Skip to main content

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

Atas Fun

249
Posts
20
Followers
5
Following
A member registered Jan 22, 2022 · View creator page →

Creator of

Recent community posts

Thanks for playing! I'm glad your kids enjoyed it too 😄

Bolding some of the text in the perk boxes makes sense, I'll try that, thanks for the idea!

Regarding the sounds, having the sounds come in the direction of the split screen is a good idea, that's something I'll play around and see if it works!

Zooming out more is also something I can try out, thanks for your feedback!

Thanks for playing and for your feedback! I'll watch your vod and see where the bug in the last level is.

Yes, I agree that the game balance for the other characters needs to be adjusted, I've been mostly focused on Peppermint so far..

Thanks! Yeah, the dialogue at the start of the playtest is quite a lot.. I think for a normal game it might not feel so bad since it's right after a major story beat (Chestnut is revealed to be Chestranutza, a dragon), but I might also cut down that dialogue a bit, thanks for your feedback!

About bringing everyone back as friends, that's something that my daughter insisted, and I think the story works well this way :)

Thanks for playing!

I played this game on stream: https://www.twitch.tv/videos/2565553540?t=01h35m50s

Overall, lots of fun! I liked that I could build towers that would auto fire, and I could upgrade them by combining, by adding gems etc. The upgrades were quite interesting and varied, which is great. I didn't expect that the walls would be destructible though, not sure if it's because I accidentally sealed in all entrances. I was also a little unsure about some of the enemy telegraphs, I thought the green circle would heal me.. also, I don't know what the enemy's objective is: is it to kill me, or to get to some portal (like typical tower defense games)? It seems like it's to kill me, but I wasn't sure.

I think this game is in a great state, and with some polishing this would be even better!

I played this game on stream: https://www.twitch.tv/videos/2565553540?t=01h09m42s

Overall, I liked the puzzles. It took me a while to realize the I could buy back the fences and move them somewhere else and not lose any money doing so. That being said, there were a few choices that were irreversible: buying upgrades, and buying tiles. Upgrades being irreversible made sense, but I was surprised that the tiles were also irreversible. I'd tried to buy a tile (without realizing I could) by accident and couldn't undo it. Maybe if it's not fully reversible like the fences, consider having an undo option, so I can undo the last 5 actions or something.

I played this game on stream: https://www.twitch.tv/videos/2565553540?t=00h51m53s

Overall, the puzzles were nice! I had fun playing it. I reached a level where I got stuck at, even though I tried a few times. It also seemed that maybe I encountered a bug where the two moles combined into one. I think this game is great, the graphics are very well done. One suggestion would be an indicator for where the moles would go next. Sometimes the moles would have two flowers beside it and I wouldn't know which way it would go.

I played this game on stream: https://www.twitch.tv/videos/2565553540?t=00h36m11s

The game is addicting! However, it seemed like it was better if I didn't shoot anything and just avoided the projectiles, and wait for the enemy to kill itself, or for me to reach the end. Partly/mainly because my shots can also damage me, so I ended up killing myself faster if I tried to shoot.

Perhaps have the player's projectiles be a different color and disable friendly fire?

I played this game on stream: https://www.twitch.tv/videos/2565553540?t=00h36m11s

The game is addicting! However, it seemed like it was better if I didn't shoot anything and just avoided the projectiles, and wait for the enemy to kill itself, or for me to reach the end. Partly/mainly because my shots can also damage me, so I ended up killing myself faster if I tried to shoot.

Perhaps have the player's projectiles be a different color and disable friendly fire?

I played this game on stream: https://www.twitch.tv/videos/2565553540?t=00h36m11s

The game is addicting! However, it seemed like it was better if I didn't shoot anything and just avoided the projectiles, and wait for the enemy to kill itself, or for me to reach the end. Partly/mainly because my shots can also damage me, so I ended up killing myself faster if I tried to shoot.

Perhaps have the player's projectiles be a different color and disable friendly fire?

I played this game on stream: https://www.twitch.tv/videos/2565553540?t=00h36m11s

The game is addicting! However, it seemed like it was better if I didn't shoot anything and just avoided the projectiles, and wait for the enemy to kill itself, or for me to reach the end. Partly/mainly because my shots can also damage me, so I ended up killing myself faster if I tried to shoot.

Perhaps have the player's projectiles be a different color and disable friendly fire?

I played this game on stream: https://www.twitch.tv/videos/2565553540?t=00h36m11s

The game is addicting! However, it seemed like it was better if I didn't shoot anything and just avoided the projectiles, and wait for the enemy to kill itself, or for me to reach the end. Partly/mainly because my shots can also damage me, so I ended up killing myself faster if I tried to shoot.

Perhaps have the player's projectiles be a different color and disable friendly fire?

I played this game on stream: https://www.twitch.tv/videos/2565553540?t=00h36m11s

The game is addicting! However, it seemed like it was better if I didn't shoot anything and just avoided the projectiles, and wait for the enemy to kill itself, or for me to reach the end. Partly/mainly because my shots can also damage me, so I ended up killing myself faster if I tried to shoot.

Perhaps have the player's projectiles be a different color and disable friendly fire?

I played this game on stream: https://www.twitch.tv/videos/2565553540?t=00h45m09s

Overall, I think the idea can be quite addictive, but some balancing might need to be done. For example, the player should go just a little bit faster so there's some chance of outrunning the monsters.

I didn't quite know what to do with the ghosts, I thought that since I'm a ghost, maybe I'm supposed to free/eat them? But nope! :D

I played this game on stream: https://www.twitch.tv/videos/2565553540?t=00h17m45s

The story was interesting.. I didn't expect the ending.. it was a little more horror than I'd thought, but nothing too scary luckily :)

I don't know if the options in the game would have changed the story much, but I did enjoy going through the whole story and learning about why the radio had that channel etc.

Overall, it was a fun experience!

I played this game on stream: https://www.twitch.tv/videos/2565553540?t=00h01m01s

I didn't get very far in the game because I couldn't figure out how to play, or messed up the tutorial or something. I started a dig site, but I was unable to find any artifacts. Then since I didn't have the hammer to make more dig sites, I was stuck. I tried driving in the desert but it was all empty..

Perhaps have more hints in the game, and/or replace the hammer during the early stages (maybe some NPC offers another one?)

(1 edit)

I'm planning to stream later today at 10am Pacific at https://www.twitch.tv/allison_atasfun

Games I'm planning to play:

Hope to see you at my stream!

I played this game on stream: https://www.twitch.tv/videos/2560917305?t=01h42m54s

Overall, the cat girls are very cute. The backgrounds were  very pretty and I suspect they were real photos passed through some filters. However, the story itself wasn't particularly captivating, and it didn't feel like the cat-girls were really an important part, i.e, it could have been humans or anything else really..

I played this game on stream: https://www.twitch.tv/videos/2560917305?t=01h02m51s

Overall, the graphics were really nice, and I liked that there were mini-games. I found some of the minigames somewhat hard to play in terms of the controls/UI. I was also disappointed that the demo stopped before the first trial/challenge, because that would have been great to experience.

Each idol had various stats like singing, dancing etc, but I couldn't really tell exactly what each stat is for, or if I should get everything high for everyone, or have different people specialize in different stats. The training also seemed to be for the whole team, so I don't know if I could even have different specialities. I think having different stats is good but there should be some way to understand what they affect.

I was also disappointed that the demo ended before the first trial/challenge, because I was hoping that that would give me a better sense of what the stats do..

The mini-games were overall nice, but there was a few where I didn't feel like the controls/UI was good and I couldn't really play the mini-game properly. One was the auditions, and there might be another but I don't quite remember which one (you can check the VOD linked above).

I played this game on stream: https://www.twitch.tv/videos/2560917305?t=00h44m50s

Overall, the graphics is very pretty, but the camera angle or something caused me to feel motion sickness.

I liked the zodiac story, especially with the voice-over. However, it is very important to have some way to skip it. I had to restart the game (I forget why exactly), and had to sit through the entire intro again.

The graphics is very pretty, it looked really nice. However, the camera angle, fov, or something caused me to have motion sickness. I had to close my eyes and move and hear the footsteps to get a sense of how far I'd gone.

At some point, I found the temple, and fell into a hole? It seemed like maybe that was what I needed to do to progress, so I wonder what would have happened if I never fell in..

I played this game on stream: https://www.twitch.tv/videos/2560917305?t=00h01m37s

Overall, I found that the game balance may be a little off. It was quite grindy / draggy, with a lot of back and forth and not really gaining much ground. Perhaps that's why the game is called Attrition :D

I think having some way to choose where to spawn new troops would be good, so I can choose to spawn my soldiers in a forward position even if the base has empty spots. Otherwise, it leads to me losing the front spot and having to grind forward again.

I'm planning to stream later today (Sunday Sept 7) at 4pm Pacific at https://www.twitch.tv/allison_atasfun

Games I'm planning to play:

Hope to see you at my stream!

Witches? Oh very cool! I might try that out offline then, thanks for letting me know!

Oh, cool! I missed that.. I might download your game to play on my computer so the progress is saved :)

I played this game on stream: https://www.twitch.tv/videos/2559949482?t=01h30m33s

I'm a fan of tower defense games, and I liked that your game made me balance between tower defense and offense. I went pretty far in the game, and the upgrades were great. I tended to have 2 things I really wanted, which is a testament to having good design choices there.

A little more variety in the towers would be great, and/or some ways to specialize and upgrade them. The animations for the characters (like knights, orcs etc) would be good to have too, instead of them bouncing around.

Overall, lots of fun to play! I was a little sad I played it on WebGL so there isn't a save game I can continue playing with after the stream.

I played this game on stream: https://www.twitch.tv/videos/2559949482?t=01h09m15s

Overall, the concept of punching the ball to solve the puzzles was interesting, and the graphics style was great! I like the references to Mario without being outright Mario. However, the control of the ball was frustrating, and it was difficult to get the ball to do what I wanted it to do.

I think some tweaking of the ball dynamics may help, I'm not sure what exactly, but making it easier for the player to control :)

The tutorial was nice, and seemed maybe even harder to complete than the first level. I got stuck at one point because I went to a previous room and didn't realize it (my fault), and then spent a long time getting the ball to stay in the circle. It should really be easier to get the ball to stay in place..

Fun concept! Some tweaking of the ball control would make this game much much more fun.

I played this game on stream: https://www.twitch.tv/videos/2559949482?t=00h37m07s

Since you were around for the stream, I'll skip over the stuff I mentioned on stream.

Overall, great game! I always have fun playing it, and the new features are great. Sudden death + brutal mode was the most fun by far. Having the corpses be rough terrain and/or slippery surfaces and/or buffs would be a fun way to add more gameplay elements with brutal mode. To reduce the gore, you could have a non-brutal mode be the people becoming confetti or something (like rainbow colored pixels instead of red might suffice) :)

(1 edit)

I'm planning to stream tomorrow (Saturday Sept 6) at 2pm Pacific at https://www.twitch.tv/allison_atasfun

Games I'm planning to play:

Hope to see you at my stream!

Thanks for playing Feisty Fauna again! :)

I agree about Feisty difficulty being a bit spongy, that's something that I might tweak down in future versions. I haven't really balanced/played the new levels on Feisty, so watching you play at that difficulty was great feedback. I agree that some of the creatures become somewhat overpowered at that difficulty.

Regarding the spores, I've had multiple feedback about how it's confusing, so I've reworked it slightly now, where players don't have to match spore colors, and different spores give different buffs instead. Hopefully that'll make it easier to understand! Thanks for your feedback!

Thanks for playing! I'm glad you found it fun.

Based on your comments, I believe you played the public demo. If you'd like, the Steam playtest version is also freely available now, and has more/different stages for you to try out.

Regarding the dodge, yes it is currently a teleport, and it's something I want to improve/polish so it feels more like a proper dodge, thanks for your feedback!

Having a hit/flash effect for enemies and players when they take a hit makes sense, it's on my todo list :)

Multiple people have mentioned missing the XP orbs like other bullet heavens, so this is something I'll consider for future versions.. perhaps as an option, or perhaps as a default. Thanks for your feedback!

I played this game on stream: https://www.twitch.tv/videos/2554754261?t=01h54m21s

Overall, the game seemed quite difficult to play, albeit this is not the usual genre of games I play. After the first boss, the next mission seemed next to impossible to win.

I didn't quite get the crouch mechanic. It seemed that it might be easier to keep moving around to avoid getting hit, over the maybe-crouching behind obstacles that kind of works, yet kind of doesn't. Perhaps having a clear area or indication to show that you have cover would help. I think another thing would be to be able to fire from a cover position, kind of like coming out of cover briefly, firing, then going back in cover. Right now it seems like to fire, I would have to step out, fire, step back, wait for the cooldown then auto-crouch again.

I played this game on stream: https://www.twitch.tv/videos/2554754261?t=01h18m01s

Overall, the graphics are really cute, and the gameplay is fun. There is a good core loop here, although more polish/balancing would be great.

I enjoyed lobbing candy at the enemies, and especially liked using the ballista weapon. The catapult was ok but hard to aim it the right way for me. Using the keyboard/mouse to play was somewhat challenging, and I don't know if there is controller support but having controller support would be great!

Having the town and building up structures etc was a nice gameplay element. However, it seems like earning coins was quite difficult, and could be pretty grindy. Perhaps there were other ways to get coins that I didn't realize, but completing each challenge stage usually only yielded <10 coins although it took a fair amount of time.

The game overall is cozy, but after talking to the bird, I would get a timed quest. Having a timer added unnecessary (in my opinion) stress, and removing that timer would let the game remain much cozier.

I played this game on stream: https://www.twitch.tv/videos/2554754261?t=00h37m30s

I've played Forest Time in previous Feedback Quests, and it's always such a delight to play. The graphics are cozy and Fall-y, the animals are cute, and the interactions between the characters are fun!

I played a number of levels (jumping past the first couple since I believe I've played them before). The new feature of being able to see where the humans are going is great, as is the added abilities of the hedgehogs (like rolling). I enjoyed the puzzles; they were challenging but not too challenging that I got frustrated. The optional levels with the prizes were noticeably harder to complete, but I think that's a good thing since those levels are presumably optional.

Overall, this game is fun as always, and I look forward to playing more of it in the future!

I played this game on stream: https://www.twitch.tv/videos/2554754261?t=00h02m00s

Overall, the game was short but fun. My initial impressions were that I was getting used to the controls and got killed, so perhaps spawn the first villager further away from the player :)

Once I got the hang of the controls, it was fun to pick up the rocks to throw at the villagers. I did notice that right after the rock hit the villagers, they would be invulnerable for a period of time, so a second rock throw would not hurt them. I recommend having some color change or flashing to indicate that the villagers are invulnerable.

The boss fight was interesting, although the boss being stunned did not stop them from shooting the dark orb at me. I think stunning the boss should pause the dark orbs being spawned, otherwise it's a little odd.

I encountered a bug where after picking up the gold, I tried to put it down on the ground before talking to the boat person, but the gold dropped through the ground instead.

It was fun overall, and I'm glad I completed the game (on easy mode) :)

(2 edits)

I'm planning to stream tomorrow (Sunday Aug 30) at 11am Pacific (updated time) at https://www.twitch.tv/allison_atasfun

Games I'm planning to play:

Hope to see you at my stream!

Thanks for playing the game twice! I'm glad you liked the graphics and general sillyness/cuteness of the game :)

Adding more instructions/details about Twitch integration makes a lot of sense, I'll add that to my todo list. Improving mouse/keyboard controls as well is something I'll improve, thanks for your feedback!

I've generally had negative feedback about the spores and mushrooms, so it's something I'll think about after Feedback Quest on how to improve.. thanks for your feedback! Adding a color-blind mode makes sense!

About the dialogue, most of the conversations are optional, but it's not very clear in the farm. I plan to update the icons, so it'll be clearer who to talk to in order to start the game (when in the farm). I'll likely also add some instructions on how to skip dialogues (holding the gamepad trigger and/or ctrl keys do it) since it's not very obvious.

Thanks for your feedback, I appreciate it!

Thanks for your feedback! The playtest jumps into the beginning of the 4th level, which is partly why the intro is really long (a big story beat just happened at the end of level 3), but I'll keep that in mind and see if it's still an issue for a full playthrough, thanks!

Regarding getting experience from kills vs the experience crystals, it was a design decision I made to make the game a little easier to pick up (and also I didn't enjoy having to pick up the crystals from other games in the genre). That being said, it could be an option to enable/disable in the game in the future potentially!

The mushroom spores and colors have generally not been very well received, so that's something I'll likely have to think through after Feedback Quest to see if/how it should be improved, thanks for your feedback!

Using the mouse on the map makes sense, I think that's something that can be added in!

Thanks for playing! :)

I played this game on stream: https://www.twitch.tv/videos/2548025617?t=01h06m00s with Hythrain, Oden, you and others.

I generally don't play PvP games (or fps/tps games) in general, but I had fun playing this, since we were playing as a group and not with randoms.

The gameplay seemed normal for a PvP shooter, although I did encounter some bugs. It felt like the walls were blocking shots, but the barrels/something were not and I was getting shot through them.

There was also some parts where I was a floating gun, and other players were also floating guns, at least on my screen. On Hythrain's screen I believe all the characters were showing up ok.

At one point, I couldn't connect to the games as well even though I could see them in the lobby. I tried restarting the game but it didn't help. In the end, I had to create the game and the others had to join my game. After that game, I could join games again.

There was also a crash at the end (I sent you a screenshot). Hythrain also had the same crash at the same time, so it may be related.

There were also other minor issues like falling through the ground. When the round began, all the characters (even the NPCs) would say their spawn speech and it was a lot of chatter all at once.

Overall, fun to play with friends!

I played this game on stream: https://www.twitch.tv/videos/2548025617?t=00h40m39s

I loved this game! I completed all 6 (?) levels, and it was a lot of fun figuring out what the different cats meant in terms of the puzzle. The difficulty was good, in that it was challenging but didn't feel frustrating.

I may have encountered a bug or two (please check the VOD) where there were extra cards behind the 3 cards on my hand, or something like that. I had to restart the level which kind of helped but didn't fully resolve the bug.

I also liked being able to pet the cats!

I played this game on stream: https://www.twitch.tv/videos/2548025617?t=00h05m40s

Overall, the core gameplay loop was good; it was fun to go around and collect ingredients, then cook food to improve their stats for the next day. However, after a while it became a little draggy to have to collect the food from the same maps over and over again. It would be nice to have one of the characters say "we've been here so many times, I'll just pick up everything" when we enter, and it's all picked up automatically.

Regarding the characters, I liked that they were the sprites from KS:A, but in this game, they didn't really have much character (yet), and felt a bit more like different stat blocks. I hope that they'll be more fleshed out as the game develops!

The cooking portion was nice, I liked the mixing and matching of ingredients to get different buffs, and the food outcome was always a great treat.