Avery I love you, babe. But I promise you we don't need 32bit builds or two different builds for a different background. Good music though
Antang Software
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Solid art style and look to the game. Very promising project.
The enemies seem to track perfectly anyway if you dodge around them and they decide to commit to their attack string, leaving yourself potentially vulnerable since your attack's wind-up is also long. The endlag after you finish your attack string also takes three business days before you could move again, which feels like shit. I think a level of committal to your attacks is good and that's the game feel you're trying to achieve, but you could tune it down a tiny bit by allowing some level of freedom.
In Souls, they let you roll out of your attack animation to end the recovery animation a bit earlier, you still have to commit to the attack, but allowing that flexibility during the recovery leaves a room of error for players when they get ganked by two or three enemies. In Monster Hunter World, they let you scramble out of your attacking animation when you mash dodge enough, cancelling out anything you do and giving you i-frames, but putting you into an extremely long recovery state that's long enough to burn out any kind of advantage you had on your target monster. Both still have what people would call good combat with committal attacks, and each tackle the same problem in a different way according to their game design philosophy.
I believe this is important for you to nail down early on especially when you're making a game in the canon of these games, where other players will have similar expectations.
You took my feedback and added the logs and an actual research progress bar, nice.
The game is playable for the most part to me after grappling with the UI again. I think what you need to worry about now is information hierarchy. There's a lot of numbers and text in the game and you want to subconsciously teach new players and remind returning players which part is more important.
For me the most important numbers that I paid attention to at the start was definitely the cost and fuel needed to get my ships of Galduen, so what I would have done is make those two stats appear at the top in a bigger font or right next to the save design button. Those two are the two stats that directly impact your finances and what kind of contracts it can take. The others feel secondary to me, but it's up to your discretion at the end of the day
Also small issue that I have is how the ship buttons spazz out when you hover them, so you can't always click on them until they stop spazzing, weird.
I'll keep playing until I get out of the magnetosphere and reach the next story beat, may update my thoughts on the game.
Fun game, love the SFX and music. I think my only complain is that if you use the holy hand grenade on a big crowd it gets LOUD really fast because there's a bajillion demons dying all at once. Limiting the amount of sounds playing at once for that moment could fix that, I hope. I had almost 300k score but my ears couldn't take it, and the sound effects are part of the appeal for me so I can't turn it completely off
Thank you for playing! Will definitely keep that in mind about the character passives, I do plan on making them their own thing like in Expedition 33. As for the immediate future, I will focus on UX and simplifying the game both under the hood and for players. We have the dungeon crawling layer working already, so that could be in the next build. We'll see
This game's really good. Kemomic mentioned already but my only problem with it is the font, it's not easy on the eyes for me. Also the pause menu's blue thing where it shows all the options is too small in my opinion? I did struggle to find what I was actually looking for when I paused the game even with the blue layout, the onscreen instructions drew my eye more. The game also tanks in performance a little bit for me after a lot of explosions, could be a hardware issue on my part though
Thank you for the feedback! Yes, we're going to do a UI overhaul after seeing many people play the game (and struggle with it)
The numbers on the turn order are the rows of the characters the enemy are targetting, it is not conveyed as well as it should and more serves as the proof of concept of knowing the enemy's "intent" in combat.
We are looking into giving the combat more depth in the future. We decided to cut a number of features and tone down the strength of the enemies to keep it simple and fast for playtesters, as the intent of this build is to stress test for game-breaking bugs and inherent design flaws.
The style of this game is amazing, and the soundscape is good, relaxing. Obviously there's not much content to be seen just yet so you should work on a real gameplay loop for next time. I think you're cooking up something good so don't beat yourself up over it. I like the logo for the game too, I know you put a lot of work into it (and into the rest of the game). Just keep going
Oh, forgot to mention but the UI in the ammo/health and the tab menu is kind of hard to look at for me. I know it's the style of the game but you might want to consider doing something about it? But still save it for when you have more content though if people aren't complaining
I'm bad at playing and only got up to the third boss in 20 minutes. I'll come back for more.
Game's great, I find the parrying mechanic interesting, I'll have to spend more time labbing that but I've been using the iai rising slash to get parries off since the wind up is practically instant. Feels good.
I think the problem I have with this game is how easy it is to cheese bosses into doing certain patterns. You can spam M1-Kick to wear down the bosses that I've fought so far, since M1 triggers a "counterattack" but E is fast enough to interrupt it, non-committal enough that you can dodge out of the way, and powerful enough that it ironically gives more reward in the form of posture damage than if you were to deflect normally. The third boss has a long attack string that's basically uninterruptable normally unless you parry it which is a step in the right direction, but Louise (the second boss) is easily cheesed with the aforementioned M1-Kick, if you can get behind her back you can even spam it and get a free win.
You're probably aware of this and already fixed it in some way for the later bosses. Great game, with the amount of content that you have right now I'm keeping this in my PC until I finish it
I think what little you have here is pretty engaging, but starting over from the beginning is definitely a pain point that just kills my mood to retry the harder second fight. The lizard boss has 2 burrow-underground-fuck-everyone attacks, but they both share the same animation despite the other one having a much larger radius, if you could make sure each variant has a clear tell, that would go a long way for sure.
I complained about the second boss and the combo system already in the Discord. Definitely looking forward to this once you spend more time working on it.
This game is awesome, I really enjoyed it despite being completely new to management games. UI feels really good to use and look at and the mechanics are intuitive to me. Love the tutorial explanations regardless. No complains about the game itself, but it does look rough at 1.5x scale which is the setting I was on, and you can't back out of drag and dropping with right click which is what I usually do in Windows. Great game, I'd pick up the full version.
Thank you so much for playing and the feedback!
- Yep, that is a planned quality of life to add.
- Hmm, I'll think about it. I can see why it's info overload, though.
- You can't miss heals! But maybe you were out of mana and I forgot to disable the skill selection for healing when that happens. I'll have to look into it.
Noted, thank you so much for playing and the deep feedback!
A lot of things could've been done better and I agree with your critique :') It is my first time programming a game of this scale but I have a much clearer picture on how to structure project now.
Also yes pressing BACK only brings you back one step to the left of the entire menu screen, since people found it confusing the first time around when I had BACK close the menu. I'll definitely consider reorganizing the menus.
Love the art and simple combat. I really like the game loop of trading across towns while killing bandits on the way. Nothing much else for me to say other than that the game is fun. I'd buy a full version of it for being a tiny microcosm of time sink trading game loop of games like Battle Brothers or Warband