I progressed from Wood -> Stone -> Slime -> BoneDog/Wand -> Mirror. I also went on to beat the Ape cave boss, which I didn't do last time. Mostly due to the Mirror sword, it's quite the boost since it means I don't have to worry about missing a swing when maneuvering around, not to mention the good damage.

-For fun I started messing with the save file and gave myself everything, only a couple crashes if I scrolled onto unimplemented swords, but not for unimplemented materials for some reason. The bottle explains the liquid drops, you can pick them up to be used for crafting. Assuming it's outside of demo content though. Didn't do much with the new swords, but the Rapier is pretty cool, I like the idea of direction based attack boosts, makes it almost like a dance.

-Just FYI, if you set the checkpoint to 39 in the file you can fight a tentacle boss and eventually walk onto the title screen... which is quite the sight:

https://files.catbox.moe/04z1q7.mp4 

Really good game you have here, I had a lot of fun even if most of my commentary was complaining about small details.  Keep up the good work.

-Did tutorial, neat idea for an autobattler to add realtime spell casting. Being a necromancer is fun too.

-Started a new game, it seems like if my units kill a guy then walk over him, I can no longer resurrect that dead enemy. I would assume that's unintended, but maybe it is?

-I learn resurrect doesn't work on dead undead, which makes enough sense and makes for a natural incentive to not throw away the undead lives so easily.

-Getting mana based on turn count is mostly fine, but it incentivizes the player to move their army as far back as possible so they have more mana by first blood. Not sure that should be encouraged.

-Would be nice if I could pause the battle so I could select my spells and such.

Beat demo, nice prototype you have there.

-Controls are fairly intuitive, beside the click to sheath sword for some reason.

-Fixed camera platforming sucks, thanks for giving me this experience for I never thought to try it.

-Tried going on the pillars, but I can't seem to make the jump to the slope edge even with double jump.

-Seems like the only thing of interest is the dragon gals, guess I'm done. Also I walked in front of the weird elevator door thing and now I'm stuck and can't jump, looks like I'm stuck on the floor seam or something.

-I can control the player in the initial cutscene for some reason.

-New pixel text on main menu doesn't fit the style of the surrounding art at all. Or if it isn't new, then I still feel that way. In game is fine I guess since it's more pixely.

-Opening menu in game, then clicking outside of window/alt tabbing, then clicking back in causes the mouse to disappear and the only way to close the menu is to press ESC again.

-3D Car behind player at tutorial start doesn't have pixely textures, sticks out like a sore thumb. Maybe it's just the texel density.

-I get what I assume are shader compilation stutters when picking up, and then again when shooting the pistol. and yet again when shooting the red targets in tutorial. Please try to precompile at launch or something, especially if your game is already a public demo on steam(idk).

-Beat tutorial, only other thing to say is that it runs terribly, way worse than the last time I played. I tested level 1 and it's silky smooth, so idk why that is, I mean it's the first thing a player may experience.

-Skipped to Ship since I haven't played it. Enemy shot me through the blue door, which felts kind of unintended, but maybe it is.

-Dragon snake things are neat, but their body  broke apart and partly seemed stuck to the ground until they moved a little in the air in which the body parts caught back up.

-Ship level design seems fine enough. Of the three though, it didn't have the same fun level design feel. Only part that was interesting was the dumbwaiter. Also, it has forced motion blur for some reason, unlike the other levels. Maybe that's why the tutorial ran so bad, default post fx.

Guess that's it, keep up the work.

-Menu background graphic doesn't stretch/zoom to fill on my 16:10 monitor.

-Playing tutorial, I found it very unusual that I couldn't order my units until I set them to a group. Every RTS I've played lets you order things without groups, you instead batch select the units you want to use. Maybe just make group 1 automatically if one doesn't exist?

-Also, I couldn't tell if the tutorial was being sped along or if there was just a visual glitch, because I move along to the first encounter and sometimes a bunch of text would show up then immediately dissapear between two sets of tutorial sentences. On another note, I wish there was tooltips for the action commands, at that point most of the tutorial isn't necessary to read.

-Took me a minute to understand guard mode, doesn't help that for some reason my guys aren't shooting the moving enemy? I go on to beat the tutorial, and they never shot again.

-Game mode is kinda sucky, it's just a king of the hill with only 1 point of interest, and the enemy gets to cheat with way more(infinite?) reinforcements compared to me. Strategy didn't feels present, outside of making several groups to surround the enemy. Also, the physics based grenades are funny, but they bounce so much that it feels kind of luck of the draw for how effective they are.

-A tool tip to know that the button, which makes the units go to the waypoint automatically or not, would be nice.

-Graphical art is pretty darn cool, especially the characters. Animations are erratic though, most so the walk/run, which makes it less appealing while zoomed out and playing the game.

-Pop in, like  grass, is way too aggressive and obvious to the eye.

Still early on, but has some promise. Keep it up.

Glad it was helpful, though I'll caution that it is just my point of view. If you think otherwise on a point just go for it, that's what's fun about being the master dev. And just to let you know, I said:

In general, if you hug a wall and walk by a corner, the dog will do a twitch of the head and body that doesn't look that great.

To be more specific, I was talking about walking around a corner while hugging the wall. Fairly minor, all things considered.

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-Controls(using controller) work great, no issues.

-The camera needs some work, like it clips into the floor and wall all the time as it touches the geometry, but at least it pops out to outside it after a second.

-If you grab onto the side of the first yellow slope, you can shimmy past the corner and down to the sides, which looks wrong, probably unintended at such an angle.


-If you wall climb onto the second part of the slope at the top just right, it can teleport you to the top most slope for some reason?


-Since the collider is a capsule, you can stand on a ledge and slide off, which I don't particularly like.

-At this spot, if you shimmy left you will teleport to the left a decent distance.


-Sliding on a wall feels loose, personally I would change the acceleration around. Also, it'd be cute if the dog had an animation of trying to paw the wall while sliding instead of being static.

-Swimming seems fine, it doesn't suck which is already better than most games. Though, there's nothing to do underwater right now so it's kind of moot.

-You can get stuck on these corners walking near parallel to the edge. The right(from this gif) corner happens less often. 


-In general, if you hug a wall and walk by a corner, the dog with do a twitch of the head and body that doesn't look that great.

Beat the game. Overall, it's a very basic, boring if you will, 3D platformer. There is no spice, there is no interesting game ideas here so far. That said, the animation and model is cute, I like it. Hope to see more to this later, keep up the good work.


-A little confused why the main menu art looks like a western(guy in center has double guns), while the game looks medieval. Maybe I'm just projecting my interests.

-Major bug: when I started the game the settlement had no paths, so I was confused and just ended my turn until I got a game over. On new game it seems to work now and I can expand the paths.

-Major Bug Twoboogaloo: actually, when I pressed the restart game button it didn't reset my quest countdown, so it starts at 0, goes to -1, and I game over on turn 1 lol. This is repeatable to -2, etc. In a quick test, this happens even if you starve and press restart game/to menu, ie only 4 turns left to beat the first quest if you starve intentionally and reset. 

-Please don't include 'quit to desktop' in web builds, it just freezes the program instead of closing(on my browser, chrome based, at least).

-Annoying that canceling a building doesn't refund the resources, feels unfair since it's the plan phase of the turn. Or, it feels unfair since I didn't know and missclicked the building. Also, the build ui sucks and I don't like how the popup descriptions cover up the other options. Lastly, the tooltip and highlighting of a node(on mouse hover) happens even if the mouse is on the construction menu.

-After getting the first quest finished, it was smooth sailing to the end. Fairly enjoyable I guess, felt like there wasn't much choice as I was just aiming for each objective as it showed up. When I click reset after winning, I only have 3 turns to beat the first objective.

Despite the issues, and obviously being early on, I had some surface level fun of doing the things. Keep up the good work.

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-Don't particularly care for the wait between pressing a menu button and it actually doing the thing, though I understand it's intentional to set a tone or what have you.

-If you recharge your mana then walk back to where you spawn on game start, it will set the mana to 1 bar again, which is pretty funny.

-Doesn't look like there is coyote jump time, or if it's there it's very subtle. Not that your game has to have it(but I'm used to it since so many platformers use it). Controls for controller seem fine so far(got to first checkpoint).

-Interesting that checkpoints and save points are different. 

-Random invisible floor/wall


-I can't understand how to make this jump, maybe it needs a powerup? I don't get extra height from changing character mid trampoline jump.


-The only annoyance so far is that if you slide against a wall, you don't bounce on the snail. So it's a little annoying to move to close and then accidentally stick to the wall. Also, it would be nice if you could reset the trial and its timer in the pause menu while inside the trial, instead of exiting and reentering.

-Got to the 'end of demo' area, the boss preceding it was ok, but I hardly got to see what he did since I only had 3 hp, and he stopped after hitting him once with a blue fire ball.

New direction for the game seems alright, more of a world with challenges sprinkled around. Having each trial be fairly short(and told the par up front) helps make me want to give it a shot. Also, making mana rechargeable, and lowered cost of transformation, really helps me not feel like I am 'wasting it' as I move around.  Art and music is charming, so that's good. Had a fun time, keep up the good work.

-Really well done with the new fairy animation, it's surprisingly fluid especially the hair. 

-Smooth sailing until level 4, which only took awhile because I forgot that buttons of the same color don't act like not operators, but are either pressed or not. 

-I don't get level 5, it's a non challenge? Also, the sleeve fairy doesn't have a purpose? I could be any fairy. So all I do is go left, wake up fairy, get it off red, then move blue fairy across and just ping pong the sleeve fairy on the buttons. Maybe it's supposed to teach about the alternating state of the launchers? If I was playing casually, I wouldn't care all that much. 

-Level 8 is quite cool, I like how you have to double back on a seemingly small level.

-Level 9 is a little more challenging, satisfying to reason out. Not sure how much I like the question marks on the boost pad though. It's well intentioned, but it feels a bit unwelcoming to have the dev tell me, "pay attention to this puzzle object especially!", using a method that isn't informed from the level/visual design(like you adding those square visual flairs that hint where to stand to use a Toad tongue). I would personally prefer a change in the floor tile underneath, or maybe adding a natural animation to draw attention, like fire flies.

-Small visual bug on bonus level Air control: the first bounce pad that the muscle fairy can access deactivates while flying through the air. Or at least I don't think I've seen any other pad do that... Oh no I guess it's intended, since the top red one does it too. Maybe it's actually the pad for going back that is wrong, because it doesn't deactivate(and it does in advanced air control, as  I found out)

-Yellow toad seems good compared to the original, not having it attack you makes it easier(and faster) to maneuver.

-Level 12 felt kind of odd, but it got the idea across.

-Finale was fun, looks like a different take on the previous DD puzzles about manipulating a jumping toad.

-Advanced air control is the hardest level, a couple hours(while listening to a podcast) and still not finished. Felt particularly brutal since I kept getting off-by-one solutions and couldn't piece it together. Probably just a case of having horse blinders on, I'll likely get in a day or two.

So overall good puzzles, most I beat in a timely matter. The tutorializing of new puzzle objects worked well. Had a good time, looking forward to the next.

-I like how the fog encroaches on the main menu.

-Game can go fullscreen, but the top dither effect looks wrong on 16:10.


-Looks like debug bindings are still there, I can spawn infinite items and teleport the van, etc. If I do the item spawn with f, I can draw on the screen. Fun bug/feature.

-You can also do inventory management while paused. Not sure if intended.


-If you quit the game then start again, you will be in the clouds and have a constant screech sound in your ear. If you press pause then resume it will send you down to Earth like nothing happened.

-I really quite like the zoom into a cutout of the van when looking inside, it's fun when 3D games go the extra mile for no screen transitions.

-Finally getting out of spawn, I find it odd that there are white boxes  I can't interact with, since the first thing I did was talk to a white wall to get a quest. I was hoping they would be item pickups or something.

-Took me awhile, but I guess I found some fuel, neat. Also, the driving is too loose, though I don't play many car games.

-Snow falling in front/behind of radar is slightly annoying, since it kind of looks like white blips and is distracting if you're using it.

-Looting a truck and running from a giant spider was fun. Also, it seems like the wind (black streaks) seem to aid in finding my way to the waypoint, or at least it feels like it so far. It's convenient, I like how it only becomes apparent when you slow down/stop.

-Beat the first mission. Don't think this game is really for me, I'm not feeling very fulfilled. But I imagine someone liking this as a Euro Truck Simulator but with more gameplay beyond the driving as you deliver cargo. It could also be the case that when more systems are in place I could appreciate it.

-After the delivery I was playing with the customization, and for some reason it's sometimes jittering like the below gif, it's probably float imprecision? It was more severe when it was at 60 fps.


-The visuals are the best looking part, it has a style and runs with it. Dithering is more than I like, but I got used to it. I think making all 3 maps visible is a bit much. For example, have a button to switch the 200 Band and 50 Scan, since it's rather redundant info. Though, if icons are added to the map maybe it becomes more useful to have both up. On the other hand, it also makes the UI feel more clunky/messy, which could be intentional since the vibe is very much retro inspired.

Keep up the good work.

Thanks, I will now try at least 15% harder.

Lower PC spec than what I'm aiming for, but I'll try to work on performance if I can for next time.

Thanks for playing, I appreciate it. And yes, there will be some dungeon excursion by next time, It got left on the cutting room floor since I ran out of time. Still have plenty to add, hopefully that will make the game feel more unique than just a retread of the  past.

Space is one of the buttons to make you wait a turn, that's why it stops you from walking.

Just to be clear,  I was talking about when out of combat, and it happened before the first encounter so I was a little confused. Unless time based things happen there, it seems kind of pointless to do that. Though I suppose it's more consistent with combat, so I guess it's fine either way.

Thanks for the feedback, and the other thoughts. I'll be sure to add a confirm prompt for trading. And yeah the range for them storming off is too much. Maybe I can have an inbetween range where they will demand a certain price and set the haggle limit thereafter to 0. Then it's up to the player to bluff a better price than what they want.

Sweeping won't be the only thing, there will(hopefully) be other things you can do while the shop is open. And cleaning while the shop is operating is expected, it will be more obvious later when the pace of the day is slower. Furthermore, there will be assistants later on, and one of the jobs they can do is sweeping the floor. And yes the animation is bad, will fix later.

Good to know another soul can stand my music, and yeah there needs to be more. For example, I didn't get to it this time but I plan on adding customer themes that play while you trade. That should definitely keep the main shop theme fresh.

Thanks, every disappointment makes me stronger. I'll probably remove item limits to storage, but if I do keep it you could purchase upgrades in town.

-First time playing, the game exudes almost sickening positivity. It's alright I suppose. I have never watched or read a mouhou shojo, so idk how much of this is genre standard. I'm mainly interested in the mystery dungeon part since I have played many of those games.

-Holding space stops me from walking?

-When walking around, the character's sprite doesn't move smoothly with the camera. That is to say, it vibrates with motion.

-Not the most appealing, but the UI does its job. Reminds me of old GBA games.

-First encounter and it's already borked. One enemy was weak to lightning, so I did my lightning spell to focus him down first. He died, and then I switched the other guy to lightning weakness. However, my cooldowns aren't decreasing so...??? Nevermind, apparently I can move towards him to shoot a normal attack. 

-Okay, going into the dungeon and the cooldown properly counts down, but it only happens when in active combat, alright.

-Got to level 2, both in the dungeon and in exp. So far I'm having a good time, the base combat and magic abilities abilities are simple, but I can see how it can get interesting fast. The different ribbons requiring certain levels or spell specs to equip is neat, though if it's a game where you can dabble in all elements, that seems like it won't matter by the mid game.

-Spell wise, it looks like lightning and fireball are the best, since one gives large range and the other give good cluster damage. At least it seems like enemies won't be in a straight line as much for ice to be useful.

-Only having food go down while in combat kind of defeats its purpose? Typically speaking, it's supposed to be a timer to urge you forward so you have to make decisions like stick around to 100% the level, etc. For a more casual experience, it certainly makes it less stressful.

-Beat the demo, RIP terrorists. I think the random magical weakness is an interesting enough idea, keeps you on your toes compared to a static weakness per enemy. Overall, fun for how early it is.

-Managed to save while in the cutscene for going into the swat van, surprisingly I can actually load the file and the cutscene still works correctly, impressive.

-There is an inconsistency in the dialogue. If you spam spacebar/esc/enter for the dialogue it must reach the end of the text to go onto the next one, but if you press the OK button it will happen instantly, regardless of text displayedness.

-ESC closing the game(no other way to exit match) is annoying, especially when you have an unskipable logo to start

-Only Rin has a bio in the foe select.

-Game is faster than before, which is good, but the pace could still be better.

-When I challenged hamtaro his pucks were red(slightly more brown), like mine, for some reason. Not sure if this is supposed to be his gimmick, because his pucks in the top left are still blue.

Fairly fun even if not my jam, keep it up.

-Not much to say, I've played this several times as Mario Party minigames. The one thing I find neat is applying a musical note, so it works well for people who remember tone better than visuals. With expansion, it could be a decent game.

-Clicking the same note quickly will cut the previous sound short, or sometimes won't play the second one at all it seems.

-Having the damage take place after the gameplay feels needlessly long, I would display the damage as you press the blocks to expedite it.

-If you lose HP, on the next battle it will also lower your max HP to match, which seems wrong.

-There seems to be no reason to go back to the entrance, you lose HP but have to start from the beginning.

-Fun graphics, reminds me of some doodle-guy games from the flash era.

-Beat tutorial, seems on the simple side but it's solid. The one thing I don't care for is a jump boost from shape shift mid jump, especially since such a maneuver requires using mana.

-Time it takes from pressing x to actually going through the door is too long, it should immediately start fading to black.

-The precision to jump on the ghost, and the spider to a lesser extent, feels annoying to hit consistently.

-Cat has 1 HP out of 3 always? I feel like it shouldn't have empty hearts if it never has more than one. That reminds me, there was an HP pickup, but only one time and it was out of the way to get. Seems kind of odd, why is it even there when the main thing that kills you is using all mana?

-Beat game, simple but fun. Keep up the good work.

I was about to write the spacebar thing off as my being tired last night, because I tested for some minutes and couldn't get it to happen. However,  I clicked back in after alt tabing and indeed it actually opened and closed the pause menu, several times in a row, with spacebar. Then it went away shortly after. That, or I'm haunted with some strange ghost...

Ha! Found it. When you click Resume(or any other) button in the pause menu, it grabs focus. If you press spacebar, it will press the button and close the menu. Then, while the menu is closed you can still press the button with spacebar, and because Resume is a toggle and not just a close, it will toggle the pause menu with spacebar, including when you shouldn't like when viewing a lore page. Good to know I wasn't going crazy.

Thanks for the high effort feedback, I really appreciate it. First off, I apologize for the poor state of the game; things set it back a bit but I'm hoping to really give it 110% to iron out the kinks and actually make it /fun/. Summed quotes below to be expedient, not trying to riff on you or anything.

why use controllers you pleb?

Because I like them!(and another game in my niche did this) But also because half of the game is an action top-down-shooter, not featured this time around. Oh, and in 2035 when I finally release on consoles it will be useful to have good UI for them.

tutorial???

Yeah it's bad right now. I keep putting it off but it's really important to get done since no one has a clue unless they played Recettear. Maybe I'll get off my ass and do it by next time, at least spell it out in text.

lack of clarity in trade; give me informed decisions!

Yeah I'm with you. It's kind of hard to grasp as is, but there will be lots of aspects available to the player to have an idea of how far they can push the envelope. Guess I'll summarize as it is in my head more or less: 1)There will be many customer types, and these customers will have different markup % ranges that shift as you get to know them. You can keep track of these changes and get a better idea of the range by editing the trade weights. 2)There will be moods for the customer, that will change behavior and/or price range. 3)The demand of items will be predictable/hinted at somewhat, I'm not sure to what degree though. ie newspaper articles, spying on rival's recent trade volume 4)Advertisement campaigns that could do several things, maybe including markup changes.|| Looking at all these, it's alright but maybe needs something more/different to really be good.

who is this game for?

It's a very specific niche, Recettear and Moonlighter players(they are still alive right?..), and the general 'shop sim' crowd. That said, the current pace is NOT what I want. It will be way more chilled out, especially in the beginning to ease people in. You do mention a good point, I kind of forgot about the 'comfy' demographic as I have made this game. I suppose a small portion of those people may be interested, especially when the graphics get there. I have thought about how it's probably gonna bite me(money wise) for doing the combat section of this game, I might be better off just doing a pure comfy econ sim game... but I'm gonna try it damnit.

audio quieting on alt tab

lol finally someone noticed, honestly I'm not sure if it was worth it, but it's there now.

ui navigation and design

Fair enough, and interesting idea with closing the menu as moving away. Might make that an option to enable, or even do that by default when in KB&M mode. One thing to consider is to switch to an entirely different UI that is more suited to mouse, but that's quite a bit of work. Or maybe there's a good compromise I am missing.

double devil table highlights and the wrong slot

Yeah, that thing really peeves me too. I've been putting it off, but it probably isn't that hard to fix.

lag spikes

Shader compilation, I decided against setting up the manual pre caching on load that is necessary for first launch. Will remedy that eventually.

music is listenable

Thanks, I made it myself, and this is the highest praise I have heard of it lmao.

summary

For visuals, it's almost all thanks to Rutbon, he's a great guy. Will try to live up to that quality and make this an awesome game, or at least one where I don't cringe. Hope to deliver a taste of that by the next DD I join. Once again, thanks for the honest feedback.

Thanks, several of your issues I realize are artifacts from last minute changes, should be an easy fix. Will try to put waaaay more into the game next time, very  aware how bare it is right now.

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Thanks, hope it wasn't too painful. I like to minimize the tutorials to see how obvious or not some things are(definately not just an excuse...).  Very true with the visuals, we'll be working on it.

Thanks anyways, I know it's difficult to get a hang of it if you never played on of these.

-Character select is cute. However, it looks like they're in a criminal lineup? Maybe I'm just daft, or that is indeed your intention, but I didn't get the impression these gals were criminals.

-The time it takes to open the pause menu seems longer than it should. I makes me doubt myself and press it again only to close it as it appears.

-Set piece for the beam falling into the blown out doorway thing is neat.

-Nearly thought I was stuck on the first hurdle(W+SPACE) as the propeller girl. I thought that the ordering mattered, so I walked into the wall before pressing space; this isn't enough height to get over it. However, I now know that's more like a standard parcore thing where if you press into the wall while jumping you will climb it. Mostly me I think, because I tend to mess up blank + blank instructions more than I like to admit.

-Meat cleaver is pretty fun, quite the contrast to the water cannon. Though I loathe to admit I walked by it 3 times by mistake, since I thought it was just another random prop laying around.

-The walls at the very bottom, by the exit, aren't wall climbable. Intentional?

Interesting stuff here, but as the last few times I played it's very buggy and debug, and it's hard to look past that. Especially the lack of kill floors near the end, it was mildly infuriating.

-Contrast is better this time, didn't have trouble seeing the enemies in the chaos.

-Actually beat the garden mission this time. The flame thrower was pretty rad, the fire sticking around and spreading really saves what would otherwise be a kind of boring weapon. RIP frenchie greens

-Wish the mission report was more exact, I can't tell what stats are good or bad for the grading. Though if you aren't planning on making that a serious feature I suppose it's fine. 

-Pilot talking on coms is neat, but it 's difficult to read it, especially if it shows up while in combat. In a perfect world, it would be be voice acted like the Ace Combat conversations. Otherwise, keeping the text up for longer at least would help. 

-New mission is neat, I like the new city locale. The briefing is also interesting, room for the possibility of the brigade being sabotaged by some other force so they couldn't contact the outside... though that's a bit of a stretch.

Game is still looks great and is fun to play, looking forward to more.

-Intro was neat, like being dropped into the middle of something.

-I'm not typically a fan of shifting verts, but it kind of fits for this world, like some sort of breathing flesh.

-Game feels too vague to get good traction. The map is completely black, the ammo is severely limited, I have no direction. best I can say is that the visuals are intriguing. 

-Almost couldn't figure out the shoot button, because it needs a rev but doesn't play a rev sound effect. Also, I can shoot while the guns are inside my chassis? Doesn't look intentional. Playing with controller, seems straight forward otherwise.

-Foot step sound will play even while falling in the air, this includes a stationary jump.

-Jump is broken. If you press RIGHT while the crab is facing RIGHT from the camera's pov, he will jump BACK(towards the camera). If you press FORWARD while the crab is facing RIGHT from the camera's pov, he will jump RIGHT. Basically, the jump controls aren't rotated based on the camera pov, but the character's local transform or whatever.

-Animation of the legs is still glitchy, the feet don't actually touch the ground, some are at different heights, they step too often, etc.

-First time playing the intro level, if I recall right, it was good fun. Especially liked the variety in vertical positioning.

-Playing through casually, the new AI feels a bit more satisfying to clobber. Melee in particular is more varied.

-In canals, I wish that when the advertisements are shot, they would be shorted out. Maybe this is going too far, but maybe they could even make a small shock explosion, kind of like a light weight red barrel.

-I realize that the mecha shots are so wide that I can just stand between the guns and never get shot... intentional? I kind of like, it's funny. Suppose it's worse than just strafing around, especially when other enemies are around.

-Finished playing, it was pretty fun. Looking forward to new levels.

-Oh that's funny. I drowned while I was typing this and it glitched; I didn't get a you're dead screen, but at least I can open the menu and exit that way.


-Just played through the new area, it was decently fun. But the combat is still the roughest part, the exploration and dialogue was fairly fun for where it's at. Also, in the final cutscene is she suppose to be invisible/offscreen?

-After looping, the stats screen became black and inoperable, then eventually fixed itself.

-If I have the bow when I loop I can still pull it afterwards, but it doesn't shoot arrows and it isn't in my inventory.

Too difficult for me to play much. I wish I could see my hitbox.