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

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It's compelling and satisfying to examine the evidence and read the suspect's reactions, but there's a lot of bloat that distracts from it. I don't get the point of having to get up and move around just to trigger a joke cutscene for example, or having anything else to interact with that is not directly related to the case, the chief and Charles being more talkative and active than the suspects feels backwards. It would be much more cohesive if you just cut everything down to the single room and focus purely on that, no walking or looking around, just the typewriter and the suspect because that's where the fun is.

UI is jank but I eventually kinda learned my way around it, it's not clear what's actually relevant to the case and what's just there, but it makes sense at some point.

I'd recommend just focusing on fleshing out the suspects and cases, their reactions and responses, play around with body language, maybe shove a LLM in there for more unscripted interactivity because it's frustrating to get baked responses that have nothing to do with what you wrote, the core is good and cases are crafty but it's lacking direction and focus.

UI is very confusing and I can't tell what turns are, but I won by clicking buttons without any apparent resistance.
I'd say what makes gambling fun are the stakes, you need to feel like you're actually betting and risking something, be it money or your life, so maybe empathize those aspects better instead of giving you infinite use items. Having an actual opponent you can see would be a big plus too, right now it just feels like I'm trying to tickle myself since the enemy doesn't really seem to do anything other than rolling the dice, which I could do myself.

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Changes since DD64

Features

New levels: Logging Bootcamp and Cloudy with a Chance of Knockouts
New enemies
WeatherBot and BoxingBot, they are just acquaintances 
New weapons: Lightning Rod and uuh I forgot the other one. Flechettes are buffed though
Main Menu: Bloody
Portrait UI: Overhauled Jenny's portrait with animations, an anger/heat system and hat animations, recoil effects and blood splatters
Enemy Portraits: Enemies can now talk, taunt, spit and cry, with all sorts of triggers and unique dialogue (more enemies to come)
UI Options: Vsync and fullscreen toggles in the Esc menu


Core Refactoring

ModStack system: For handling number changes in characters, buffs and other systems which should hopefully be a lot faster
Projectile Overhaul: Replaced all projectiles with simpler, cleaner systems which should hopefully be a lot faster
Melee Detection Improvements: Hopefully no more duds and misses, not hopefully faster, it's slower actually!
Chainsaw Bot Improvements: They shouldn't stunlock and/or kill you instantly anymore


Other Stuff

Hat unstucking: Hat gets unstuck when in most unreachable areas
too much to remember asdfadfsd

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.

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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!

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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.