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Bicho Feo

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A member registered Oct 19, 2021 · View creator page →

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Thanks for trying it and pointing out the issues. Dialogue spacing was on my backlog, I was trying to make it cut after 3 lines of text but obviously that was lazy. This made me get off my ass and use better spacing so thanks.

I cut diagonal movement a while ago because of jittering issues with the followers that I couldn't fix at the time and it looked really BAD imo, I'll have to review that for the full game, aside from the jittering I see no reason why I couldn't add diagonal movement.

Solid premise and it delivers. Chaotic game but I see the charm in it, it has a lot of potential.

What I liked:

1. Soundtrack

2. The nun's hysterical laugh when she goes into a frenzy

3. The fact that gravity shifts when you go from surface to surface

What I didn't like:

1. That you can't absorb shield/health if you touch it, only by shooting it you get it.

2. Stuff can get too chaotic sometimes and you end up going in circles shooting everywhere.

3. Some places between gravity shifts (like near the heart spawn point) are a bit fucky and you might not be able to jump comfortably from 1 side to the other.

Suggestions:

1. Need timer or visual feedback for the hallelujah bomb cooldown/recharge. Also for when you somehow start getting shields from killing demons.

2. Need other feedback (visual or audio) that you're being damaged aside from the red blinking. The whole scenario is red so it doesn't stand out.

I really don't know why I never tried this game in the other DDs I participated in, must have been very busy or maybe it wasn't out idk. Well, here's a first impression after the tutorial but I wanna give it more playtime later. The get off the mecha tutorial almost filtered me but I think I get it, its a cool mechanic.

What I liked:

1. Music.

2. Physics and controls feel so good.

3. The audio whenever you get a new weapon.

4. The inventory menu animation and the hud, well everything in the UI.

What I didn't like:

1. The beeps when an enemy is nearby, even when I'm shooting at it and I'm not getting shot. Maybe it could beep when I have an enemy behind me or I actually get damaged.

2. The grenade launcher does a really small explosion for the damage it does.

Minor stuff:

1. When I turn off fullscreen I don't see the window bar even when borderless is turned off. When I decrease resolution the bar is still outside of my screen. I think this is made in godot because I had the same issues, what I did was add code to center the window in the screen whenever I change video settings, can't say its the best way but I verified it werks at different resolutions.

Trying this orb-like for the first time. Already has a cool capsule art so props for that. 

Runs smoothly 99% of the time One thing I notice right away is that there are a few of the staple features that are NYI so I'm looking forward to try this again in the future. I think that it will be a much better experience with some better loot and something to sink your coins in. I haven't seen any health potions drop in 20 minutes of grinding just a ton of gold, 1 mana potion and 1 weapon, so a bit more dopamine rush would be good. Here's my 2 cents:

Minor stuff:

1. Starts in full screen but the selected option is windowed. Changing resolution does nothing for me when windowed idk if its my screen but tried all sizes.

2. If you die in level 2 and your mercenary survives, when you go back from level 2 to level 1 your character is walking again but with 0 hp.

What I liked:

1. General atmosphere and background music.

2. That you can still select your mercenary to fight if you're dead.

3. At will portal, I hated having to buy tp scrolls in d2.

What I didn't like:

1. Text size is too small, at least at 1920/1080

2. No way to sprint at the cost of energy.

Cheers and hope you keep making good progress!

Awesome I'm glad to be of help, keep up the good work

Well in that case I'll still want to review progression. Right now the tutorial also gives you a "free" extra skill to show the camping and training mechanics. Traits and skills are randomly given when training or battling a foe with a similar skill tree but I'm moving away from the random approach to make skills tied to "stat" experience so you'll see a progression bar and it will be a bit more intuitive.

I also think that somehow making the tutorial optional makes it sound like "I'm a sign not a cop do whatever you want" but its meant for players who would think of the tutorials as too hand holdy so idk if I should just make it default during the first playthrough.

Thanks a bunch for playing and for the detailed feedback. I recon the game should be a bit more difficult than pokemon since it takes after digimon world games instead but the first battles during the tutorial should have 100% win rate, worth changing.

Will get the shop and mouse issues fixed. Btw, great suggestion to add a grey shade to fainted mons planning to add that too.

Finished the demo, although only 80% completion. I noticed that books aren't saved within a same run so every time you exit and continue your run you have to recollect everything.

Chinese Nicholas Cage did it for me. Aesthetics are great, good performance except for a couple hiccups.

Feedback:

1. In the tutorial it says "shoot left with machine gun and right with the pistol" but I could only hit the dummies the other way around (left pistol right machine gun). Maybe its a context thing where it appears before I am looking at the targets?

2. First level felt kinda too easy but I guess its okay. Henchmen take too long to react to you but what I think is an issue is that you can even snipe them from very far and they don't even move. Only thing that posed a threat were the kung fu girls.

3. Using the teapot with the shotgun looks crazy like you got 4 arms which is fun in a wtf is going on way but idk, probably good to do some other animation with the shotgun.

4. Go to Steam button is broken for me.

Good thinking, will add bigger resolutions next build.

This game was a nice surprise, some cool puzzles here, I stopped around when you get the turtle friend. Couldn't find any bugs so thats very polished.

Incredible progress. Haven't played this one in a year or more. I have finished the earth mission and I enjoyed it so far.

One issue I ran into is that after defeating the euryptid boss the surface it fell onto had fog of war so I couldn't comfortably see the upgrades it dropped and had to spam E for a few.

Funny but I haven't been able to replicate them either when I was trying to record. 

For #1 I think the only thing  I did different was throw a sand bomb, then a flash bang then a sand bomb and I was able to progress.

For #2 nothing so far.

A new one #3 is that I was riding the sandboard and passed near an unsuspecting enemy, it prompted the UI for Kill and I pressed F and while it killed the enemy I got stuck after getting off of the sandboard. Can't move or use anyting nor ride the sandboard again, video here: https://streamable.com/z2bm4q

Hey, this looks and plays great very smooth and I love dune so I wanted to try it even if I haven't played stealth games in over a decade. Here's my 2c:

1. I think I run into an issue during the tutorial, after deploying the sand grenade on the sand, it activates and a new one spawns but the blocking wall doesn't disappear to progress. I can get and throw infinite sand grenades (and I threw them everywhere just to check if I was missing a target I couldn't see). Unless that's the end of the tutorial which I think not because there are still mechanics on the desert that aren't explained.

2. Then playing with the tutorial off I was able to infinitely flashbang enemies by quickly pressing F to kill which somehow refreshed the flash bang stunlocking enemies for a while. To give you some context my infiltration went wrong and I was swarmed by enemies near the corner of a camp then when they swarmed me I sent a flash bang and quickly and repeatedly pressed to kill on close combat. This allowed me to take like 10 down before I somehow stopped the refresh.

Anyway will love to see how this game shapes up moving forward. Cheers!

Thanks so much for the encouragement and for the feedback!! You're about to reach me on play time lol.

About the evos...thats not meant to happen, designs aren't finalized but you shouldn't be getting access to those any. Big oops on my end, patching this soon.

About the maps I'd say its 25% so far, been meaning to also improve in exploration by tying it more to the settings story, it will be more of an environmental storytelling kinda thing but I'm glad you te liking it so far.

I saw this  a couple years ago and somehow never tried it. Definitely addictive and also looks great. One criticism I have is with the early game, it felt like the PC was skewed to get better cards and I was forced to pass a lot of turns, almost lost twice. Then with the power ups as I progressed it started feeling easier. I do presume this is all randomness but I guess you could push luck in favor of the player for the first few matches to ease up on the learning curve.

Thanks! I appreciate your support. I'm still updating the game regularly so you'll find quite a few things when you try it out again.

Thanks!! It was probably /vg/. Depending on when it could have been the prototype or when I started again from scratch. Glad you like it!

Yeah, I suppose that was a given, and its really not that big of a factor at the end of the day. Thanks for taking the time to answer.

Hi, I'm considering either buying this pack or becoming a patreon to get some attack effects. 

I'd use this for a commercial monster taming pixel art game (for the record the games in my page are very outdated so the style has changed). 

As great as the effects look (10/10 btw) I'm wondering if these have been used in other games similar to the one I'm making since I'd would want to keep my game from getting confused with other games in the genre, do you know if that is the case?

Thanks in advance!

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This game is great and has great aesthetics but I think there's still room for improvement, so here's my 2c.

  • It seems that there's no dedicated area to get beast digimon experience, the closest to that is the ice one but its divided with aqua which already has 3 areas going for it.
  • Lots of digimon to recruit lack any sort of info on what the criteria to recruit them is. Now I know this is reminiscent of the DW games but that's not really one of their strong points.
  • Kill requirements for U+ evolution seem a bit high. 7-10k kills? I think a player would need to get well over 100hs of grinding for that.
  • There's no use for tamer points after lvl 75ish.
  • Equipment after champion level doesn't seem to drop ever.
  • Age seems irrelevant. I can get some megas within 3 hours so instead of using the same mon for several days I change it when I get bored, hence I still haven't had a digimon die yet, also the tamer skills related to that never become relevant.
  • Suggestion: Data from digimon is very easy to obtain with the tamer skills unlocked so the box starts to get bloated and there's really no use for so many mons maybe add a chance to drop something like attribute exp?

Really like the visuals. Only thing worth mentioning is that the character sprite clashes a bit with the tiles (dunno if the palette or the amount of details is the issue)

I'd say the spiky dogs could be improved a bit, they are really tough and not even getting them on the back makes a dent on them so I just try to avoid them. Also if you just get the distance right you can kill them without any reaction from them (I think if you are above a cliff?), I'd suggest that if hit they should initiate a chase regardless of distance. 

Pressing S an shift for sliding through a crack is kinda uncomfortable.

I couldn't get the grenade belt inside the cracks (skill issue?)

Boss wrecked me but I'll give it another try later.

Thanks for playing!! I missed the stream but I'll check it out later.

I'll get to fixing the buy screen bug, not my proudest work to be honest.

Thanks for playing! I'm absolutely rethinking the firing direction thingy, perhaps mouse direction could be worth trying but I think simple might be best and just have the facing direction decide the firing direction.

On the ladder yes I kinda struggle to make the partner go right towards me, kinda took like 5 tries of the younger sibling falling to the water. About the jittering I didn't really notice any from what I played.

The puzzles in this game are interesting, controlling several characters at the same time makes me think of Lost Vikings (totally should play that one if you haven't). Visuals could use some work but it does the job for a proof of concept. Dunno if sound is not working or if doesn't have sound yet (I think the only thing that plays a sound is the trampoline?).

Minor annoying detail: it took me three tries to read the slippery floor sign (which by then I already understood what the help was about) but I would make it so it actives upon touching the floor.

Gave it a try but not a full playthrough (yet)

The good:

* Animations are really good (I learned a few things from watching them).

* Art and Music is top noch as always.

Little details:

* Can move before inputing name on a new game.

* First time I opened it it didn't finish loading so I reopened it and it went fine (dunno if that's reproductible)

Wishlist:

* A way to run would be nice, walking feels really slow.

First play and I'm planning on playing it longer but here are at least some comments before DD ends. 

It looks really polished, the basic mechanics are nice and easy to get. I guess the main menu and UI could be a little more fleshed out so as to be at the level the art/tiles/animations are.

One thing that adds some noise is that there's lots of small objects that kinda clutter the floor and at first it makes it difficult to determine enemies like fo example the enemy plants from the rest of the objects on screen, I could see this being a design choice and if thats the case then you should probably disregard this.

Almost missed this because it didn't give me a notification. Thanks for playing and the feedback it really helps and good catch on the upgrade cost. 

Was intending to make the drill give you damage immunity also too (since you use it while moving) but ended up giving it a bigger damage window.

Thanks for playing and your comment. If you liked the music you should play battledemons and dreams of joys departed,  the soundtrack for my game was made but that dev (haven't played the former but the later is a good game). Did you feel the drill was useful enough? Damage scales with speed so its good to pair it up with the speed boost.

Interesting, could it be I misplaced some dlls that make LOVE2D work on all machines? Could you try with a new download?

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Like the concept, expecting good stuff from this as it develops. Feedback:

  • Dunno if the attack UI portraits are meant to be ordered according to map placement or if the ally always goes on the left and enemy on the right, I think the UI should convey this (like with red and blue colors).
  • Visiting a house doesn't do anything (maybe NYI?).
  • Menu bugs out and appears on screen if I press enter quickly after inputing the last unit's action. 
  • It looks like last enemy standing avoids the player which if intended its a nice addition.

Oh you meant traversing okay.

"monsters mind their business" you mean they didn't chase you if you get close or attack you or answer to fire? They do as far as I playtested. 

Ecco the dolphin is not really something I'm taking inspiration from. 

Yeah probably just a setting is the best solution. 

What I meant to say is that you can't press enter to jump to the next text when you have already loaded the current one and need to manually click 'next' button, which for a game that looks to have a good amount of text is something to consider.

Thanks for the much needed feedback, I'll have to go back to the drawing board to make the mechanics more engaging. If you don't mind I have a couple of questions.

When you say transversal movement is bad you mean going up or down? Some people said the movement is slow but it is the same speed as the horizontal movement, I think the parallax background may give the feeling that the player is moving too slow. Did the dash break collisions or do you mean its too fast when compared to regular movement?

Also there is a way to lower sfx in the options menu but I think you mean to disable the alarm entirely which I could totally add.