Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Alvarius Games

254
Posts
8
Followers
1
Following
A member registered May 07, 2021 · View creator page →

Creator of

Recent community posts

Thanks for all the questions lol. I'll answer a few of them:

- Can you elaborate on why `WASD` and `IJKL` feel wrong to you? If you hold them they do the cardinal directions, and tapping them will step you in 15 degree increments towards the intention. What would feel more natural to you?
- There will be simultaneous levels and timing based levels, I will be working through some timers and button/gate interactions to encourage simultaneous golfing as the game progresses. So a WASD / QE to switch wouldn't probably work

- There will be scoring introduced, either by finishing the level quickly, picking up coins, or some combination of things. I'll also make the hills like a conveyer belt, I need to polish a lot of things.

Thanks again for the questions, really. It's super helpful in getting me to narrow down what ideas of mine are fun, what are stupid. Thank you again!!!

lololol thank you for the entertaining comment, sorry about the coma.

Yeah there's definitely still holes in the wall and bugs like you mentioned, I'm trying to flesh out the core game mechanics before polishing. Glad to hear not holding sticks and angle snapping simplifies the game and makes it more fun, that's definitely a step in the right direction!! Thank you so much for your feedback, it's going in my notes of things to fix for next DD :)

Thank you! Yes I'll add audio settings later on, and I'll flesh out the level design to make it more fun. It's still in progress, but I appreciate the feedback

Thank you for the feedback, it's super helpful!! Glad to hear you'd like more and crazier items and character interactions, I plan to lean into the wackiness and make some silly stuff. Appreciate it, your suggestions are going into my notes as I build this out :)

I've really got nothing negative to say! Super intuitive, just plain fun. Love the small details, controller vibration, "juice" things like screen flash, etc. Just fix the camera in the level select area to follow wherever the dpad is hovering. Awesome job, would love to see more!

Maybe! Just keep an eye out for it. I would recommends timestamping your `error_log.txt` filename BTW. I had a few crashes, but look like newer crashes overwrote the older ones. 

Love the atmosphere , you've done a great job in setting the mood. Small details are good too, overall great job!

Yep! Here you go. Lmk if you want anyu other files

https://pastebin.com/vQmmZQh

Exception 3221225477 occured

0: [6e714462] (in C:\Windows\System32\DriverStore\FileRepository\nv_dispig.inf_amd64_c0e159863e7afdde\nvoglv32.dll)

1: [70a7d959] sf::Texture::~Texture(in C:\Users\david\Downloads\dd_53\AGE OF BRASS - prototype 0.0.17\AGE OF BRASS - prototype\sfml-graphics-2.dll)

2: [1074b0] sf::Texture::~Texture(in C:\Users\david\Downloads\dd_53\AGE OF BRASS - prototype 0.0.17\AGE OF BRASS - prototype\AGE OF BRASS.exe)

3: [50f2b0] sf::Texture::~Texture(in C:\Users\david\Downloads\dd_53\AGE OF BRASS - prototype 0.0.17\AGE OF BRASS - prototype\AGE OF BRASS.exe)

4: [12052b] sf::Texture::~Texture(in C:\Users\david\Downloads\dd_53\AGE OF BRASS - prototype 0.0.17\AGE OF BRASS - prototype\AGE OF BRASS.exe)

5: [381d8b] sf::Texture::~Texture(in C:\Users\david\Downloads\dd_53\AGE OF BRASS - prototype 0.0.17\AGE OF BRASS - prototype\AGE OF BRASS.exe)

6: [3817b3] sf::Texture::~Texture(in C:\Users\david\Downloads\dd_53\AGE OF BRASS - prototype 0.0.17\AGE OF BRASS - prototype\AGE OF BRASS.exe)

7: [556d1b] sf::Texture::~Texture(in C:\Users\david\Downloads\dd_53\AGE OF BRASS - prototype 0.0.17\AGE OF BRASS - prototype\AGE OF BRASS.exe)

8: [544d52] sf::Texture::~Texture(in C:\Users\david\Downloads\dd_53\AGE OF BRASS - prototype 0.0.17\AGE OF BRASS - prototype\AGE OF BRASS.exe)

9: [541786] sf::Texture::~Texture(in C:\Users\david\Downloads\dd_53\AGE OF BRASS - prototype 0.0.17\AGE OF BRASS - prototype\AGE OF BRASS.exe)

10: [3832b5] sf::Texture::~Texture(in C:\Users\david\Downloads\dd_53\AGE OF BRASS - prototype 0.0.17\AGE OF BRASS - prototype\AGE OF BRASS.exe)

11: [3b859e] sf::Texture::~Texture(in C:\Users\david\Downloads\dd_53\AGE OF BRASS - prototype 0.0.17\AGE OF BRASS - prototype\AGE OF BRASS.exe)

12: [3b6ab7] sf::Texture::~Texture(in C:\Users\david\Downloads\dd_53\AGE OF BRASS - prototype 0.0.17\AGE OF BRASS - prototype\AGE OF BRASS.exe)

13: [194976] sf::Texture::~Texture(in C:\Users\david\Downloads\dd_53\AGE OF BRASS - prototype 0.0.17\AGE OF BRASS - prototype\AGE OF BRASS.exe)

14: [75596939] BaseThreadInitThunk(in C:\Windows\System32\KERNEL32.DLL)

15: [77808fd2] RtlGetFullPathName_UEx(in C:\Windows\SYSTEM32\ntdll.dll)

16: [77808f9d] RtlGetFullPathName_UEx(in C:\Windows\SYSTEM32\ntdll.dll)

Big improvements since last time I played! Definitely better level design and mechanics to stop people like me who like to skip everything heh. I love love the polish and details, you feel like a big clunky metal man and its such a cool game.

Two things to consider changing -- parrying was unforgiving to me, or I misunderstood it. It was frustrating. the game crashes when I completed a level and at various parts, unsure whats going on.

Great job, keep it up!

thanks for being honest, it’s super helpful! Any ideas on other interactions between characters to make it more fun? I hope to implement some timing-based interactions (example hit two buttons at same time) that encourage the synchronous swing behavior instead of force it.

And yeah I think a tower defense versus would be fun! We’ll see, I’ll prototype some things out . Thanks again :)

I don't have many levels, this is more of a proof of concept. But I'm super happy with the changes, it should be less precise and more fun :) Changes:

 - Keyboard is supported (!!) 

 - 2 silly items -- a bomb and a magnet 

 - local 2 player works 

 - No longer requires exact angles of joysticks, snaps to closest 15 degrees. 

It needs lots of more work but it's going in the right direction. I can see a future with silly items and a teamwork based approach to level design. Let me know your thoughts, I'll reciprocate and play your game too :)

I don't have many levels, this is more of a proof of concept. But I'm super happy with the changes, it should be less precise and more fun :)

Changes:

- Keyboard is supported (!!)
- 2 silly items -- a bomb and a magnet
- local 2 player works
- No longer requires exact angles of joysticks, snaps to closest 15 degrees.

It needs lots of more work but it's going in the right direction. I can see a future with silly items and a teamwork based approach to level design. Let me know your thoughts, I'll reciprocate and play your game too :)

np! Nothing like video playtest feedback 🤪.

Thanks for trying to play. I want to support mouse and keyboard, but the style I'm going for just doesn't really suit it. I'll try my hardest to get something working with mouse and keyboard for next DD, I agree its not the best idea to cut down on the number of players.

Thanks for trying to play. I want to support mouse and keyboard, but the style I'm going for just doesn't really suit it. I'll try my hardest to get something working with mouse and keyboard for next DD, I agree its not the best idea to cut down on the number of players.

thanks for playing! I agree its a bit gimmicky and frustrating. I'll be reworking for next DD with funnier, less precise gameplay :)

Loving the artstyle! Just a bit unforgiving IMO, but with some small tweaks could really be improved! I had a good time, keep it up :)

Damn dude, super well polished and intuitive. I really have no constructive criticism because you are doing everything right from my perspective, you are a pro. Well done :)

Katamari is one of my favorite game series. Once I figured out how to play, I had a really good time and I see potential. I think you just need to work through the UI and you'll have something cool. IMO, you should play through "We Love Katamari" for the PS2 and really focus on their UI system, how they use sounds and graphics to communicate to the player what is good behavior and what is bad behavior. Would love to play again, keep it up!

Had a good time! Few comments:
- Add dampening / intertia to the camera (Too jerky)
- IMO, enemies should be visible even if they're not lit up

Keep it up!

thanks boku! Steam offers online remote play which I’ll be leveraging for online multiplayer with your friends. And yeah the music and graphics are a placeholder from another game, everything will become cute in future demo days once I flesh out the gameplay!


I’m afk until Tuesday but I’ll playtest bokube then, cheers mate!! Thanks again

thanks so much for playing!! I’m afk until Tuesday, when I’m back I’ll playtest your game then and give feedback!!


ngl I also enjoy hitting the other player a bunch lol. I too got frustrated at the precision component, I think I need to rework the mechanics to be less precision based and more fun. I have some ideas of silly mini games planned, for next demo day I’ll prototype some of those out . Thanks again, cheers!!

thanks so much for playing!! I’m afk until Tuesday, when I’m back I’ll playtest your game then and give feedback!!


Nothing is too offbase of a suggestion, I’m interested in following the fun. I think a teamwork approach to level design is great, I too thought of a level where you ricochet balls off each other lol. I got some thinking to do. I agree with what you said. 

And yes, different idle animations are planned! Should be fun and cute lol. Thanks again for playing, cheers :)

thanks so much for playing!! I’m afk until Tuesday, when I’m back I’ll playtest your game then and give feedback!!


as for the controller point, I’m purposely testing on my old shitty controller and I noticed the same thing. I think I need to implement some sort of smoothing, it’s a common issue with controllers. At least I have it reproducible  :)


And yeah I’ll investigate non hole-in-one gameplay, I’m interested in whatever is maximum fun and not gimmicky. Got some thinking to do.


Thanks again!

thanks so much for playing!! I’m afk until Tuesday, when I’m back I’ll playtest your game then and give feedback!!


I agree with what you said, it sounds like the precision component is frustrating. Even at times when I was playing this game I felt too stupid lol. I think I need to tweak it more so it’s fun, not make people feel stupid. Thanks so much!!

(1 edit)

Give brutal feedback on core gameplay mechanics, this is the first public build ever. A few notes:

- controller is required to play 

- local multiplayer is working this build! 1-4 players supported, just plug in controllers and pair in screen with RB + LB

- “Two Putt” courses have 2 in-game golfers and are playable by 1-2 players. “Four Putt” courses have 4 in-game golfers and are playable by 2-4 players.

Wow thank you so much for the feedback!! This is really helpful, I am saving in my notes to work on in the future :). A few responses:

- local multiplayer works right now with this build! 1-4 players are supported, 1-2 players can play "two putt courses", whereas 2-4 players can play "four putt courses"
- the golf balls do not continue when you miss a hole, this is an intentional design decision. The goal of the game is going to be get hole-in-ones on the first attempt.
- Yes, I think I will implement "angle locking" with the bumper button (RB + LB). I too would slightly change the angle, its quite annoying
- There will be scoring and course stats! You will need to do well on lower courses to unlock upper courses. All will come in subsequent releases, for now just trying to nail down the core mechanic

Thank you so much for playing & for the amazing feedback! I hope you play in the future :)

wow thank you so much for this feedback!! It is super helpful, really. I agree with everything you’ve said, the rocket isn’t fun when it’s precision-based. I think I can solve for this with level design, in online levels there’s “Grizzly Grandpa 9000” which I experimented with dropping the rocket and adding it in to make it more momentum based and fun. It’s the turns that are not fun.

I’ll get around to playtesting your game in a week or two, but seriously thanks for this feedback, I’m gonna be addressing it all right away 

Hope this is useful! Your tutorial is very verbose and you have some great ideas here. I would just recommend spacing out the tutorial into bite sized chunks -- teach the core movements with multijump, a very easy dungeon exploring that. Add tutorial for hover jump, slightly harder dungeon for that. Do that at least 2 times, maybe 3, then jump into the full dungeons with the whole moveset.

I was also filtered by that first dungeon, I barely reached the mirror by time end. IMO, the first level of a video game should be essentially impossible to fail at.

Would love to see more of this, godspeed!

lol, thanks again for playing on stream

Thanks for letting me know about the bug, the logs should be stored in one of the following locations. If you could email it to me at david@alvariusgames.com it would be appreciated.

Windows: %APPDATA%\Godot\app_userdata\bearcycle
macOS: ~/Library/Application Support/Godot/app_userdata/bearcycle
Linux: ~/.local/share/godot/app_userdata/bearcycle

Glad you think the rocket booster can be precise! Its sort of like the Rocket League booster, feathering does help a bit.

Thank you for playing!! The gameplay video was super helpful, would you mind re-uploading the video for just a day, I went to download it right now to my computer but it must have expired. I'll playtest your game sometime this week when I have time, thank you so much!

My controller setup does work fine for other games without drift, and I did unplug and replug in a few times but still had an issue. However My setup is jank, it’s an old Wii U controller connected to a third party dongle that makes my desktop computer interpret it as an xinput xbox360 controller. So if you wanna reproduce I’d try an Xbox 360 controller, but don’t worry too much about it 

Should be live now. BTW, you should get an award for your voice acting in "tell my wife I'm dead" lmao

No comments yet??

I'm definitely getting the hang of it more, starting to understand what potions work well with what ailments etc. And the crossbow is really nice, if hard to aim with a controller. that dungeon is still insanity lol but I had a great time as always!

nothing to complain about, the levels are super well designed, the mechanics are original and make good puzzles, the sound design and animation are effective. You just need a good marketting campaign and some good streamers etc and this could be a nice little hit. One of my favorite games, awesome job!

In bosoball we trust.


Jokes aside I had trouble being on defense. I figured out pitching sortof but could not for the life of me chase the batter. Offense was great, it was funny and crazy and I had a blast, its an overall improvement. Keep it up!

Great improvements! I had a blast, much easier to understand. Managed to clear a field which was fun. No major criticism

Had a great time! could use some tweaks, like faster accel/decel , level design caveats. But overall great!

Its true you are a good writer! And yes I am a minority with Firefox -- I'd say if it works in Chrome you're fine, that's what the majority of the browser market uses anyway