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Azebu

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A member registered Jul 23, 2016 · View creator page →

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Nice. Two bugs I noticed.

First, if you select an action on character 1, and character 2 is dead, you can't go back from 3rd to 1st by pressing X.

Second, if you get a lot of exp, instead of getting two levels, you'll only get one and the exp bar will overflow.

Thank you for playing! I appreciate the feedback.

In tutorial, at the end you have to walk onto the Z tile - it changes to 0 as you step on it, and you'l be safe!

Very nice concept. The goal of the game was clear and graphics are adorable.

The allied ships were sort of there, they could soak up a mine but it was easy enough to dodge them when alone, so I didn't really feel safer in a group.

Overall a nice game though. Could be great with a bit of balancing, and maybe extra perks to having allied ships around?

Very simple and very good, everything is clear at a glance. I like your spin on the theme.

Very cool concept, fun, fits the theme really well. 

My only complaints are how strong the knockback is, making it hard to stay in the safe zone or even shoot a zombie multiple times, and also lack of score display during the game.

Haha, I totally missed the fact one could start making another dish before serving the previous. 

Some recipes were a bit of a stretch, but in case you missed it, I included a list in the game's description.

Thank you for playing!

Thanks for the feedback! Sound design is definitely my weak point that I need to work on.

Thank you!

Thanks! I did wish to do something with the money, but the only idea for upgrades was a Swear Jar to gain that extra money from clients, thus it stayed as simply a way to track score, and I also ramp up the difficulty based on it.

Thank you! 

I found it so easy to remember the recipes after spending countless hours testing the game, that I had no doubt players would have no trouble smashing things together with at most five minutes of experience! Well, I'll keep that in mind for next time.

I mashed the dodge button quite a bit and eventually went out of bounds. Checkpoints would be nice. Keep up the good work though!

Literally perfect. Add Steam Trading Cards and it's ready to be shipped.

I like the dungeon style on the deckbuilding game, difficulty ramps up pretty significantly on level 3 though (or I just got unlucky).

Only suggestion I have would be to add a big glowing tutorial, or arrows, because I spent 5 minutes before I figured out to click on top to choose a dungeon room.

So, few bugs I noticed.

Characters still can get stuck and lose turns forever. Had it happen to an enemy as well.

Starting from second map, Uhie had Ice Bolt listed twice in the attack selection. On the other hand, Fire Bolt didn't show up in the Enter menu for her.

Noe's bolts can go above the enemy's sprite. Consider having a "height" value(s).

Zushi's attack is pretty hard to hit, especially if it's in the first 25% of the charge bar.  If it only showed up at right half, it should be much easier to react.

In third map, right at the start Noe was first on the priority list, but I was moving as Zushi instead, and Noe got moved to the end of queue after ending the turn (while Zushi stayed where she was).

Also my game crashed when the worm was attacking Zushi.

And I felt like music was more compressed compared to last demo?

And I didn't like my cursor being locked when the game was still loading.

I like a lot of the new stuff though. Unlimited move and follow out of combat (had characters get stuck on walls though), new UI, seeing enemies you can attack, and probably forgot some more stuff.

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Thanks! I greatly appreciate the suggestions, especially the one about jumping after walking off the edge. At the end you mention a 3-hit combo with a pause, which is exactly what I have right now, with third hit dealing more damage, but I guess it's hard to see with the current "animation".

Tried beating the game without firing once, was pretty easy.

The cones could be a bit bigger, it's really easy to sneak past enemies right now, and rotating them won't be enough to fix that I believe.

Like the concept though, hope to see more next demo day.

The intro credits take really long to play.

I dislike how jumping up a wall while walking into it gets you stuck right away, could you make sliding activate after hitting apex of the jump?

The game logo is a bit too low.


Other than that, very nice game. Music is a bit repetitive but everything else was enjoyable to walk through.

The sounds are loud as fuck. 

The hit detection on enemy was pretty weird, the only way I could hit is by mashing the attack button. The enemy could stand still, I'd slash right through him multiple times, and nothing would happen until he did some animation.

I opened weapon selection menu and couldn't quit out of it.

Has potential though, looking forward to this on the next demo day.

Liking this a lot, definitely feels better on controller.

One thing to complain is that you can't get past the dummy enemy which can *block your path*. Would be nice if dash could dash through them.

Very cool and climatic. I got stuck in SYSTEM GES menu as well. Managed to bring up SIREN DATA and LEXEMICS but can't seem to get further than that. I really like these glitchy, sense overload, SADWORLD style things.

I think not knowing what was a bug and what wasn't makes for a really cool experience. One thing I remembered was the third ball jumping stage, my ball was stuck in float position, if that wasn't intended I was spamming jump in previous stage near the end, that might've caused it.

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I clipped through the hill. Falling off the edge doesn't seem to work either.

My text didn't auto-advance at first (only first leter would show up). I restarded the game and after that it was going nicely, but I noticed a bunch of typos in the text.

I've had Zuhra get injured but then the burial cutscene played and she was gone from my squad, replaced by a second (You). I then walked around the town and noticed some more bugs, like speech bubbles being shown only partially, like "I'm f", and I got (You) to -100% hunger but he didn't die. I eventually found the starting town, and when I entered it the cutscene played again, and I had 2 Katyas, and after beating this scenario the Zuhra death cutscene played again (even though she didn't die this time).

I also had one NPC freak out at the end of the stage you meet up with Katya and Zuhra, his legs were still, but the torso would rotate around trying to target the group members.

It'd be nice if there was a hotkey to focus camera on a party member (maybe pressing the number twice, or when they're selected already it'll ).

It's very nice you can escape before picking up your companions, but dialogue doesn't reflect that and still uses plural.

Aside from this issues, and demo being pretty short, I really liked it. Good job.

Absolutely disappointed.

The tutorial did a horrible job at explaining contols, I couldn't get the fishing part to work correctly.

The rhythm game had some minor issues like arrows not registering (good thing I'm a pro at button mashing thanks to fighting games), and UI with score and whether you hit the notes at right times being rendered off-screen.

You brought shame onto AGDG demo day with this piece of sh*t unpolished game. Please go back to reddit or something...


Now I'll leave it running for 24 hours and give you a 1 star review if nothing happens by then.

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Really nice game overall, very comfy to play.

I rebound the cursor to right stick, but I couldn't use it at all outside of menu. Being able to use it to point the watering can in a direction would've been nice.

Speaking of which, I think watering could use a bit more leeway. It feels really unrealistic how tight the limit is right now. Real life strawberries will do fine if they get a nice big dose of water every few days, even during hot days. The water cap should go up by another 50%, or even 100% imo. Because of this, right now the spread watercan is pretty dangerous to use if your plants aren't equally watered, and I just gave up on my 7x7 strawberry patch because of this. Maybe the water could drop by bigger amount, the more water you have, something like if the water level dropped by 30% if it was at 50% at the end of the day, and by 50% if it's at 90%? Something like that would equalize the hydration levels over time and make for a more pleasant experience. Oh and maybe being able to see hydration level without pressing button, like the water bar showing up if you have a crop "selected" with watering can in hand.

Also how the plants grow at the same rate feels unrealistic too, if they had small deviations so the crops would mature at different times would feel great, for example if corn took between 8 to 10 days to harvest.

Fun mindless carnage.

I clipped into one of the falling platforms, to about wheel height, but it didn't impact the speed and I slid right out.

Pretty nice from what I've tested solo using a controller. The movement feels pretty slow when compared to reach of the weapons.

Stances didn't seem to work, but it's good to see they'll be in. I think parrying should be more visible to the opponent.

Nice and juicy, I like how it looks right now. Got the hang of the combat pretty quickly, although the enemy health bar is a bit too long for a demo. I also agree that the ogre is too powerful, at least for someone picking this game up for the first time.

Yeah, I think the fights are pretty easy once player gains few levels. I even cut base Strength in half before releasing and it still wasn't enough.

The element that's supposed to make them harder are Trials. You get a randomly generated task at the start of battle, like "don't take any damage", which will award bonus exp (and more in the future) at the end of the fight. You can view the details of them by holding Tab, and since last version you can also hover over the icon (on the webm you linked it's the heart). So basically you could just ignore them, or you could try a bit harder to complete them in order to cut down grinding time.

For next demo I'll try to get more variety on top of this by adding Slash/Pierce/Crush damage and defense, as well as more skills for each class to encourage more strategy in fights.

Thanks for playing and for the report. I'm trying to think of some ways to deal with random combat which is the norm in these games, for now there's a glowing crystal in the UI which indicates how soon a new fight will happen. And yes, the battle difficulty is very rough at the moment. Can you tell me if you found it too hard or too easy?

As for the crash, it seems that the End Turn button could be pressed at times I didn't want it to be.  It's fixed now in the new version, thank you again.

Jesus Fucking Christ what were you thinking.

I beat levels 2 and 4 with one coin each, I feel like the others require some tricks and techniques I couldn't nail consistently like walljumping.

I noticed that under some circumstances the fading blocks would start to glow again immediately after coming back, I think if it happens around the same time player is respawning?

Fun and simple.

I was going to say that Development Build increases file size by quite a bit, but I got some errors and console helped with it. Here is a screenshot.

The controls took a bit to get the hang of, some of the platforms are slightly too far away from each other requiring pretty precise jumps, which might've been the reason. The targeting was somewhat unreliable as well, most notably breaking on Dashing.

Outside of that, it's a pretty fun demo.

Looks great, feels great. I noticed slight distortions on the walls (seemingly straight lines are bent), is it caused by texture or a shader?

Simple but enjoyable game.  It's fun for a couple of minutes, could work pretty well as a mobile game to play on the train.

I can't consistently get the timing on volleyball serve right, maybe it could use a small tweak?

Thanks for playing! 

I'm going to add WASD in combat real quick and finish the version with few other bugfixes I spotted, but mouse control will be added later on (hopefully by the next DD).

Really like the level design (although I could see squares of grass in some places). 

Gameplay feels nice, although I couldn't pull off the rocket jumping. I'm not sure if that's intended, but money balance didn't reset if you die. The tutorial was in Spanish too.

Controls could use a bit of tuning, but it plays fine other than that.