Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Xx_Henry_xX

44
Posts
10
Followers
18
Following
A member registered May 06, 2019 · View creator page →

Creator of

Recent community posts

i'm freaks

so this happened when I jumped here while I was trying to get one million on the video

pause -> unfocus game window -> return & resume -> this

just found a bug where normal-garbage-normal sandwich doesn't clear

gonna fix it now if I ca

will implement vs AI play after I'm officially free from the military service

also what are the exact extend values?

could increase those if all the wishlist stuffs would make the game too easy

wishlist

  • a bit more generous hurtbox that likely won't have "thin air around enemies killed me"
  • slightly stricter jump-through platform climbing (the generousity here seems to work against the player)
  • something about jumping towards poles while enemies are around killing you (not a bug; just bs moment)
  • (less important one) M2 styled gadgets (as seen in their battle garegga & other shmup ports) that show enemy spawn order & combo timer & other useful stuffs

Some tips on transmutation

  • ALWAYS use fused cards for the red pile except the ace; 1 -> 1+1 -> 1+2 -> 2+2 -> ...
  • Stack all cards in descending order and the rest is purely cheesing the above strat
  • Once you have the fused card, don't use it right away; keep it there until you get the next combination for 2 free cells instead of just 1 you'd normally use
  • You can play this game with normal 52 card deck by representing fused cards w/ 2 horizontal cards side by side

Those tips will reduce the game's difficulty by one whole star if you're having troubles

(1 edit)

Also autofire also applying to special weapons kinda feels uhhhhhhhhhhhh (and it burns energy so fast while not being so effective)

Maybe add an option for autofire on buster only

look a double ko that crashes the game

Game's cool and all but that player hitbox really needs some adjustment...

Game seems to slow down real hard in some places up to 1s on timer taking about 1.5s in real time (and rest of the GMS games didn't have that much slowdown)
Might want to check for some memory leaks

Try changing speeds (C key) and see if that helps

If the lack of inertia (which is the norm for all good shmups) is what actually throws you off then maybe try the android version

You definitely should get used to pure movement-based dodging instead of rolling/dashing/whatever other games gave you

another one

p sure I should have won here (they called, game had 2D 3C)

How to defy death (or more like a bug report)

1. Get squished with 95%-ish heart filled
2. Get something else squished & get a heart
3. Have something hit your flying corpse
4. Get disappointed by the fact that unlike Battle Garegga you don't get anything cool for doing this except for bragging rights

so about that Poggendorff lv5 bug thing
seems like that can also happen on default 125% difficulty

one of the dots are actually vibrating (back & forth towards the black & white ends)

Simlar case with #20

Lower-leftmost 3 & the 4 on the same height can have 2 possible shapes each

#8 seems to have 2 possible answers

I can pinpoint 1 & 3 walls in 1st & 3rd column respectively but the remaining 2 have 2 possible layouts and both makes sense (one gives the intended answer, the other reduces maze path by 6 spaces); am I missing something?

(1 edit)

Some feedbacks as a shmup enthusiast

  • Player movement should be screen-space dependent (So horizontal movement speed is the same as vertical all the time...normalizing diagonals can be good but not necessary)
  • Wish that bomb had iframes
  • Current controls are really awkward (one-handed play intended or not I'd like more or less regular controls)
  • https://shmups.wiki/library/User:Xx-Henry-xX#Shmup_Dev_Tips_for_Aspiring_Devs_Ou... may help with making enjoyable gameplay loops

Also powerup item has absurdly fast animation cycle...I assume that's a bug?

Now that I actually managed to play this game I'ma just slide a bug report in

Game seems to save your score only for your first play after opening the game and won't do it otherwise (and that's how I didn't get to put my 150k-ish record on a screenshot)

Of course I gotta tell everyone

I saw a *lot* of people passing this game because of lack of keyboard support

Any progress on keyboard support?

Don't really get how this game can feel terrible on keyboard when all you need are 3 for field movement (L/R/Drop) and 3 for hand control (L/R/A)

Sstill 3 difficulty settings as of 1.5 (windows). And green difficulty is painfully hard.

Also how does the color randomizer work?

Yup. Called it. Someone just had to abuse the mino dragging strat. (More reasons to simply disable checking the currently falling mino instead of adding convoluted mechanics)

I think the entire OP edge problem can be avoided entirely by only counting the mines in already placed minos (and the edges if there will be any after this comment) only
Currently & theoretically any open edges can be abused to pinpoint mines in a falling mino if you can pay attention to the numbers since each mino has only like 4 spaces (In practice I only managed to abuse the edge 0's to open mino's 0's but imagine if someone with good attention comes by...)

Been playing more and hopefully getting close to 20k...

  • Any reasonings for making edge mines stationary? Not having entire row move feels rather awkward to me and didn't really make recovery any easier
  • I need to know what rotation system/kick tables this uses before I actually hit 20k so I can take advantage of that
  • Hoping for shadow pieces since recovery from misdrops is still hard and I'd avoid that entirely (should have suggested this back in v1.0)
  • Might be a good time to think about other modes...Maybe 40L Sprint?
  • And still patiently waiting for sfx volume adjusts
(1 edit)

This could be a big hit but probably after making some major improvements (seems to be proof of concept atm)

  • Really needs DAS (Delayed Auto Shift; Hold L/R move to keep moving in one direction after a set delay)
  • Edges also need opened spaces w/ numbers (otherwise misdrops are barely recoverable)
  • Needs some reward for fast stacking
  • Along with all suggestions so far (Chording, Score, Volume Adjust, Next Piece Preview)
bug report as usual

5657pt and still patiently waiting for the post-jam update

In the meantime here's an analysys of when to move away from farm milking and attempt at getting score from elsewhere (assuming 4 fires per level, not counting points from fire)

2 adjacent edges (4 farms on one edge, 5 farms on the other), 5 fire on adjacent corners: 20x4 for first fire, 20x9 for second fire, total 520pt

3 adjacent edges, (4 farms on "center" edge, 5 farms on the rest), 5 fire on corners between the edges: 20x9 for each fire, total 720pt

These are import when going through the x55 levels (exp requirement ending in ~55)


And for any players out there: Here're theoretical maximum number of points one dice can earn:

Forest: 54pt (6+6x8 adjacent spaces; don't expect this high tho)
Lake: 32pt (4x8 spaces; Lake seems to be d4)
Bomb: 25pt (25 destroyed)
Farm: 20pt (2+3+4+5+6 w/o milking)
Fire: 16pt (6+10 destroyed)
Mountain: 6pt (6)
Village: 4pt (4)

nevermind
didn't quite get how break gauge worked (which seems to be seperate from occasional sp item drops)

and please take more time with updates and take more breaks...there weren't this many bugs before

bug report
boss break hp gauge doesn't work properly (seems to use boss hp instead of hp left until cancel)

(2 edits)

0.3.0 bug report
bomb doesn't work at all (no lasers + won't let you shoot at all)
& game always starts on windowed even with fullscreen turned on

quick bug report
you can use special shot after a miss (even as late as when the disintegration effect plays)

And with that said this game needs a better dynamic than just cheesing farms...Looking forward to the post-jam update

(1 edit)

Protips from someone who just got 2493pt (Jam Ver.):

All you really have to know are those strats

Farm Cheesing: Place a low value farm, and keep passing turns until it hits 6

Farm Milking: After a farm hits 6, use a non-6 fire to reduce its value, and keep passing turns again

Unlimited Free Rerolls: Keep passing turns until you get the value you want



Also a bug report: You get a game over even if you fill the last space of the board with a bomb/fire which manages to open some space up (my 2493 run ended because of this)

Possible error on Scoring section: Text says that everyone other than the winner gets +1 dice when the round ends, but the example game doesn't do that for round 1. Which one is the right one?