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yohane2

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A member registered Dec 21, 2020 · View creator page →

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The look and feel of the game is nice, feels like something straight out of the DOS era and the humor reminds me of Monty Python. I like the idea of having your stats give you different abilities, though you have to be careful that the game is beatable no matter what stats you have, especially if combat is involved.

Some notes:

-When the mouse is over a dialogue option, it stops you from using the arrow keys to select different options.

-The game says you can press C to jump but it didn't work for me, only the shift button worked.

-Agility 4 says it allows you to climb but you can climb without it.

-I didn't realize red doors in the first area were doors at first, they kind of look like red crates.

-After I changed the clock and talked to the nobleman, it seemed like he wanted to let the bard out of prison to play for him, but when I spoke to the bard, nothing different happened. Maybe I needed to fix the lute but couldn't figure out how. I ended up escaping the mansion by running past the goblins instead lol.

-In the second area, when you approach the guy in the tent, he tells you to leave and then you're forced to the left which means you can't go back to the right anymore. Minor annoyance I guess.

-Combat feels a bit janky right now. It seems like mashing the attack button is better than actually waiting for your attack animation to finish. The attack hitbox is huge and you're able to hit enemies far below you (I assume this was needed though because there's no crouching attack animation yet)

-If I start the 2nd area with 1 strength, then even after the guy gives me the strength up item, I still can't equip the sword.

-Didn't expect to see that creepypasta character here lol. I beat him by climbing up a tree where he couldn't hit me and spamming sword slashes.

Glad you liked the game. I plan to add a tutorial to tell players about waiting and other mechanics. Also looks like you ran into the same bug as Madness Inside did, which is caused by moving and targeting a spell at the same time. 

My plans for the game are to finish up the story obviously, but I might also add a "roguelike mode" where you just go through all the dungeons without any story, for those roguelike purists. Kind of like how Lufia 2 has the main game and the Ancient Cave.

Thanks for playing. My intent for the story was to make it like a typical superhero story but with magical girls instead of superheroes, which is why you're fighting normal humans instead of monsters. I might rework some of the story to have more build up. The bug you found is because you're not supposed to be able to walk around while in "targeting mode" for your spells; I guess I didn't account for that. Luckily it should be a quick fix.

This game is like heaven for those who like big explosions and environmental destruction. Nice job on all the flashy effects! My only complaint would be, as another person said, the mechs tend to blend into the background so it's hard to see them especially when there's a lot of action going on.

Thanks for playing. I watched your video and saw you did a "moonwalk" at one point lol. Not sure how you did that but this should be fixed (or maybe I should leave it in as a feature?)

Unfortunately diagonal movement would be too hard to implement as I would have to draw a bunch of extra sprites for each character for the diagonal directions. There actually is a key to open the inventory - it's 'C' (for character menu). Maybe I can make 'I' work as well. I can add the option to move with the keypad (and eventually you will be able to rebind the controls). I do plan to add autosaves and maybe have it save on exit too. Also, nice catch on the bugs.

Touhou but on a horse is an interesting concept. I like that you can switch between the 2 characters with different types of shots. Enemies seem to have good variety in their attacks.

It was a bit difficult to tell where my hitbox was. I realized later that when you press the button to slow down, it shows you the hitbox, but I wish there was a way to see it without having to slow down, since doing so changes your attacks. It was also hard to tell when I took damage, a sound effect and a "hitspark" would help there.

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Changes since the last DD:

Made some changes to the story and introduction cutscenes. (The story has a bit more yuri now cause I realized that's what magical girl games need lol) 

The demo ends shortly after the first dungeon now. You can now explore the town but it's mostly empty since I didn't have time to add NPCs yet.

Other changes

-Shops now working

-Bugfixes like camera stuttering fixed, words in dialogue no longer "jump" to the next line anymore, etc.

-Rare equipment now gives elemental damage bonuses

I finished a run with the witch girl. You really nailed the Vampire Survivors gameplay! The witch became insanely OP at the end and was just vaporizing everything in sight. I like the colorful graphics and particle effects. My only complaint is that it's a bit hard to see which direction you're aiming sometimes; maybe make the arrow longer? Also there should be more descriptions about what the powerups do and how much they stack, and you should be able to see what powerups you currently have in the game screen, without going to the menu. 

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The atmosphere of the game is very comfy. I like your music too!

I played Recettear a long time ago so I don't remember all the details but it seems like you did a good job of replicating all the basic systems from that game. I like the idea of the patience bar to add a real time element although I think it decreases too fast right now.  It makes the gameplay feel hectic and the player want to just go with the default option ASAP.  Also like the idea of sweeping floors as it makes perfect sense in a shopkeeping game.

Not much to say about the strategy right now since there's only 1 customer type and not many differences between the items. Once you add more content though I think the game can be a lot of fun. Do you also plan to add dungeon adventuring like Recettear?

Thanks for playing! Glad you had fun.

Holding space stops me from walking?

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

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

The sprite stuttering has been mentioned by others. I believe I found a fix now.

 However, my cooldowns aren't decreasing so...??? 

Looks like this is a bug, cooldowns are supposed to decrease as long as you're in battle, even outside of a dungeon.

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.

Yeah my idea is that instead of having stat requirements like in most RPG's (ex. a sword takes a certain amount of STR to equip), the requirements are based on what spells you have, so you can make a "build" around a certain element. I want the player to be able to specialize in multiple elements but not all 3. My current idea is that there will be "tiers" of spells so a piece of equipment might require a "tier 2 fire spell" etc. but you won't have room to equip a tier X spell of every element.

Only having food go down while in combat kind of defeats its purpose?

Food in this game serves to balance out cooldowns, otherwise you could wait a bunch of turns before each battle and have all your cooldowns refreshed (or purposely drag out battles to lower your cooldowns).

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.

I need to add more safeguards to prevent the player from going into menus mid-cutscene...

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.

Good catch. 

Nice Gal vs Cult clone.  I like how the girl in this game needs to smoke cigarettes to heal as per her magical girl contract. 

The SFX and music are too loud compared to the voices. Also the enemies are too bullet spongy unless you use the shotgun. I think the shotgun is by far the best weapon right now.

I didn't realize you started with other weapons at first. You should be able to switch weapons using the number keys as well as the mouse wheel. Also there should be a message when you pick up ammo saying what kind of ammo you got. Finally, you should auto-reload if you try to shoot and you have 0 ammo in your clip. Overall I think the game just needs some tweaks and it'll be super fun.

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This game needs a lot of polish and more content but it's a good start. I had fun just running around and blasting things in arcade mode. The gameplay can feel janky at times since enemies can spawn right on top of you and cause you to take damage without realizing it. The scale of the levels seems off, for instance the windows on the buildings are HUGE compared to the cars (though I realize these are probably placeholders). The story mode levels obviously need a lot more fleshing out as they're mostly wide empty spaces right now. This game seems pretty ambitious, which is good, but be careful of scope creep. Looking forward to seeing this game develop. 

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Glad you enjoyed the game.

Good idea, I can change pressing OK to type the whole message first instead of skipping it.

Regarding the jitter: It's funny, I did notice a while ago that the movement seemed "off" but I couldn't put my finger on it and I was thinking I had gone crazy so I just ignored it lol. And now 2 people this DD have noticed it! Looked into a bit and I see other people complaining about this with Nez (the framework I'm using) I hope I don't have to write a custom Camera class...

Damn I thought I found all the "string not found" messages but you caught one! (I'm refactoring the game so all the strings come from external files instead of the code. If it doesn't find it, it prints that message)

Adding a heal before the first dungeon is a good idea.

The game was made using the Monogame and Nez frameworks, so I'm basically enginedeving, so a lot of things are rough around the edges right now.

Monogame does have a way to "publish" the game which I believe will allow you to run without installing the .NET runtime, but I wasn't able to get it working yet (it kept throwing errors).

Points 2-5 are good suggestions. I actually had 4 and 5 implemented at one time back when I was using Unity, but haven't re-implemented them in the new framework yet.

Thanks for playing! Those are good quality of life suggestions, I'll see if I can get them implemented.

I think the blurry character sprite is the same issue as the jittering which another user mentioned. Definitely will look into getting it fixed.

I'll probably redo the capsule image again in the future, maybe I'll combine artwork + a screenshot.

Changes since last DD:

  • Your default attack is now a ranged attack. You automatically attack if you move into an enemy in range.
  • Added elemental weakness system. Each enemy has a random weakness, indicated by the icon next to them.
  • Saving/loading added. Might be buggy
  • Redid all the areas for the introduction and up to the first dungeon. The story has undergone some changes
  • Redrew some sprites

Having companions feels great! The battles are a lot more hectic with a team of party members. I like the Baldur's Gate style dialogue UI too.

As a big fan of card games, I enjoyed this a lot! The gameplay has all the mechanics you would expect from a good TCG. The UI is very nice to look at too.

Like others I noticed some performance issues - my CPU fan would become super loud at random points when playing this game. I don't remember this happening with the last version I played (which was 2 demo days ago I think?) so it might have been due to a change since then?

In regards to card balance, at first glance, raw stats seem pretty overpowered. As a wizard I created a 1 cost 11/11 beatstick and then coasted through the rest of the game with that lol. Effects seem to cost a lot more than stats, like a "destroy target minion" card would still cost 7-10 even after spending all my crafting gems but with the same amount of gems you can easily create a 1 cost 11/11. This is pretty different compared to MTG where a "destroy target minion"  would typically cost 2-3 mana.

The light flashes seemed to happen as I was walking around. I think it might be related to the line of sight? This was not the post DD version though.

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Hmm, I'll look into implementing a loading screen. It does load most of the resources at the start, hope it doesn't get worse as the game gets more content.

Pressing E essentially makes you wait a turn, and whenever time passes, your hunger meter decreases, but you regenerate HP and MP. You can press E a bunch of times between battles to "rest up." (will change it so you can hold E like another poster suggested)

Thanks for playing! The demo has 5 floors, including 1 floor that's just a boss room. I eventually plan to have a story but need to work out the details.

Hint for the floor with the mechs: Back attacks are very useful against them!

Promising Diablo clone! Not much to complain about other than just minor things. The UI could be bigger, sometimes the doors are hard to see when right behind a wall or in a corner. Encountered some visual glitches in the 2nd floor where light would flash from the ceiling for a split second. Also encountered a bug where an enemy seemed to be dead but it was still standing, not moving, and you couldn't target it. The enemies could move around more, it seems like they stand still until you get close and sometimes they don't do anything until you're literally in their face.

Looking forward to seeing this game expanded with more levels, loot, and enemies!

Thanks for the feedback! Those are nice QoL changes. Actually, older versions had some of these changes already (like the damage number outlines and door sounds) but I didn't have time to re-implement them in Monogame yet. Also, money is useless right now but there will be shops in the future.

That screenshot is indeed a softlock! Enemies are not supposed to spawn in that "hallway" area between rooms. It's one of those annoying bugs that only happens .01% of the time and works the other 99.9%...  I just uploaded a new build that SHOULD fix it.

Changes since last DD

Due to the controversy over Unity, I decided to port over the whole project to Monogame! Most of the code has been ported over, but some minor things are still missing. 

Since I had to redo a lot of code, I took the opportunity to make some major gameplay changes. I've revamped a lot of the game mechanics in order to (hopefully) make it more fun. Some changes are:

  • Characters move a lot faster
  • Dungeons are smaller (there was too much empty space before)
  • You now have AOE attacks
  • You now have consumable items
  • Your spells now have cooldowns instead of being able to be used once-per-refresh like before.
  • There is now a hunger system as in many roguelikes. This was added so that there's a cost to waiting for your spells to cooldown.
  • Unlike other roguelikes, "time" does not pass outside of battle, unless you wait. This means that your hunger doesn't decrease outside of battle, so you aren't punished for taking longer to explore. This ALSO means that health regen, mana regen, and cooldowns stop outside of battle, unless you wait (by pressing enter/spacebar)
    • (Basically you can choose how much to "rest" by waiting X turns between battles. It makes more sense when you play it...)
  • Added "monster houses" - large rooms with many more enemies than normal
  • You can hit enemies from behind for extra damage
  • You can knock enemies into pits if you hit them adjacent to a pit. (Though some enemies may be immune!)

Love the atmosphere of the game, it's unique and trippy as hell. The game feels like a puzzle where you have figure out what to do next and requires exploring every nook and cranny. The soundtrack is great as well, I especially liked the song in the area with the fishes.

I just finished the Hallowed Mother fight. I beat that one by pure luck because if she spams her hook attack there doesn't seem to be much you can do about it as it can kill your party members in 2-3 hits. I was only able to beat it because she decided not to use it as often and used her status effect spells instead.

Thanks, this is very useful feedback!

I'm surprised you beat the boss while ignoring almost all the skeletons, haha. 

I'll try to add more info on the damage calculations. FYI, damage is determined by your ATK - the enemy DEF (which is a hidden value), plus there is some variance (it does between 90%-110% of the calculated damage) which is why it always wasn't always consistent.

This game is off to a great start! Graphics and animation are top-notch. I played with a gamepad, and had no issues with the controls. 

The MC's speed seems really, really fast, though I'm more used to movement in games like Castlevania. The flying enemies were a bit annoying to deal with, especially the fairies cause they run away a lot. 

As for level design, there were a few places where you had to make blind jumps. Also the area with the water looked like it had no floor.

Overall though, pretty fun demo. Also the character designs are very cultured.

I have no idea what's going on in this game lol.

It seems like you can miss the "interact" prompt for the waifu poster. Had to go back and forth a bit before it showed up.

Went towards the dragon and got teleported elsewhere in the level while the loading animation kept playing on top of the screen.

Interesting take on Into the Breach,  with no buildings but a lot more units.

The attack descriptions should show exactly how much damage each attack does. Also the currently selected unit should be highlighted. Other than that the UI seems to convey all the needed information.

3 actions seems a bit low with the number of attacks you have to deal with at once, though for the demo it was barely enough to scrape by.  Also I wish your units had more mobility as the battlefield ended up getting pretty cramped. Having flying units or units with more movement would help a lot.

Interesting, the UI shouldn't crop off like that. Did you by any chance resize the window?

I will take into account the suggestions with the top wall and being able to advance dialogue with the keyboard.

Anyways, thanks for the feedback!

Thanks for playing! I may give the player a new skill later in the dungeon. In the full game, I plan to make it so you can find new skills in treasure chests just like equipment.

It's like I'm playing Diablo 1 again! The atmosphere and feel of combat are pretty much perfect.

Made it to floor 4 but got stuck as I ran out of health potions. Are you planning to add a town or shops where you can buy more consumables?

I like the idea of weapon arts. The shield skills seemed a bit cumbersome to use in the middle of battle though. Maybe I'm used to just clicking on enemies and watching them die instead of having to time blocks/parries. Perhaps the skills would be better as buffs that you can just activate at the start of battle?

Also wish there was a confirm button when increasing attributes, I leveled up the wrong ones by accident.

Game looks promising so far. I beat a couple of easy dungeons but had a hard time continuing after that as I had to bench my starting characters because of lust buildup and wasn't able to beat the dungeons with the new recruits. Those ratgirls are brutal.

I wish there was more info on curio's effects and which item works with which curio. I think there was one time I tried to cross a river and then noticed in the next battle my party's health was almost zero. Also for treasure chests, there's a "visual bug" where it says the chest won't budge but then the graphic shows it as open.

My mage kept moving forward randomly and I think it was because of her crest. Wasn't sure what the "rank" was referring to or how to control it.

Some parts of the UI took a while to figure out, like how to rearrange the party order in dungeons (you have to drag the stats instead of the portrait). Also I'm not sure what the different currencies are in the town, but I expect that to become more fleshed out later.

Also got the same bug that others seem to have gotten where a character suddenly becomes tiny. It didn't seem to be caused by any status effects or quirks.

Will there be h-scenes? If so how will it work with randomly generated characters?

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Changes since last DD:

  • Improved UI graphics, inventory changed to have "slots"
  • Replaced most sound effects
  • Added more intro scenes
  • Janky magical girl transformation animation
  • Various gameplay changes - SP reworked (now you just gain 1 SP per battle), rooms don't "lock" until an enemy spots you, so you can now sometimes sneak past enemies. Added rooms with more enemies but better rewards.
  • Some control updates - can click on yourself to skip turns, press enter to talk to NPCs, right click to cancel skills

Fun boomer shooter! The controls were responsive and movement felt good. The shotgun is satisfying to use. Some of the enemies were a bit tough - the "dogs" had a lot of health for how fast they were. The "demon" enemies (the flying ones and the ones that spit lava) do a ton of damage, although I guess these enemies were supposed to be harder than normal. Also WTF is up with those enemies that attack you with their crotch lol. Btw your levels rock. Seriously, the level design is pretty good!

Thank you!

Played through the first dungeon and a bit of the second. Having to get all my megucas' clothes ripped off and then fight naked in order to raise their Exhibitionism levels was amusing lol. Nice integration of porn + gameplay. I liked the conversations after battle too, the dialogue was pretty funny. Getting a yuri h-scene was a nice reward after beating the dungeon.

The game felt a little grindy but not too bad. At least you can restart the dungeon easily so it always feels like you're making progress. 

I wish Homura was playable. It would be more fun if she joined in on the action!

I noticed Sayaka learned Fire Spear, can all characters learn each others' moves? Doesn't fit lore-wise but I guess it was for game balance.

As a Madoka enjoyer I give this game a thumbs up! Looking forward to your next one!

This game feels like playing a bizzaro version of Zelda 1 lol. Maybe a bit too much... some of the world map felt identical to Zelda 1's (forest maze to the west, beach area to the north with a dungeon on an island across a bridge etc), it should be changed a bit lest Nintendo sues you lol. 

I liked the aesthetics which felt like a children's storybook. The star spell comes out too slowly, I think it should be fast like the boomerang in Zelda. Also the game should pause while you're choosing spells. The NPC dialogue is very bare bones but I assume that will be expanded on. Overall though the game shows promise.

Thanks!