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A jam submission

The Great Catposter's Unnamed Game Demo #2View game page

Moody Adventure And Hectic Tactical Action System
Submitted by thegreatcatposter — 6 hours, 5 minutes before the deadline
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The Great Catposter's Unnamed Game Demo #2's itch.io page

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Comments

Fantastic visuals and music. The default keybindings are, well, I'm sure they made a lot sense during production, but generally my thick meat appendages only tolerate  a WASD/JKLI closeness on the keyboard when typing, and at all other times it's a hostile set of skirmishes where they fight from WASD/arrow key borders at best.  Lots of artillery and civilian casualties.

On a tech and atmosphere level, it's a solid start, good luck with fleshing it out.

Developer

Thank you for your feedback maprower! Glad you enjoy the atmosphere, things should be a lot more fleshed out and less rough by next DemoDay since most of the frameworks are in place for pumping out content and adding polish.

You're right though, I can see how the controls aren't for everyone. Keyboard bindings are definitely needed, especially since your character will be able to use their own special attacks next DD, which will mean 3 more buttons to use.

Submitted

one of the greatest to ever do it 

i adore the d&b battle track it fits so well and the school theme sounds awesome  like radiohead 

the chest handgun is still awesome lol

future goty its like someone combined lsd dream simulator and megaman battle network and also bits of other old games like the ones arino played on  game center cx and some studio ghibli designs and a dash of x-com 

its so beautiful 

id say the controls are weird but im not sure i've ever played a game like this so i dont know what to suggest  and its pretty hard in between waves 

megaman battle network does a thing were you have a chance to win a small amount of hp at the end of rounds i was able to get to round 4 but your pretty much forced to close the game and reopen it because im bad and i had 23 hp lol not that i mind since the game is so awesome 

keep up the good work!

Developer

Good to see you this DemoDay! I'm happy to hear you like the atmosphere of the game. It's still very rough around the edges, so my goal for next DD is to give more of a real vertical slice with more npcs and actual dialog. I'm shooting for the art I have now to be the bare minimum standard. The music is just CC stuff for now, hoping to have some friends make an OST soon.

For the controls, I'm thinking Input prompts are in order for the Pre-Round sections, as  there's some features people are missing. For example, you're actually able to heal yourself between waves by selecting the main character and pressing N, then up or down. You can do this to repair the cover objects too. An actual tutorial is a must.

I'll be giving your latest build of Northwest Passage a go soon and will give feedback; very pumped to see you're still working on it. But first, I must take a nap.

First of all, damn the 3D hallway looks nice. Probably mentioned it last time too, but you clearly have talent for art, and you have your own style to boot! (Didnt know its possible to have good non-anime art in a game. =P ) Music is very well made too.

Game is still hard as hell for me. Though I did manage to win this time! I tried to focus more on the enemy attack info to keep in mind where there attacks can hit. But still starts to get hectic for me once more than two/three enemies need to be tracked. Especially since there can be two of the same type of enemy with different attacks. Attacks being telegraphed in the animation helps a lot though.

Also appreciate having more ammo between reloads now.

 The in between rounds heal pool resetting is new right? I think that makes it better,  helps prevents me being stuck on the last round with only 1 health lol.


When I bootup the game it boots fairly slowly, my computer also thinks its crashed and asks me if it should force quite the program. End up fine afterwards and everything ran fine, but figurd its worth mentioning.

There is a glitch where the red reticule isnt fully visible in the battle setup phase.. Seems to happen after combat. Hitting J on something to inspect it and backing out fixes it. 


Looks good! Keep it up, and cant wait to see where you go with this game.

Developer

Wolgi, you won! Thank you so much for your feedback once again. The game is indeed hard, but I'm glad to see you beat it regardless. Next demo day you'll also have some special moves like the enemies have, so we'll see how that impacts difficulty.  On the backend,I just implemented hue shifts for aberrant enemies so you can pick them apart easier in battle(Dunce's who shoot projectiles have a reddish hue, and the one witch with an upwards attack has a purple hue now), good catch. 

There was healing inbetween rounds before, but now if you heal yourself/cover in the pre-round and then die, the points you spent on healing no longer reset themselves, for convenience sake. But if you decide you want to reset the points you spent, you can press and hold P to reset them as they were when the Pre-Round began. Will try to make this clearer in the future.

That dang reticule, can't believe it's still doing that, will try to brute force a fix for that.

And thank you for your comments on the art. I'm really trying hard to have a unique style but also keep improving on a technical level. The goal is for the current drawn characters to be the bare minimum standard going forward. I'm going to focus a lot on polishing up the graphics and adding new assets for next DD., so hopefully it will feel a little closer to an actual game than just a tech demo. Also, the music is just placeholder CC stuff, going to have some friends work on an ost very soon.