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alpacalord

36
Posts
2
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21
Following
A member registered Jun 06, 2021

Recent community posts

can't get past the log in screen, dead game/servers? is there a way to play without an acc?

ooo! It's still an odd choice to auto swap you to the next enemy after you beat the previous one only once since they never point out the arrows and if you just beat the previous mob for the first time it's probably because you just got strong enough to beat them so you're more than likely unprepared for the next one, but whatever at least I can actually PLAY the game now, thx

idk what to tell you, bud, but you made a broken game, I think.
I equip the knife, kill the first slime, then lose to every wolf that shows up afterwards. Not sure if I'm supposed to be seeing slimes AND wolves, but I'm only seeing wolves and I can't make progress on any quests...

idk if these problems still exist, or if they got nerfed at some point, but TM has a solid counterplay, especially for anyone that has their own fireballs. Yeah, it's a unique projectile that doubles as an antiair, but the arc is set and doesn't cover much horizontally. I think the only projectile that has less range is Orb (don't cite me on that, I could be wrong). TM doesn't get to play with oki too often as long as their opponent knows what they're doing, but they've got a functional Trapper moveset. I wouldn't say they're the strongest or weakest character, but they sure are the biggest knowledge check in the game so far.

Happy up+attack isn't the worst movement option in the game, and Mad has crazy rushdown potential, Happy and TM fit being the slowest

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Really curious if you (or anyone else) have made a discord server for this game? I've been playing for a bit now and only recently realized there were some motion inputs and something that feels like a hidden gimmick or trait for each character, like Shella having a guard charge mechanic, and Totem having a dair (with armor I think?) and a second jump, but I haven't found any resources that talk about them (sorry if you've mentioned it in some past patch notes or a comment somewhere and I just can't find it) and I think a discord server or something similar could help extend the reach of the game and allow information sharing in a way that would still let the hidden stuff be discovered first hand if that's your intention. You potentially don't even need to worry about adding networking features right away since software like Parsec exists!

As a long time FGC fan who's only recently really decided to try and play them, I greatly enjoy the concepts and all the design choices I've seen implemented so far. I love how each character is representative of most archetypes you see in fighting games, and making them monsters really let's them stand out from the ~2000 anime 2d fighters out there. The simplistic control scheme is great for onboarding people outside of the genre, and the movesets (like the actual buttons you press to do the different attacks) is really helpful in roughly highlighting the importance of each attack to their archetypes. I've been able to use this game consistently to lay a basic groundwork for my friends before explaining the subgenres and differences between them, and the rosters each game has in comparison to this cast.

TL;DR, stellar work so far, I'd love to see a community grow for this game, I think it has the potential to be a phenomenal tutorial on the genre as a whole, with enough hidden depth that it can still be enjoyable for veterans, and I can't wait to see what comes next either for the game or from you as a developer!

Egg on my face edit: found comments talking about the secrets, but I still think a more accessible medium for the community would be beneficial. (If there's no server yet, I would be more than willing to help out, btw)

cool enough, it'll be fun going through all the units to find the best synergies. btw, there's a VERY tedious exploit I figured out pretty quickly, but I haven't played all the difficulties yet, so idk if it's a real problem or not

I'm so sorry you spent 7 and a half minutes on this game, but it's a really bad sign when someone decides to give up after their first attempt before they ever even get to see what the game has after the boat. (Don't worry, you aren't missing anything valuable or interesting, I promise)

Shit man... It started so well. I was loving the atmosphere, the shark made me anxious in the best way, great use of tension for what amounts to a walking simulator. Then I made it to land... then the dumbest video game character decided to sleep on the shore, in the sand, for some reason... Then I lit a random candle for no discernible reason... You were bringing me back a bit with the building on fire, but then I saw the masked guys that look similar to those low-poly assets everyone uses... but you fucking broke me when the first dude that runs at you kept getting back up immediately like nothing happened. Idk if that was a glitch or what, but he just wouldn't stay down for more than a second and a half. The 17 minutes I played were 17 minutes more than this thing deserved, and it's taken the award for "fastest uninstall" on my computer.

I found all 15 pillows without getting stuck (although I'm currently stuck on finding the last card and key)
If we're on the same version, there are big ol' buttons near the stage that you can bounce on to access the blue level

btw, the game never launches in fullscreen, and every time I go to the main menu the bgm goes back to 100 even though I turned it to 0 and it still reads 0 on the settings

Dude, I really love this game. It's such an interesting and unique take on creature collectors and the gameplay is super intriguing

I wouldn't call it a "Souls-like" but it's pretty fun nonetheless

holy crap this was a fun experience. I'm a sucker for yo-yo usage in video games, and the nuance in this control scheme is really fun. The difference between holding jump or attack and just tapping them felt intuitive and was a large help in beating the game hitless! <3

lmao whut? how?

Oooo super cool, fun design, and clean ass movement! I wish we could rebind controls, but otherwise wicked fun and excited to see how the full game eventually!

oh my gosh this was cute as hell! really fun game loop, cool ass idea, it's got it all. Idea for a world, or string of levels that save what you've done since the beginning of the string so you build the entire final level throughout could be neat. Mostly just interested to see what you do next with this concept!

Understandable. ily <

did I exploit something? It felt like I exploited something.

Every time I defeat someone, the character seemingly gets knuckle-chucked out of bounds

Great little game here, I'd love to see it fleshed out more! I wonder why we don't have any dedicated fanmade KH beat-em-ups, especially since the combat would fit the genre

It's crazy how you managed to capture the vibe of the Humongous games without making it feel derivative. I really hope this isn't an abandoned project, I'd love to play the full version.

You get softlocked if you enter the correct code but back out of the keypad before the door opens. happened to me once on the door to the breaker and I didn't realize it was a bug until I tried again the next day and I did it again on the color keypad. Oh, and it's too easy to brute force the final keypad without solving the painting keypad. Minor gripes/pet peeves, I wish there was an fov slider, or at least a higher base fov, and a sensitivity slider, although those are mostly just personal critiques, the game functions fine without them.

only complaint is probably how short it is, it's got a lot of potential if you're willing to flesh it out and lengthen it

holy shit, it'd be wicked if I could get this working on a light gun arcade machine, especially if you ever make more levels!

It's really not that hard to figure out...

Actually please, I sincerely beg of you, do not delist these! My brother and friends have enjoyed travelling down the rabbit hole of NO-SKIN and if the other games that one references ever became unavailable, they would be so legitimately distraught! we've all enjoyed every thing we've seen from you so far and we would all be terribly upset if the extended media got taken down, since it would be harder to introduce our other friends to this beautiful extended universe you've created!

don't speak your language, but i really loved the aesthetic! the vibes were beautiful...

honestly, as a long time Studiohammergames fan, this one is a little lacking... The story feels unimportant and bland compared to some of you other stories. the enemies aren't as interesting as normal enemies in your games are, until the last level (although, even then you could shake up the fomula a bit more than melee enemy, ranged enemy, melee enemy, etc.) The gunplay feels somewhat consistent with past games, if a little less impactful. Overall alright game, but you've definitely constructed much better experiences.

fenominal

played for 18 minutes. inability to locate an objective isn't valid game criticism, thought there might be a hidden stamina mechanic but I don't think so as the second i stopped sprinting i'd be able to immediately sprint again, I enjoyed having nyctarion be the onyl voiced character, it lends to his image as a diety. can't imagine much more direction that could be needed tbh. btw, you can change your mouse sensitivity in your computer settings. can't wait for more from this developer, cool ps1 jam.

Can't wait for the Third-Person Baby Edition!!1!

And they still took it as an insult? lmao

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I don't normally leave reviews for games I've beaten, but gosh was that an insanely fun game!! 

completed it in one sitting in about an hour and a half, and never got frustratingly stuck. All the solutions were fun to find the puzzles were conveyed really well! I never once got stuck thinkin "Ok, what do i do with this?"

Potential Spoilers Ahead!!!!!!!

Collecting the figurines as early as you're allowed made for a great pay off and i think one of my favorite puzzles were the horse, planet travel guide, and the dark room!