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Bitwise Games

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A member registered Jul 03, 2016 · View creator page →

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Managed to die during the tutorial a couple of times. The first thing I'd say is that the UI is a bit confusing. I'd recommend revamping it a bit. It'd also be nice if the camera automatically followed the character when he moves.

I should start off by saying I do NOT play many plane/flight sim games, so I may not be the right person to review this type of thing.

Right off the bat, I really liked the visuals and sound. You definitely nailed that part.

The biggest issue I ran into was the controls. Like I said, I don't play this type of game much, but using A and D to move horizontally felt awkward to me. I'm used to moving the mouse left and right for that. Moving around and especially aiming were difficult.

I died a whole bunch of times while I was trying to destroy all the enemies (the "OH CRAP" made me laugh). I had a lot of trouble avoiding enemy missiles. I assumed I'd be able to shoot them out of the air, but that doesn't seem to be the case.

Hey, glad you liked it. I've been using SDL for a really long time now. If you're just starting out, I'd recommend the book "SDL Game Development" by Shaun Mitchell. It describes the basics of making an engine in C++ with SDL.

Guess I don't really understand how to play. I apparently have a rifle, although it doesn't seem to do anything. The little blue orbs that circled around me killed enemies when they collided (although sometimes enemies would die even without a collision). Most of the platforms are too high to jump on, so it doesn't look like I can move very far. At one point, I pressed down while on the ground, and I was immediately teleported to top of the level.

Long loading times (although I didn't install it on my SSD).

If you click "Bonus" on the main menu, then click "Return", instead of just switching back to the original menu, it reloads the entire thing.

If you hit Tab to open the menu, then click "Reference", the "Remember something" button is cut off. I also got stuck in a loop, I kept hitting "More Options" and "Back to the Start", and it just looped over and over again.


There doesn't seem to be a way to re-read previous text, like most VNs. Maybe I just couldn't find it.

Q/E/R/F to rotate the camera instead of the mouse is a... unique choice. And it looks like you can see into other rooms by moving the camera in a certain way. I'm assuming this isn't intentional. This also happens while looking in the mirror.


The writing and dialogue is very good so far (although I did spot a few minor typos). The idea that the game's time limit is however long the players can survive without water is a very neat idea.




I am a HUGE fan of games like Zero Escape, Danganronpa, Ace Attorney, etc. This definitely seems promising. I'd like to wait until it's further along in development before I continue playing. Good luck!

I like the sound effects and gunplay here. The menu design and cutscenes are also pretty cool.

The first thing I noticed was how empty the levels were. Sometimes I just wandered around, hoping to find an enemy to fight. I would recommend either making the levels smaller, or adding more things to do in them.

It also felt pretty easy. Most of the times that I took significant amounts of damage weren't even from enemies; it was from accidentally falling into pools or shooting explosive barrels (which seem to have GIGANTIC areas of effect).

It looks like you can cheese the rocket launcher boss guy just by shooting him quickly with the assault rifle. He becomes hitstun and doesn't move much.

I'd also recommend having a tutorial, or at least a single screen showing all the player's available actions. I didn't even know rolling was a thing until AFTER I finished the demo and read some of the other comments here.

Some of the enemies (especially the goo blob guy) wouldn't do that green blood splatter animation when they got shot, which made it seem like my bullets weren't effecting them at all. If they have some invincibility frames, maybe make them blink or something, so it's more obvious.

This was fun. Thank you for posting it.

CHANGES SINCE LAST DD:

==== FISHING ====

Fixed a bug that could sometimes cause music to not play during levels.

==== WIZARD DANCE ====

Added background visuals to the levels.

Updated HUD.

Fixed a bug that could sometimes cause the music not to resume after pausing.

Replaced the first level song, so it should be much easier now.

==== SHOOTING GALLERY ====

If you run out of ammo early on in the level, it'll end automatically instead of making you wait until all the targets are done.

You now need to reach a minimum accuracy percentage in order to win a level.

==== LETTER EDITING ====

Added a few cutscenes to the first two levels.

You now need to reach a minimum accuracy percentage in order to win a level.

==== TOWER DEFENSE ====

Fixed a bug that caused weapons to not shoot enemies, even if they are within range (at least, I think I did - please let me know if it's still there).

==== SHOOT-EM-UP ====

Added an outro cutscene to Level 1.

==== JRPG ====

Replaced Level 3. All three levels still need lots of tweaking, but I think this is the order I'd like to have them in for the final product.

Added an outro cutscene to Level 1.

==== DRAGON RUN ====

Added an outro cutscene to Level 1.

Added a tutorial.

==== IMP LAUNCH ====

Added new sound effects.

Added a tutorial.

==== MAP ====

Added ability to zoom.

Added buttons on the level card to move to the next/previous levels (this doesn't work if levels are locked).

Made the level card bigger so that the level title text is no longer cut off.

Added blurbs to some of the levels which appear on the level card. Ideally, every single level will have a blurb by the time the game is finished.

==== MISC ====

Fixed alt+tabbing.

Some characters have an icon next to their names during dialogue, making it easier to tell who is talking.

Created cutscene files for each game mode, instead of having one gigantic file.

Added an option to automatically skip cutscenes upon clicking Retry.

You can now press H during cutscenes to hide the dialog box (press H again or LMB to re-enable it).

I did not find an acorn. I actually wasn't able to get past the trap I mentioned, because each time I dropped down into it, I was immediately killed by the two goblins with knives. Is the acorn is before or after that point?

Very nice sprites and sound effects. Space to jump feels more natural to me than W, but I'm sure others would disagree.

It's HARD.

There doesn't seem to be a way to pause the game? I'm guessing this just hasn't been implemented yet.

Some of the enemies attacks felt REALLY difficult to avoid, especially in tight spaces.

Is it possible to let go of a vertical rope without jumping?

I died a few times in the big room with all the enemies, and each time I came back to life, the big block hanging from the chain was lowered. But then I died immediately after falling into the "trap", and when I came back to life, the block was NOT lowered. Not sure if this is a glitch or not.

Neat little puzzle-platformer. I like the premise and characters, but there are a lot of bugs:

• After finishing the 3rd level, I went back to replay the 2nd level because I missed a magic egg. After finding it, then pressing the button to raise the platform for Epsilon, I wasn't able to switch characters. Pressing the shift key did nothing.

• Some of the default controls in the pause menu seem to be incorrect. It says to move with Z/Q/S/D, but it only accepted W/A/S/D to move.

• After pressing Z and Q like above, for some reason Chloe wouldn't turn around when walking; she was always facing right, even if she was walking left.

There also doesn't seem to be much penalty for death. Each character has 3 health, but losing all three of them just moves you back to where you were before, just like if you only lost 1 health. I'm not sure if you were planning on changing this in the future.

Some neat ideas here, but it definitely needs some work. Good luck with this.

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This is fun. Might be nice if the movement speed was a bit faster, but I liked the artwork, sound effects, and the level of interactivity with the world. I did notice a few typos, and at one point the click-to-continue symbol was covering up some of the text (see screenshot). I didn't play all the way through, but the story seems very interesting so far. Reminds me a lot of To The Moon. Good luck with this.


what the fuck did i just play

fucking killer soundtrack. Not sure how I feel about enemies suddenly spawning/attacking from behind or even on top of the character, but that might be what you're going for.

oh fuck. are you using proton or something? this game is made for windows only.

Lots of bug fixes since last DD, and other minor things like making the font easier on the eyes. The Letter Editing mode contains a new type of puzzle in which the player has to try to create a phrase that makes sense, given a clue and a word bank. There's still a bug in the Tower Defense mode that sometimes causes weapons to not shoot enemies, even if they're in range. This seems to happen more frequently if the weapons are placed near the right of the screen for some reason. Apologies; I'm still looking into this.

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I like the ambiance here. The faint music, the random sound effects, the use of colors. It almost reminds me of playing RuneScape WAY back around 2006 or so.

It was sometimes hard to tell if an item on the ground was something I could pick up, or if it was just a decoration. Maybe give things you can interact with an outline or a glow or something, just to distinguish them. And if you search an item (like a tree trunk), and there aren't any items inside (or if there were, but you removed them all), make the outline/glow a different color so you don't come back and search it again.

I'm not sure if it's a glitch, but at one point, I was using the gears connected to the water wheel, and the ingredients disappeared in the wrong order.

This was actually really fun. I liked the art style and combat system.

It took me a minute to figure out how to assign targets to my characters. I might have missed a tutorial message somewhere. There was also one point that I went on a quest, but I had forgotten to give one of my characters a weapon. A notification saying something like "one of your characters doesn't have a weapon, are you sure you want to start this quest?" might have been nice.

On the map, I clicked on a treasure chest, but my party went to a battle instead. Not sure if I misclicked, or something. And when my entire party wiped, it said "Defeat", but there was no option to go back to the guild or start over or anything. Not sure if that's intentional.

I liked this. Looking forward to seeing more of it.

It'd be nice if there was some sort of sound effect (or any kind of notification at all) when you pick up a gun. There were a few times I tried to pick up guns without realizing I already had one.

Personally, I think I'd prefer it if I could just click LMB to swing my bat instead of moving the mouse. But that's just me.

Good luck with this!

Why are there three buttons for each resolution option? Something to do with framerate? I have a 4k monitor, but it automatically selected a smaller resolution when I started it up for the first time.

Game itself is okay (it's hard to say when it's this early in development). I found it a bit difficult to aim at targets on the ground, like the boats and the tanks.

I actually didn't even know this would launch on a MacBook. Are you using some kind of Windows emulator? 

The stories aren't really fleshed out yet, but I've got a plan for them. The minigames being basic is intentional; I wanted to make a game that you could pick up at any time, play for just a few minutes, then quit. 

Thank you for playing!

Changes since last DD:


==== FISHING ====

Hold LMB instead of mashing.

==== WIZARD DANCE ====

Wizard is now sad when he's about to lose

Changed the way score is calculated

An X will appear when the player misses a note

Song title and artist are shown at the start of each level

==== LETTER EDITING ====

Fixed a bug that could cause ugly gaps to appear between words

==== TOWER DEFENSE ====

Added right click menu

==== DRAGON RUN ====

The player will now lose control for a moment before a dialog event, ensuring that everything important is visible on the screen.

==== IMP LAUNCH ====

New item: Magnet. Very rare, but grab it, and it'll pull items towards you

Fixed a bug that caused items to sometimes spawn directly below the player

==== HIGHER OR LOWER ====

New game mode: Higher or Lower. Predict whether the next card will be higher or lower than the current card.

==== MISC ====

fuckload of new sound effects

Fixed a bug that sometimes caused music to resume playing after pause even when it shouldn't have

Extremely minor, but after playing this during Demo Day 61, I noticed you had a typo on your Itch and Steam pages. I think this is supposed to say "speed and flow first".

Good luck, and I'm looking forward to the Steam release!

Some music and sound effects would go a long way, but the art and gameplay alone are pretty good as is.

The game doesn't seem to end once all other players have been eliminated; it just keeps going with no one else to play against.

This is absolutely amazing. The gameplay and level design are incredibly fun, and I loved the art and music. The ability to change the color palette on the fly is a nice touch, too.

The only thing that felt off was the fact that sometimes I had to move in a certain direction, while shooting a star in the opposite direction, which was a bit difficult. I was playing with a keyboard, but maybe it's different with a gamepad.

I completed all 16 levels (minus the challenges at the end), usually with a 2-star rank. I noticed that everything was in English, but if I hit Esc to bring up the pause menu, it was in a different language. This only occurred during the challenge levels at the end, for some reason.

Very well done, and I cannot wait to see more of this.

This is great. Easy to pick up and really fun to play.

Sometimes the game would freeze for a second or two upon killing an enemy. Maybe that's just because I was playing in my browser.

As you get larger, the camera zooms out, which is nice. But if you take damage and lose part of your body, the camera doesn't zoom back in. This means it'll be REALLY zoomed out once you start getting larger again.

Very well done. Good job with this.

definitely NOT what i was expecting from the screenshots lmao. I couldn't figure out all the controls, but honestly I didn't really need to because I could just spam H and win that way. The CPU enemies also hurt themselves a lot by accidentally falling off the edge of the map. A bit slow and floaty, but still pretty fun.

I'm not entirely sure what you mean with the fishing minigame. Clicking LMB shouldn't effect the horizontal movement at all. In this .gif, I'm mashing LMB nonstop while also holding down A/D.

At this time, the Wizard Dance mode doesn't have a minimum score for moving to the next level. As long as you finish one level, you should unlock the next one. If this didn't happen, then it sounds like you found a bug.

The trick with the Tower Defense mode is to place the weapons in spots where they can attack multiple times, like corners, or between paths. There are currently three weapons, one with a normal range and normal damage, one with a much larger range and higher damage but longer cooldown, and one with a very small range and low damage, but a much faster cooldown. You're definitely right that this needs to be communicated better; updating the UI is on my todo list, just haven't gotten around to it yet.

Thank you for playing!


Thanks for the feedback! Let me ask, what type of audio device are you using? So far, I've only tested the rhythm game mode using wireless headphones and wired headphones. Whenever I use wireless, there is a small but noticeable desynch, but it goes away once I switch to wired.

Hey, thanks for playing! You can press Esc and then Space to skip the cutscenes. and yes, those will all get replaced with proper artwork someday lmao.

Really minor, but if you want to switch between the Research/Powers/Diplomacy/Instructions screens, you have to manually exit the one you have open before you can open a different one. Would be nice if you could just click any of them to automatically replace the one you have open.

Nice aesthetics and fun gameplay loop (although it did get a bit repetitive after a few minutes). It took me a few seconds to realize that I had to fill up all 3 circles at the bottom in order to cast a spell, but once I did, it was fun to combine different elements and see what sorts of spells I could cast. Some of them felt REALLY overpowered, and I'm also not entirely sure what the purpose of mana is, since it seems to regenerate immediately after using it.

I really liked the writing and sense of humor in the tutorial. A lot of Pokemon clones tend to take themselves way too seriously, but this one feels like it's embracing its own absurdity, and I like it. I think this could be really cool with some more content and polish. Good luck!

Ran into some similar bugs that others have already mentioned here: the main guy didn't swing his axe even when I hit LMB, and one of my minions got stuck attacking a building even after it was already destroyed. It feels strange that I should have to click on a crate twice to send two minions to it. If one minion can't do anything by himself, clicking on a crate should automatically send two of them (maybe that's intentional, but that's just how it feels to me).

I fell off the edge of the map and wasn't able to get out. Had to Alt+F4. I know you said swimming isn't implemented yet, but maybe add some invisible walls or something to prevent users from falling.

Feels like a very basic prototype for something much bigger. It'll be interesting to see how this turns out. Good luck!

Not much there in terms of gameplay, but the whole design and level of interactivity was cool. I ran it on Mednafen, and it took me a few minutes to realize that numpad 2 and 3 were the B and A buttons, but once I got it, it was very easy to navigate the whole thing (although there didn't seem to be an option to exit the Touch Vivi minigame). It's insanely impressive that you were able to make this via GBA ROM, and the artwork (while extremely erotic and sometimes kinda fucked up) was very well done.

Jumping off mushrooms and flying around is fun. I'm not a super huge fan of the way the camera tilts around - sometimes it's hard to orient the character properly. It also felt like I wasn't totally in control sometimes while gliding.

Some neat gun and enemy effects. Not really much else to say at this point.

It looks like you can instantly reload a gun just by switching to a different one, and then switching back. Not sure if that's intentional.

I mean, it's a game, and it takes about two minutes. Not much else to say at this point.

I'd be interested to find out why the executable is called "Gross.exe".

best part about this is the fact that you have to highlight the text on the game page to read it (y)

Neat little strategy game. I finished the whole thing in just a few minutes.

Might be cool if the camera moved back towards my characters after the enemy's turn, just so I don't have to do it myself.

Not a whole lot of changes since last DD (life has been getting in the way of devving). There's a new game mode (Simon Sayeth), some new sprites and cutscenes, the main menu and map have been redone, and there have been a few minor gameplay tweaks here and there. If you played this game during DD60, you probably won't notice a whole lot of changes since then.