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WiLDKiND

12
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A member registered Dec 19, 2014 · View creator page →

Creator of

Recent community posts

I have failed you, monkey. I am sorry.

Hey what's good Ryan, thanks so much for playing the game! Appreciate the feedback. We ran into constraints getting the combat systems to play well together. Lesson learned on my end: spend a little extra time on pre-pro at the start of a jam to make sure you aren't expanding scope down the line.

Kinda difficult because there's a bit of a chicken and egg challenge there.. you don't know the full scope of the solution until understanding the full scope of the issue, that sort of thing. Great feedback all the same.

And similarly with the rhythm, we basically got that working right at the end of our submission. That's why we submitted right at the deadline :D not ideal! but at least you were able to get into the rhythm, awesome to hear.

Is this the game you're referring to? https://store.steampowered.com/app/335670/LISA_The_Painful/

If so, I will absolutely take that compliment :D

Thank you for playing and for sharing your feedback as well, Dennis. I've never felt more pride as an artist than from you calling our chicken beautiful.

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Hey all! If you're having issues playing the game on Mac, please follow these steps (h/t @DennisMagnusson):

1. open the game

2. go to Settings -> Security settings

3. press "Open Anyway" from inside the settings

The game should work afterwards, but if you're still having issues please let us know.

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!!! Going to use this trick when running into issues with other Mac games! I'll add this to our game description as well. (update: can't add to our description but I did drop a comment on the submission page)

This is extremely helpful, thank you Dennis.

Ah.. yeah I could definitely see that. There's probably something we could do to make the window of time more forgiving, not just the size of the collision detecting whether the note is hit correctly. Thank you so much for sharing the feedback.

So, funnily enough I'm running into the same exact thing with your game! Looks like it might be a cert issue? Ferns flagged it in the server as something to check out.

Appreciate you flagging this. If we hear any updates we'll let you know.

Such a cool idea! I had some trouble figuring out how to make all the ingredients necessary for the spear, but this is probably more of a me issue than a game issue given that other folks could get through it well enough. The art and audio and everything mixed together is such a vibe. I want to know more about the story of Warmart :D

I.. actually learned something about blacksmithing from this? Such a cool concept and execution of simple core mechanics. Excellent work.

Only thing I would've liked to be able to do is put down an item somewhere for later use if I made the wrong thing, just in case it came up in the queue. Otherwise it can feel somewhat difficult to keep up with the orders.

I was surprised how intuitive it was to figure out how everything worked though, even as the levels progressed.

Beautiful combo of art, sound, and design. Well done!

Wow, yeah we didn't really consider alternate controls for the rhythm game.. not that it's not important! Just that we literally forgot amongst all the other stuff going on. Great note for next time.

Progression is something we didn't prioritize effectively enough during development. Like we talked about it, yeah, but we may have gotten a bit lost in systems and such that we kinda forgot to bump this up. Also a great note for next time!

Glad to hear that you resonated with the core idea at least. And yes, we were blessed by the audio talent that contributed to the project.

Thank you for playing, Magno!

I spent way too much time on the chicken, but I am proud of it all the same. Grognor is my chicken, and no one can take that from me!

Appreciate you playing the game :)

Appreciate you taking the time to check out the game, Robert!

> Does attacking different parts of the enemies' body deal different levels of damage?

This was the original idea. We fleshed out an idea of a crit system but it was only implemented for the enemies. If we were to spend more time on this game in the future, I'd like to have the damage to each limb increase as it becomes more damaged. My gut feeling is that it'd be compelling for the player to try and target limbs and for the enemy to react accordingly. Plus, the whole forge tie-in was supposed to be connected to which limbs were "removed" from slain enemies.

> Also the rhythm mechanic is unforgiving. Normally I'm decent at rhythm games but I majorly struggled with this.

Can you elaborate on this? I made some very last-minute changes to the bounding boxes on the rhythm container and now I fear it might've broken them. It was supposed to make the rhythm section way easier, I swear! It's almost certainly on us and not on you, so don't let this challenge your ability to enjoy other rhythm games :D