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Bochinator

23
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4
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A member registered Sep 28, 2018 · View creator page →

Creator of

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Thank you! I handled the level design but don't have much experience with platforming. How would you make it more challenging? The issues you mentioned are sadly due to the time restraints, music especially.

French Grammar Book: The Game

Except it's politics?

Running launcher.java gives me this error:

Exception in thread "main" java.lang.NullPointerException: Cannot invoke "java.net.URL.toExternalForm()" because "location" is null

        at java.desktop/javax.swing.ImageIcon.<init>(ImageIcon.java:232)

        at main.launcher$1.<init>(launcher.java:24)

        at main.launcher.main(launcher.java:22)

I really enjoyed the art in this one, it's impressive how much you were able to do in 1 month. Level design was interesting and the swimming mechanic was great.

Art and sound design was excellent, my one issue is that the footsteps don't match the walking animation. I love the dodge animation, really creative use of your possession premise. Combat is a bit limited, it would help if we could attack while jumping. Other than that, lots of fun.

Awesome, I'm glad you enjoyed it! I wanted to create a 5-minute experience. If you speedrun you can beat it in under 2.

I've had similar feedback on the knife but I'm glad you figured it out, animation isn't my strong suit. The game was originally intended for VR so it wasn't a consideration. Dodging isn't so useful right now, but it'll come in handy with larger or ranged enemies.

Yeah, consensus is that doors are too confusing. Something to work on.

Love the aesthetic. I agree with what others said about controls, melee attack and parrying. The gun is also strange, the huge spray makes it hard to hit enemies. Unless you plan to implement huge swarms, this just means most projectiles won't hit. After a time my gun stopped shooting. Is there an ammo count I missed? Also, going back to the checkpoint brings back the level saved overlay, but it only disappears when I go to the next level.

Music was very nice and the girl's sfx (walking, breathing etc) added to the immersion.

Combat is very smooth and the abilities complement gameplay very well. Controls felt a bit floaty but overall very fun.

You really nailed the aesthetic. The environments were awesome, looking the ship's windows to see the planet outside felt really cool.

Thanks! I spent a lot of time designing the environment, and the grapple gun was by far the hardest thing to implement. I'm glad you liked it.

I intentionally made the level seem like a maze to cover the fact that it's actually quite small, but that's definitely an important feedback to consider.

There is a sidearm you can find by going through the vent found in the main room (on the same wall as the exit). I'm glad you were able to beat the game without it though! It was always intended to be optional.

I'm glad you enjoyed it. Once you get the grappling hook, go back to the main area and look for the crosswalk. It'll be on your left. Grapple up and walk into the orange particles.

Thanks, I was inspired by similar games but wanted an emphasis on close combat. For the doors, I wasn't able to colour them based on whether they open or not - you just need to approach and see if they open. Also, knife combat is based on the knife's collider (which extends past the mesh) so you need get close to the enemies. I'll update the game page with instructions to beat the game.

Thank you! I just played Project COEUS and I loved it.

- Once you get the sidearm, head back to the large room. One of the doors leads to a small maze of corridors and rooms, filled with guards. At the end of it is the item you need to escape. The sidearm is optional to win but helps a lot.

- Yeah, I just didn't have time to make a settings page.

- Knife damaging is based on the knife's collider, not any specific point in the animation. You need to get up close and personal.

Very nice, I like how the movement techniques complement each other.

Ok, so I beat the game on hard mode, and I have some suggestions/ideas.

1) Let people navigate the menu using arrows instead of just WASD. I spent a few seconds wondering if the game was glitchy.

2) Add some kind of animation between boss forms, the changes seem really abrupt

3) Make the bosses follow you around, instead of staying in the middle of the room. Most of the attack patterns are easy to avoid from faraway, and you can just whittle down the boss's health. Having them follow you would make the game a bit more difficult.

4) Introduce new enemies over time, instead of just throwing the player into level 1 with multiple types. It would let the player learn to differentiate them a lot easier.

5) Vary the enemies. With the current artstyle and chaotic nature of the game, I can't tell the difference between one enemy/boss and another.

6) Make the player and enemy hitboxes match. The player only takes damage if hit near the feet, but hitting an enemy's head damages them. It makes the act of dodging very jarring.

7) Add a storyline to explain why the player's hitbox is only at the feet. Maybe they have a demonic shadow that transported them to the underworld, so that's what the demons target. I don't know.

8) Add some kind of upgrade/ability tree, to make each runthrough feel a bit more unique.

9) Make the entire game 30% faster. It's not hell-ish enough. Everything is moving slowly enough that I can plan my moves in advance; make it more hectic.

This game is clearly a beta version, but it shows a lot of promise. Hope this helps.

Well I've beaten all but the last two levels (which I played and lost multiple times) and I have a couple suggestions/ideas.

1) Difficulties. Easy mode would have less aliens, hard mode would give them more health... it would make beating the game easier, and give it a replay ability.

2) Achievements. Like suggestion #1, it would give replay ability. Achievements are fun.

3) Upgrade tree. Like xodarap777 said, Second Earth feels like a puzzle game. Adding an upgrade tree, where each upgrade opens a new branch of upgrades and closes another, would add greater customization and let strategies evolve as the game progresses.

4) Sandbox and survival modes. I personally love sandbox modes, because it lets me see what the game is really capable of. And survival modes, where you're faced with an infinite amount of increasingly harder waves is also pretty cool.

5) Flying units. Regular turrets are pretty much useless in late-game rounds. Something that can only be targeted by them would balance it out.

6) Variants of the basic turret. Again, basic turrets get obsolete as the level progresses. They're useless against swarms, and don't have the dps to kill stronger aliens. And they're too inaccurate to kill kamikazes. A machine gun turret would make for better crowd control while a sniper could pick off kamikazes and kill tanks.

7) More/better traps. Stun pads are useless. Because they only stun one enemy, they're no good against swarms. And tanks (the aliens you really want to stun) only ever appear in swarms. Mines would be useful.

8) Mine boosters. Just like you can boost community centers and farms, you should be able to boost mines.

Yeah this is long, but Second Earth is a really great game. It's got a ton of potential and is pretty much the only game of its genre, so i really want to see it on Steam in a few months.

So... is this game abandoned? Because it has a lot of potential, but it's been over 3 years since the last update. It's a shame, really, because I could see this, with a proper storyline and 30+ levels doing really well on Steam.

I had the exact same problem. I beat the game in under 3 hours, only lost one life, just by flying to the left. Instead of having the enemy get pulled to you, maybe they teleport to your left? Or just get pulled closer?

But still, I love what the last update brought to Islands of War, and I can't wait for the next one.

Every time I open the game, I get this:


___________________________________________
############################################################################################
FATAL ERROR in Vertex Shader compilation
ShaderName: sh_appshader

D3DXCompile failed - result

at gml_Object_o_appshader_Draw_64
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Object_o_appshader_Draw_64 (line -1)

Yeah, please let us rotate buildings. It just makes things harder, but not in a good way.

It seems ok, but the game was incredibly laggy. I couldn't play it at all.

After playing Voidship: The Long Journey, I think there are 2 major features that Cosmoteer needs. First, an actual campaign. Voidship has randomized galaxies and events, as well as a plot and the ability to make decisions. Secondly, Voidship lets you take control of a ship and fly it with WASD. The feature is useless in large fleet battles, but it makes 1-on-1s a lot more fun. Cosmoteer has a much better ship design system (it's really awesome), but Voidship makes playing them a lot more enjoyable.

I love this update! Movement is so much smoother, and the game play is more enjoyable. However, I do have a few complaints. Because islands move so much faster, I've shot up, out of bounds several times. Even if I stop the vertical thrusters the moment I see the red line, the momentum would carry me out of bounds, and my island would be destroyed. Either increase the gravity (which would require you recalibrate thrust and mass) or reduce the damage being out of bounds does.

Also, now that you can't quit the game when you're losing, it's almost impossible to beat the game. It's very hard to survive the 8 realms, and the final boss is WAY too OP. Even before this update, I never managed to beat it. I understand that you want to make this game difficult, but please add an option to set how many lives you have.

An amazing game that's very similar to Cosmoteer (my favorite itch.io game)! Lots of fun, and randomized enemies mean you see different combinations. I just with there was a creative mode, or a way to set lives to max.