Skip to main content

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

abnnr

103
Posts
8
Followers
A member registered Sep 05, 2025 · View creator page →

Creator of

Recent community posts

what you did with the yellow balls should have spawned the collectable. i don't know why it didn't.

as for the rest. yeh the character needs an overhaul which includes more than just the grinding. thank you very much for playing and recording.

interesting

huh haven't heard that complaint yet. is it characters-specific? or just all of em

not my genre, but i think it's mechanically very solid. art looks good for the most part, but those walkcycles man. 

also i don't really know what you're going for as far as monster designs go. the mud-golems and mushroom-people felt like they matched, but skeletons with ak's feels maybe a bit out of place.

thank you very much for playing. the cactus is indeed the most undercooked one of the bunch. 

i guess i did succeed in making the hub feel endless, but at what cost? lmao

still looks good. too hard for me so i quit early. 

i played this for longer than i planned. it's fun. 

is it correct the make-evil-clone thing doesn't work on enemies?

a few minor things i encountered in the onsen leven were that you slowly slide off the grey slabs that are on the side of 1 of the buildings if you stand on them. 

also in the onsen level you can grab the edge of  the window and climb upwards on a place that doesn't look like you should be able to do that. i was able to cheese my way onto a part of roof that would normally be out of reach.

i did have that skill

very cool charming and polished. everything moves too fast for my boomer brain/hands.

is there more than the beginning screen with things that grow in size when you mouse-over?

it's nice you can shoot your own mines.

lot's of progress since last time. lot of cool ideas of messing with the player in this. some are kinda op though imo like the one that shifts an entire horizontal line at random or the double-blocks one. i feel like getting 7 lines against those enemies is kind of a tall ask, but then again there are items to mitigate that i guess. 

while fighting a missingno the game crashed though.

___________________________________________

############################################################################################

ERROR in action number 1

of Draw Event for object obj_tetromino:

local variable _ghostPiece(100480) not set before reading it.

at gml_Object_obj_tetromino_Draw_0

############################################################################################

gml_Object_obj_tetromino_Draw_0 (line -1)

player character turned invisible after walking through a checkpoint while invincibility-blinking. the purple wall is a bad indicator of direction-switching imo; the first time encountering it my instinct was to avoid it. controller support would be nice.

that last big bone was a tricky one

aight i will make the margins bigger and lerp him onto the rail

thank you very much for playing and taking the time to give feedback. the hub does indeed loop forever. 

i agree that the cactus needs more work; he's atm the most undercooked scrimblo. it's funny you mention tony hawk because in that game you also need to press a button to grind, but yeh it could be better. any suggestions for declunkification?

the aim is to progress this into a very solid demo.

looking forward to it

first try was the urchin. his way of messing with the player is interesting, but it would be cool if i could see where he is going to place a block instead of it materializing there so i could maybe prevent it and can be more pro-active that way.

2nd one i don't remember but he inverts your controls

3rd one was the ghost. this one can fuckup your whole board if the shuffler isn't feeling like giving good pieces.

it starts off choppy

tried 3 times and died to the first enemy 3 times. interesting idea but it needs some work. 

i probably glossed over it, but a quick-restart option/button would be nice. i played clutch and it was surprisingly intuitive, however since this way is so close to irl i kinda missed going into neutral quickly. perhaps you could add left-bumper+right-stick-click for neutral. overall nothing to complain here. very novel idea and very well executed.

thank you very much for adding the trigger button. now that i am not fighting the controller i realize the game design on this is rock-solid and very deliberate. this is on my wishlist.

nice spritework and a interesting concept of fighting game controlled time-trail game. i played with a controller so i don't know what 3 is as an input, but it doesn't matter because an error happened.

___________________________________________

############################################################################################

ERROR in action number 1

of Alarm Event for alarm 2 for object obj_next_room_1:

Pop :: Execution Error - Variable set failed stun - read only variable?

at gml_Script_anon@4659@pState_hitStun@pState_hitStun

############################################################################################

gml_Script_anon@4659@pState_hitStun@pState_hitStun (line -1)

gml_Script_anon@177@StateMachine@State_machine

gml_Object_obj_next_room_1_Alarm_2

i managed to place a sword and an arrow thing. if i use the pickaxe i can create what seem to be ladders. i managed to apparently train and place a final fantasy guy. played a slot-machine and then some megamans showed up and killed me. what did i play?

this runs very choppy on my pc. i know it's not a strong pc, but this game isn't exactly the pinnacle of graphical fidelity. shotgun is nice though and the enemies are very juicy.

it controls well enough. i glossed over the controls so i had to figure those out on the fly. luckily i have played pepsiman before so it was guessable. 

it lacks style, juice and looks like an assetflip though. pepsiman has way more wacky and interesting objects/scenraio's to jump-over or slide-under to make the entire experience more fun even though it's mechanically the same. i assume your models are downloaded so why not also download a free rigged camel or something and put 1 of those in among the traffic to add something memorable. bonus-points if the wacky extra stuff is wagie-related.

i'm just bad at shooters so the parts at the end where there were superfast targets seemed impossible for me. i didn't know i could skip cutscenes. maybe make the "skip on retry"-toggle turned on by default?

thank you for playing and superthanks for recording gameplay. i recognize who you are by the victory-wiggle.

yeh christmas and newyears ate up more of my time and will than i anticipated so some of the "cool stuff" didn't make it in. oh i see camera sensitivity doesn't do shit lmao.

i see more of it is cheesable than i thought. thanks for demonstrating.

same thing that happened to ralph happened to me(picrel). it took me a while to even comprehend what was going on half the time, but i got the hang of it(i think). it all looks very appealing and polished. maybe having the player time a buttonpress that gets harder to time with each upgrade and forcing them to stand still while being bombarded by enemies isn't the best way to go to next level.

big improvements overall, but i think the scaffold parts just aren't a good fit for the characters' movement as his "walk"speed would put doomguy to shame. the part inside the lab feels way more natural to the characters' movement as every platform is big af which is a shame because i think most people will encounter scaffolds before the lab which will probably leave a bad impression to new players. 

because the regular movespeed is so high i find myself walking into the frankensteins before i can bop them with my tiny bat.

the loop-de-loop blocks my view of the player character which caused me to run off the edge a couple of times. oh and the player-camera doesn't seem to like being blasted off by the canons very much, but i'm sure you're working on it.

i liked collecting the things. make them bigger.

after seeing a lot of webm's i finally get to play it. dope

the more different genres you add to a game like this the easier every game needs to be, since not everyone plays every genre. it also doesn't help that most of them have bad gamefeel and are kinda jank to control. 

fishing game: fish are very fast when you hold the wrong button, but luckily my boomer reaction speed can keep up with it. story is kinda funny.

rpg: enjoyable enough. the enemies don't really do all that much so the healer can just heal everything no problem

rythm game: time margins are extremely small. playing actual music to a metronome is way easier.

dragon game: movement is way too sensitive for the amount of tight spaces i need to fly through. also kinda unclear exactly when he starts aiming in a direction if i move my cursor.

platform game: sensitive movement combined with the heaviest gravity known to man

shooting game: i can't aim fast or at all so this one will never be possible for me at least

wordy game: interesting concept. maybe give a little more time?

after finishing the rpg i found myself just going to the next game if i died once instead of retrying. playing the cutscene again on restart adds friction

this game oozes charm. very solid for the most part. i played on a controller and would like to request an option to invert camera-controls though. also i had to talk to lady-lizard 3 times because i thought she was done, but apparently she wasn't as i had to wait for her permission to leave. 

there was also a bug where one of the farmers went  to chase. when he went back to his place he did so using his weeding animation. very funny but probably not intended

thank you for playing. the game is designed with controller in mind. i playtest level segments with kbm to nerf myself to check if they aren't too hard

thank you very much for playing and letting me know everything that isn't working. it's impossible for me to find on my own.

the first problem i'm not really sure what you mean, but generally people try to dash after they exit the water-sphere. try dashing before you leave the water sphere. see if it solves it. (yes i know i need to teach my mechanics better, i haven't figured that part out yet)

if you die the level resets and you lose all unsaved progress. checkpoints are only for when you still have health (like falling off platforms).

that last one is something i thought i had fixed. those things don't actually destroy when you dash them; the get placed very high up. so if you stand on top of em they'll take ya for a ride.

thank you very much for playing and +1 thanks for recording gameplay. 

the shark has 2 different dashes based on context. out of water it will go in whatever yaw direction you input (or forward by default), but underwater you will just go in the direction you are currently diving. the idea is that you dash underwater before you leave a water-sphere so you can launch yourself out of water in any angle (mostly upwards).

you are correct that i need to tutorialize better. i lean pretty hard to "let the player figure stuff out" and i saw it working for that section in the rain, but explaining the dive-mechanic needs some more attention it seems.

thank you for playing! i'm happy to report that most bugs you mentioned are known and have-been/will-be fixed for the next dd. at the time i hadn't figured out how to make the blue-guy swim down on mouse and keyboard. sorry for that. as for the game-design feedback. 

from what i've seen and experienced the game really does play like ass on mouse and keyboard and i don't really know what i'm going to do about that. some people have recorded their gameplay and a lot of things you're describing also show up in their video's, but it's nice seeing it reiterated here from someone else. i will probably remove the big tree from the yellow-guy level and replace it with something else and add a (hopefully) easy grapple-zone for players to get accustomed to grappling.

looking forward to it

we'll just have to kill all the elephants

played with controller. very solid from a game-mechanics-design perspective. kinda had to figure out stuff like what healing was and what button opens doors etc. but the combat was all very intuitive and functions like you'd expect if you ever played a souls-like. lack of feedback makes it feel bland, but i guess making it function and balanced was for dd65 and the particles and feedback will be dd66.

 i do feel some enemies are very overly passive only to immediately block when i then decide to do something about it. there's a button for that i guess, but for that to work i need to anticipate the npc going to block my next would-be attack. a solution for this would be to implement a tell/animation that signals "i will attempt to block your next attack" or maybe you can animation-cancel your attack with your shield-break so i'm not wasting stamina on a (i assume) input-read block.

overall good improvement over last time since could (and wanted to) figure stuff out. maybe next dd i'll figure out what the b button does?