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akweus

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A member registered Oct 01, 2016 · View creator page →

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that sample text :eyes:

Apparently Kuraine did all the music for this too  so I guess I just really hate that acapella soundfont

(1 edit)

i guess the camera control is a reference to how mario64 has a badly connected camera which merges zoom with y axis
I can't really understand the need to combine those when not offering keyboard controls; demanding a gamepad and using a camera control mechanism that has been dead for 20? years. At least offer the default engine character controller camera controls alongside the gimmick ones, i'd like to be able to spin the camera on 2 axes without that affecting zoom, for both purposes

pretty annoying to work with but most of the game isn't asking for much, you can take it fast and skip some huge gaps or take it slow to avoid falling down in most cases. Most of it has pretty generous checkpoints to account for gigantic spike hitboxes, Madeline's suicidal tendency to wallclimb towards spikes, and having to learn the physics/limits by doing a lot of guess-and-check jumps in the short time you spend getting used to the platforming engine.


But there is one tape-world with a miserably randomly placed walls of spike tiles and a few long range jumps where  you are just going to miss over and over and over because you need to tediously collect green gems to refill your dash and heavily reposition the camera to have a chance at gauging the distances
and the whole time in a tape world you have to listen to an Acapella remix of the game's song - normally pretty enjoyable - which is now a reference to Mario sunshine having horrific music in its shine-dimensions and an affront to Celeste's history of music.
There wasn't a volume level low enough for the first mario-sunshine dimension that i spent more then 60 seconds in,

a real sour taste at the end having that spikewall tape-world be so much more frustrating then the other ones, i turned the game off at 26 ish strawberries and it made me regret my most of an hour i'd spent playing. Due to not being able to finish and see whatever small reward was waiting for fans at the end.

hi i'm also one of the fans

absolute banger sequel

so its even cooler then i thought

radical :o

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for more calm feedback; i unironically would like the ability to just brush cut like how (i assumed) the carving uv brush works
maybe i'm misunderstanding how the carve affects the mesh, i'm assuming its just two layers of uv using pixel/vertex shaders
i tried opening the .pumpkin files in photoshop to do more complicated designs and etc but they seem to be stored as some secretive binary instead of a straight up-and-down ] texture UV format

this year i will remember to launch the app

nice, love the new layout
the different island tiles and tilesets are very cute

(1 edit)

love the simplicity. found from youtube
i got used to the o/p controls pretty quickly , but i see you are intending to add control changing in the future

felt like i wanted to be able to swap pieces that were already placed, without removing them to the piece box - but it looks like returning to the piece box is a key part of the gameplay design, like when filling a jigsaw puzzle on a real table

i feel like the piece box could be expanded as part of the gameplay by making the pieces start jumbled before they are picked up (like flipping and sorting jigsaw pieces when starting a puzzle)

or:
depending how relaxing/challenging you want the game to be: it would be neat to see a little bonus tracker for placing a piece without bringing it back to the box, or for placing the next piece auto selected (combo), or for placing all of the pieces very quickly


I think it might be less confusing for players if the piece box is on screen at the same time as the board, this might mean you have to have an option to have a smaller piece box and find a good spot to place it onscreen


maybe there could be animations for pieces when they are placed correctly/incorrectly? (late late polish type stuff)

this game should not be freee where can i donate

any hints from the dev on the best way to optimize my own system for loads? running a pretty beefy yter/streaming machine with bbpsx installed to an nvme drive and lots of ram

still experiencing what I would call pretty long load times on changing areas and hunter’s dream

should I make a ramdisk?

admins cant ban bloodborne psx i got it downloaded

sending copies to all US senators on floppy disc

i noticed you can just kinda text-box-back into a minigame if you fail it

it seemed to work quite well for pats stream / in general

saw a few friends struggle immensely with the spider in the bathroom / poker key pickup sequence

im really confused that no one complained about enemies moving and attacking during dialogue and item pickups and reading journals

is it a bug or by design

1 option that puts

Talk to The Wizard into the start / enter menu and then you can't interact with him on the field. Maybe this should be the default setting

I got into a lot of battles by getting stuck into his dialogue

there should at least be a cancel talking button at the bottom of his dialogue options

---

and an option that lets you hold charge / C to walk, and you dash by default

usually those are the two options you get (hold C to run or hold C to walk)
you super get bonus points for having the toggle option

and you options menu is super fantastic already (button remapping, screen shake SLIDER instead of just on/off

like you've done a super awesome job already


just two suggestions (b' ')

thats from charging up your super meter which is activated with charge (shift / C ) and attack ( B / X ) 

looks like there was a bug in the first builds that made the noise / meter persist after battle

i didn't encounter that when playing now tho

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the dash isnt actually invulnerable, which is confusing cause the fly attack is only damaging on the floor but you can safely dash through the rope of the swinging frog

also most of the way through the demo you unlock the ability to have an invulnerable dash

it also wasnt clear to me if double tap dash is the same thing as the holding charge dash

might be intended

also i don't know if you  have any way to make the game check if its keyboard input or d/x input but naming the keyboard buttons instead of using a/b/c would have helped

maybe even you could just use a special symbol that looks like a button with (A) (B) (C) as i actually tried hitting keyboard 'a' 'b' 'c' and 'z' 'x' and 'c' for a while before i realized it was shift :P

I know but im not familiar with the concept of the cultural phenomenon of wanting the rpgmaker icon


is it a requirement of the licensing

no text

? il est confuse