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BlackoutSampler

7
Posts
A member registered Feb 04, 2021

Recent community posts

It's in that valley made by the sword. There's a Root with Nail in most every dungeon, Sewers at either Fl30 or 45 I forgot exactly which, Lich Dungeon at 30, Church Dungeon at 15, and there's a second Root at Crystal/Lizard dungeon at 30

This is... honestly a game I wouldn't have tried normally. But was searching on a lark and tried it for laughs. This has throughly surprised me on how charming and fun the game is, as well as how the world is unique in a way I don't see in RPGs too often. I ain't even in it for the BE anymore. I just want to see Vuu become a great Knight now. Super cool, will check out the final version when I can!

Just spitballing an idea, Ghosts. Ghosts that are invisible unless they're within range of a lightsource. (Watchtowers, Homes, anything with candles, the sun). I don't know if there's any way to make that work with the AI, but it might work best if they're "player assassins" that only focus the player, and both ingore and get ingored by the rest of the squad. 

What I find works for most Linux games (and this) is to 

1) Open the folder you downloaded the game in.

2) Right click (or you version's equivilant) and open up the properties for what would normally be the Executeable File (in this case it's the program labeled "Tamer -  Public Build 0.0.4.1. Linux. x86_64" in the first folder.

3) Go to permissions, and "allow execute file as program"

4) double click your newly created executeable! 

You can also download the Ichi.io app for Linux and it will do a fairly good job setting up games to run at a click of a button. You just gotta download games through the app, which isn't too big a deal IMHO. It even keeps the pages for the game together with the game itself, so you can quickly check back for surprise updates and stuff.  

It's always a goddamn pawn. I clean out the whole board, but there's always one goddamn pawn that just won't goddamn move!


Clever game. nice job!

This game is great, Movement feels fluid (if a little slippery at times) and it's fun to just blast through levels with the near flight capability of the characters. This is raw "go fast" in it's purest form. And the art for some of these levels is amazing, the Vaporwave asthetic adding to the dream-like feel of the game. 

I also love the "Minigames" that break up the action, especially early game levels, like the polycar or the times when Unlimited Trees stops everything for the spagettii episode or quiz. they break up the the platforming very well and kept the gameplay feeling fresh. I was actually kinda missing them for the last two levels as it felt like they went on forever, making me just wish for a good stopping point. 

That said, I do have a few issues with the game. With the vertical Swing bars, it feels like I have no control over whether I launch up or down with them, often flinging myself into danger for no reason because they're all over the place. 

Second it's rough to see bullets and parsing what's "real" and what's "part of the background/foreground" several times I was hit with a slow White projectile against a very light pastel pink background, halting all momentum. Maybe take a cue from Cuphead and make all projectiles one or two distinct colors that stands out against the majority of backgrounds?  

Finally, this physics system just does not like precision platforming. like at all. Trees always feels like they're on ice, and trying to get them to stop on a dime to advoid deathpits, (or poison pits). is an effort in futility. This is the worst in the boss fights, as the later fights start to edge into danmaku territory, and making "little" movements is a bit tricky with Trees. 

Still, great game I give it a Hamburger/10

Wow, this game is honestly a blast. While a part of me kinda misses the semi-derpy 3D models and text-to-speech lines of the previous version. I am totally digging the style of these 2D models, The art for them is on point. 

The gameplay itself is a really fun loop that has me coming back to play it even after beating it several times. Building a town out of nothing is just fun, and cathartic. The companions are honestly great, and the AI on them is pretty brilliant... most of the time, more on that later. But given for the most part the squad can handle themselves really frees up time to actually build, plan, and direct everyone around. Combat is mostly solid, with each arrow type having it's advantages and disadvantages, except the advanced arrow, which is strictly better than everything else (why does it shoot so fast!?)

Now for the downsides. Selecting certain allies is a pain, the current setup only allows for the selection of either "one person" or "everybody" with no in-between. This makes it difficult to partition the squad into different tasks, so either everybody's farming resources or building buildings. Maybe make it so holding the [Command] Button lets you select everyone you hover your crosshair over? That would make it easier to select small groups for certain tasks. Another pain is setting them to repair/build. specifically walls, when you set your peeps onto building a wall, they have a bad habit of trying to build the next wall through the wall they've currently built, essentially leaving themselves smacking dumbly at a already built wall. Maybe either having them stand closer to buildings they're working on or finding a way to have them spread out while building would help? If they're spread out, it'd be harder for the entire squad to get stuck on the same pixel while building. Finally a visual indicator as to where I'm directing the squad would be nice. The threshold between "follow me" and "Stay Here" is a little thin, and in some situations could mean the difference between life and death. 

And idea for the future: maybe a "Rally Flag/Bell"? Something that you place down so allies will "Go Here" when idle. maybe you can ring it to make every ally on the map gather there, would help prevent the whole "Find the one ally who's still out gathering resources while night is falling" issue. 

Still, Amazing Work! I will definitely keep an eye out for more updates!