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A member registered Aug 30, 2016 · View creator page →

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Basic controls feel nice, moving and jumping goes where I want no problem, but grappling has a lot of variables that are hard to manage as a player (momentum, angle, is the level expecting me to jump or double-tap this time?, don't hit walls, is it going to aim for the correct thing?, etc), it's frustrating to have your swinging instantly interrupted by hitting a wall or the floor, and the level is a bit too unforgiving with its platforming so there's a really narrow margin of error. I picture a real first level being a lot easier, think the homeworlds from Spyro for example. It took me a long while to figure out the double-tapping too, the tutorial doesn't work well.

I love the vibe you're going for, the world, the style, characters and the music, it brings me joy and a tear to my eye. Like others said, don't sell yourself short by calling it a ripoff because it's a lot more than that, I expect great things from you, keep it up. I could easily spend a long time playing the full version of this.

Pushing things is fun, so I'd love to see items that play around with physics and positioning more, but right now they all seem like passive damage dealers.

RIP bundev

General

  • Scrabble is fun with friends, alone I'm not so sure but the last run was interesting.
  • Hard at first but I feel I was getting the hang of it, generally I had difficulty coming up with long words and I felt the book perks weren't really encouraging me to write longer anyway.
  • Clicking shuffle while having an active word in progress bugs out the letter tiles.

Books

  • The ones giving me free points for short words clearly carried me.
  • They seemed straightforward enough, TOO straightforward. I'd like to see books and other items that encourage you to write longer words and mess with the board more, make it crazy instead of "this book will hold you over for a few more turns".

Bounties & Perks

  • I kept a couple of bounties in mind but I already forgot what the reward even is, my mind was too busy just trying to parse the score system.
  • Hard to say how impactful bounties were because they are tucked away in a submenu you only see once in a while, context-relevant bounties should stay visible.

UI / UX

  • The placement system doesn't feel right at all, I want to be able to just click from letter to tile, or drag letters where I want them but how it works is backwards: I have to first touch the tile and then the letter, the opposite of what you'd do in a real life board game.
  • Shop is easy enough to navigate but I'd rather have the game telling me what's important instead of tucking it in submenus.
  • 3 item types + bounty perks felt bloated to me, I didn't really engage with the instant items much.
  • Got stuck quite a few times thinking of the next move due to the limits imposed by the board state.
  • Tutorial was okay but held my hand too much explaining self-evident buttons instead of the game's rules.
  • Took me a long while to even start glancing at the whole turn and score interface, first couple of losses felt random since I was too busy looking at the words instead, and that's where I'd rather keep my eyes on.

Music

  • Music is always an improvement over no music, and it felt appropriately low-key.
  • I did notice the shop music change, but not the last turn change.

Smooth and nice to play, great sense of underwaterness. Glowy statues to touch, activities and puzzles to solve make exploration rewarding and meaningful. Earth RMB is really satisfying to use.
Picking up weapons is annoying since the radius is small and I take a while to parse the text, maybe add up and down arrows just to tell if a weapon has better stats or not right away. Several enemies feel like a chore to beat since they have so much health, like the squids and king betta.

Lots of experiences and experiments, I recommend you focus on what's fun (killing rival mechs) and make that as good as it can be by itself.

Controls are exactly what I expected so that's great, no complaints there except maybe rally patrols being confusable with rally attacks, lots of hotkeys I still needed to learn but clicking around revealed what I needed to know. Unit teams aren't very clear to me, especially since they can change on a whim as you take over covens. Pirates felt unfair since I only had the archers to hold them off and the pirates easily killed 2-3 of them at a time, making it hard to keep up. I assume I had to be more aggressive and capture covens before it got to that point.

The button prompts are meant to switch to whatever you're using but I only implemented xbox glyphs for now, tell me if your controller is some weird binglebonkus you want supporting or else I'm just gonna go with the kbm/xbox/ps/nintendo set.

Thanks for playing dude, videos are great feedback. I need to make it clearer but the HAT protects you and you have to pick it up again, I might just make the HAT arrow a screaming horror so people never miss it.

Bro why is there a time limit on the fishing and word games? Generally I think the minigames are too long, they are just regular games stitched together. I recommend you make them all way shorter WarioWare-style and also give a gameplay reason why there are even different games you can pick because right now they are purely self-contained.

I'll never remember the combo buttons without prompts but as soon as I got to the actual level I realized OH THIS IS HITMAN and the instincts kicked in. I know how much of a pain it is to develop a stealthy-murdery-simulator as I've tried and I was surprised at how well the AI worked, great job. The end screen told me the tutorial was over but I felt like I missed something as the screenshots show quite a bit of stuff I haven't seen.

Agumon

I should have patented baseball bats earlier.

If you're the lucky downloader of the first 30 minutes build you'll get an easier game with half of the Salarymen not having guns! 

I just pushed an update with gamepad support and a few other fixes including the boss not dying when it should, tell me what you think.
Thanks for the feedback, I'm glad you had fun despite the issues.

Extra ammo is automatically transferred to your held gun when you touch a dropped one but it's hard to notice, visual and sound effects should hopefully help to make this clearer.

(1 edit)

I feel stronger. I played the Steam demo so apologies if that one is outdated.

I made some tweaks to the installer, see if it works out for you now!

(3 edits)

Delete the \miniconda\envs\godai folder and try again.

In case the installation throws up an error about pytorch and cuda then open godai.yml in a text editor and change line 9 from

- cudatoolkit=10.2

to 

- pytorch::cpuonly

I'll work on automating this, thanks for reporting the problem!

I got a crash when hitting a lightning bolt on the glasses guy, here's the error:



The screen got black at the beginning when I set the game to fullscreen, but it only happened in the video, it was fine for me while playing.

Gameplay video (the crash is at the end):

Greatness awaits this one, my favorite out of DD18.

The hit detection felt a bit wonky though, I'm not sure I wasn't hitting the carps.

Gameplay video: 

Gameplay video: 

I don't know if I missed something, I couldn't find anything to do after the tutorial.

Gameplay video: 

Gameplay video: 

Gameplay video: 

Nice, thanks so much for the video. It's so interesting to see someone else playing the game and trying to figure things out, it's difficult for me to visualize how a puzzle might be solved since I already know the solutions so videos are invaluable for me.

You said you only understood the blue blocks later in the game and your video helped me understand why, you seem to have learned it in level 5 (second in the video) once you were forced to go around the pinned box to place the blue block in the bottom right corner, I think I will be making a simpler version of this level earlier on since it seems to be effective, other people who played the game also seemed to be more comfortable once they played that level.

Again, thanks a lot!

Big improvement to the presentation since I last played but the gameplay feels like a step down, it's just way too easy and I only failed by dying on purpose after doing the same thing over and over with no apparent difficulty curve after the first few waves.

Gearing feels like less of a necessity than before, the kamikaze ships are too slow.

The gears UI indicator is a bit too subtle, I only noticed it after a few minutes playing.

Gameplay video: 

Sorry about the video being short, but I already played it before and I didn't notice any big changes in this version.

Gameplay video: 

Did I break something? The boss didn't spawn. 

Gameplay video: 

Gameplay video: 

Gameplay video: 

Gameplay video: 

That boss has way too much HP, I got its pattern mostly figured out but he just won't go down

I didn't notice ships would drop powerups and only realized it when reading the game's description, I assumed the transparent shapes were just part of the background.

Gameplay video:

I'm getting some serious stuttering while playing as you can see in the video. The blue stripe to the left is just the window's border which I didn't notice, I didn't notice any other technical issues other than the stuttering and the controls overlay not working for some reason.

Gameplay video: 

Gameplay video: 

Works fine for me, generation takes about a second and a half and it stays at 60 FPS.

I can't figure out how to play this at all, the game just stays there in the initial cutscene at the "Life here is peaceful" line, I tried pushing all buttons can't do anything other than opening the options menu, after several minutes it goes to the next line which also stays stuck.

It was hard, I did enjoy it but I usually have a high tolerance for difficulty in general.

Maybe it's too much for the very beginning of the game and I don't like how I was forced to not buy items just to keep my health full, you could try difficulty options or a roguelite system that starts off the game simple and keeps increasing the complexity by introducing new moves, enemies, items and such.

I was mostly just being too conservative, I think it's because I wasn't sure of how much slo-mo I had in the heat of the moment, maybe you put the health and slo-mo meters around the crosshair to make it easier to see.

Another gripe I have with the UI is how the ammo count distracts me when I'm not looking directly at the crosshair, I think it should be another color and not as bright as the crosshair.