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Captain Dreamcast

A member registered Jun 10, 2017 · View creator page →

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Managed to make a friend, kill all the mermaids and eat the victory egg.

I'm a sucker for surrealist stuff, so I loved the style of your demo, I think you managed to capture the mother aesthetic well.  All the attack effects were great, especially ESP spoonbending and the blitz attacks of the mermaid middle sisters, those were cool. Some neat "bonus" stuff like first-person mode too, lots of stylish mechanics. The only thing I'd note would be the balance, but you already mentioned that in the description. ESP spoonbending with its 20 damage to all mermaids took care of the final boss in three hits. Unlike the description predicted, nothing was broken though, everything worked as expected.

All-around very good, I've got no real complaints or bugs to report here. Keep up the good work!

I'll start with the bugs I found: I won my first fight against an elven patrol with zero units, and even got a gold for that. That happened a few times. Additionally I once froze after leaving the pub, I don't know if that was the same bug onimu had, but I don't remember pressing escape. The pub only seems to load in for me the second time I enter it, the first time I just keep seeing the world map. Arrows seem to get stuck in the battle screen, when fighting an elven patrol after razing a village, arrows are just standing still in the air. One village levitates above the ground, the second one  down to the left.  

Gameplay-wise, I think the reason everyone believes fights are unwinnable is because the text says you should attack the villages, but villages have those invincible archers, so the better approach is to pick off the patrols first and zerg-rush archers later. My original gold goal was to win a battle against a village and, by the orc god, did those elves pay once I had 20 troops under my command. After realizing that the village literally goes up in smoke, and that being pretty fun, I went around to destroy all the elf villages, until I realized they respawn. After that, I accepted that my 34-troop army had become pretty much gamebreaking and called it a day.

So yeah, balancing-wise stamina doesn't seem to be much of an issue yet, as it refills faster than I can spend it on converting captured elves. Since troops don't (really) die, you end up with a massive army, though I assume in the final version they'd stay dead, which would amp up the difficulty significantly (not sure if I could have won like that, since I always seemed to lose half of my troops, even when overwhelming the enemy). It's really fun, I said it above already, but burning down elf villages is immensely satisfying.  

Also nobody commented on the elf butt yet so I want to comment on the elf butt and say that as far as elf butts are concerned, this is pretty much peak elf butt.

Thanks for testing it! I'm glad you liked the cat carrier, 1000 hours in paint etc.

The Dreamcast version has even more issues than the Windows version, so you didn't miss much except everything being 30% slower and a lack of sound effects. 

Yeah, the AI is still pretty non-existant. There's a difficulty selection in the options, but all it does is increase the frequency with which enemies attack. As long as you have that crouch kick mastered you can win against even the strongest opponents. Just like in real life (probably).  

Either way, thanks for testing it!

I encountered a few bugs too:

I don't know if it was the same bug as the natural world had, but dying against the lady of the lake left me stuck without being able to do anything (this happened twice, my third death was normal). Opening the esc menu afterwards also resulted in the quit and resume buttons not doing anything. Thanks to your autosave and continue I didn't lose any progress though, so thanks for that! I also found the hidden door in deep town below Lauren's house Onimu found, the one with the bottomless pit, although I didn't have to restart the game, I got reset to deep town after restarting. It was unclear to me at first that after fixing my eyes, Lauren wanted to use the elevator on the other side of the lake, all she still said was to place the heart in the thing, so I was confused at first until I found the elevator. In the night market, after entering the subway, I managed to make the subway cursor disappear and couldn't make it come back. Going back to deep town via subway and the sludge temple resulted in resetting the Lauren cutscene in the elevator. It also resets Flynn and Richter's stuff after that. Richter never wanted to fight me, I just suddenly had the fake metro pass and I'm unsure when that happened (I did pick up an item before talking to Richter, was that the pass?). Dashing down in weather station 7 near the train made me fall through the floor and enter an infinite-death-loop where I didn't lose any lives since I was still invincible. After that I couldn't figure out what to do, I collected all the items in the sludge temple, visited all the train locations, but couldn't find what's next. Did I overlook something/get softlocked or was the demo over after that? Also one last thing, the UI doesn't scale well with the game resolution, the item menu had most items outside of the screen when I played with 1280x720 in windowed mode at first.

This may sound like a lot but none of it was really game-breaking. I loved the story and the characters, especially Flynn near the end, he looks like a fun character, I'd love to see more of him. The graphics were gorgeous as always, especially the locations near the ocean, the initial test lab and weather station 7. Didn't have any problems with the combat either. It felt responsive and I always felt in control, even dashing through levels, which was great. Had a good time with it.

I tried all human/elf fighter/rogue combinations, and the only one I could defeat the dragon with was elf fighter. Even as the ultimate deckbuilding dungeon crawl champion I felt like the game was challenging enough right now with that configuration, I battled that dragon for a good 15-odd minutes in a very dramatic fight with many close moments. 

I'd say the other classes could use some balancing though (or maybe they just don't align with my strategy?), especially in the way of healing items: Playing without something like bedrolls was pretty harsh. Other than that, I liked the new way of distributing the cards, that added a bit of a challenge to buying things.  Good additions!

I made it to the construction area! The only bug I encountered was that by getting trapped by one of the enemies, I bypassed the door with the bronze lock and effectively skipped the first boss (though it didn't really help as I couldn't get out anymore). The bosses had good patterns, I especially liked the second boss, which seemed to focus on distance attacks. I played as a drudge first and didn't get far, after that I tried marauder, which I liked better.   They still felt balanced though, I can see how the spear would work better for other play styles. Very cool demo, you can feel pride™ for it.

Yeah, I maximized the window.

Thanks for testing it!

Yeah, the AI still only knows how to press random buttons, it's pretty much like playing against me. The difficulty setting only makes the AI push buttons faster, so once you have a move the AI can't deal with, you've basically won. There's a small green P over the victory icon when you win without losing health, but I still haven't looked into some PERFECT or FLAWLESS VICTORY like you'd expect from something like that. I'll also add a little bouncing A to the text box next time, I wasn't sure before whether I wanted to add some animation that plays when you can advance the text, but I see that it's really missing here.

Thanks a lot for the feedback!

I finally got my first victory after getting stuck in the original Mechadronoids with the target cost rising to the thousands and no hope to ever buy that sweet sweet green star.
Took me a few tries to figure out a good strategy,  it feels like there's two distinct phases, one where you amass as many stars as you can and one where you struggle against the AI in a back-and-forth buying out stars.

One thing I'd note is that I'm still not sure how connecting stars in a different way affects their output, maybe the tutorial could give a hint for that (unless figuring it out is part of the game). Also, the tutorial screen is missing that space advances turns, it's only on the itch pages's description.

Gameplay-wise, my only problem would be that once you or the AI are in a losing situation, in the back-and-forth struggle phase I mentioned before, it's pretty much impossible to come back and the game just "plays out". Everything felt clear to control, even in the 3D space of stars everywhere (the lists on the side and the grid in the background were a huge help, those were a good idea). I felt like the game really improved from the original, very cool where you're going with this.

>Also the game crashed whenever The Leader and Kitty were about to fight.

Wow, this was the most obscure thing ever, the debug build treated files with japanese characters in them s l i g h t l y different, so it worked under debug, but not the final release build (which I don't test dedicatedly, because I assumed there wouldn't be that much of a difference except some speedups). I uploaded the debug exe now. Thanks for pointing that out, I'll be more careful with that from now on, wow, really didn't see that one coming.

There is actually a fullscreen combo under Windows, it's CTRL+Enter, I've added that to the description now. A button prompt would be a good idea too, you're right (A bit too much to just fix it like the other stuff, but I'll keep it in mind for next time and add something to the description). Thanks for testing it and the loads of helpful feedback!

I didn't manage to save princess Vydia, but I knocked over some boxes, so I'll consider myself a hero all the same.

From what I can see, gameplay still seems to be at the early stages. What I'd say is that the flashlight on the mecha needs to be a tad stronger. There were quite a few instances where I got stuck in complete darkness. I loved the aesthetics of your intro and the menus, so I'm looking forward to see how you transfer them to the gameplay. Cool stuff!

Yeah, this was a notepad++, AS09 thriller. I'll keep VIDE bookmarked, it looks really handy. Especially the built-in emulator. IIRC the emulator I used was for DOS/DOSBOX, which kinda made testing a hassle. Definitely room for improvement in that setup. So thanks for the link!

Very beautiful game of yours, love the animation of the shark growing larger.

Alexey Pajitnov found dead with a suicide note reading "I can't top this" shortly after release

This was quite the journey.

At first I thought this was the 3D version of your DD21 demo, then I went NUTS after discovering you can wall jump. With this new-found freedom, I made it my mission to get out of the void, become the void non-dweller so to say, and spent a good 10 minutes jumping around the pole platform when the NEXT epiphany hit me. That's right goet, your game gave me not one universe-grasping realization moment, but two! With the new skill of climbing, I made my way up the pole, and to the thing in the screenshot. Afterwards I took a leap of faith and now I'm still falling. Maybe in the end, I wasn't in the void at all, and became the void dweller. I will reflect on this. Thanks for the game though.

Once again a cinematic masterpiece. Naughty Dog really made the right choice to let you develop that sequel.

So yeah, aesthetics game is pure perfection again. The only thing I'd notice that hasn't been brought up yet is that I wish stickers had more oomph to them. The regular B Attack seemed to be pretty solid at getting rid of the enemies already. Or maybe I'm just the kind of guy that conserves his special attacks and has 99 potions at the final boss I dunno. Either way, another super stylish game, absolutely love your output.

Whoa, thanks for the hardware test! Guess it's time for the warning to go, better late than never~

This was basically an attempt to get my feet wet with Vectrex development.I know it's barely anything, especially compared to some of the great stuff from the Vectrex scene (I once saw someone make a Ludum Dare Vectrex game with a player traveling on a rotating planet or something similar, I was absolutely blown away).

I still have all the tools, I'll probably work on things again when I get it all running on real hardware. Emulators are fine and all, but you really can't beat the sparkle feeling you get when playing Vectrex in a dark room.

Few people know this, but it was actually Dhalsim's H.kick that split Ayer's rock in half, took a few days to get the right position though.

Dhalsim with a golden-teethed skull necklace would be the hottest Indian rapper since the duluk duluk da da da guy, literally, so maybe it's for the better he sticks to fighting.  Thanks as always for braving the depths and returning with bugs few people would believe are possible to miss when releasing a demo. I shall now commence the age-old ritual of fixing them, followed by tinkering with the core of the state machine in the week before the next release, making everything go way more bonkers than ever before.  

Managed to defeat the dragon, but the three slimes which beat me into 4 HP of my life are still out there, so can we really sleep in peace?

I like the addition of picking the dungeon cards a lot, I think the ability to run away through sheer luck adds a comeback possibility, which works towards mitigating the no-win-situation issue Jasozz pointed out. Picking cards also makes me feel like I'm in control of my destiny, so that's nice as well.
I disagree with the previous comment that you should wait until all enemies are cleared before picking the next dungeon card. That's where most of the difficulty and a level of unpredictability come from. I agree that it can stack up pretty fast, but with small dungeon levels aiming to run away always remains a legit option.

I agree the dragon got nerfed too hard in this version. I think the DD24 one had 30 HP, that felt more adequate. At that point in the game, glove and broadsword are too common for 20. I don't have any deep comments about the UI, but I recorded my gameplay and cursor if you want to see a somewhat-beginner click around:

I still like the direction you're taking with it. Looking forward to the DD26 version where the dragon has 80HP and I can shake my fist yelling "TOO MUCH! TOO MUCH!".

I recorded a video so you know how where doofuses struggle. After some time I even realized maybe capturing the cursor would be good.  No commentary though, just imagine a voice going perfect perfect perfect perfect perfect in the background with the occasional I love this thrown in for variety.

The only hard bugs I encountered where the intro going haywire when you press buttons (sometimes crashing too), multiple sources of music playing during the record player part and the quit button at the end not working.

I enriched PrincessBEACH68's life, and she will forever remember my sacrifice and devotion. Took me until August 2020, but I also did a 100% run and listened to all the music, so I still feel fast enough.

The only problem I encountered was that one time the play button stayed inactive after the roll, but autosave saved my year of progress, so thanks for putting that in.

Hi Mauricio, 

I'm not that good at Portuguese, so I'll answer in English, I hope that helps as well: 

The Mugen interpreter for Dreamcast is called Dolmexica. Creating a Mugen/Dolmexica disc for Dreamcast generally has two steps.

  1. The first step is to create the Dolmexica mod you want to. burn to the disc. First, download the newest Dolmexica binary here. There is also a Windows version, which you can use to test characters/stages without wasting a disc. Dolmexica and Mugen share the same folder structure, except two small differences: In Dolmexica, all files are located in the assets folder (so the relevant folders relative to the 1ST_READ.BIN, the binary, become assets/data, assets/chars, etc.). The second difference is that Dolmexica does not support minuses in file names, due to restrictions in the ISO naming format for CDs. As I said, what you generally want to do is check your files with the Windows version first and then burn them to Dreamcast to see if things still work out with runtime/memory/etc. Which brings me to the second step:
  2. Actually burning the disc. This can be a bit tricky, but luckily there are programs available to help with this step. The one that is most commonly used is bootdreams, and christuserloeser wrote a rather comprehensive guide on how to make CDs with that here: Once you have the 1ST_READ.BIN and the folder with all the characters/stages, you can follow the part "How to create and burn your own DC image with BootDreams" of the guide to create a selfboot cd that works on Dreamcast. 

It's still a bit rough as far as usability is concerned and I apologize for frustration that might come from that. I'll work on making the whole process easier once I've gotten to a better place with the main Mugen interpreter stuff. Either way, thanks for writing!

Regards, Josh

Ah yes, Tobias Jofer. Glad to see this masterpainter appreciated aboard the starlight express.

I liked the new batch of characters in this game (for what I could see of them) and the dialogue was still good. Only bug I found was the ask a question interface, which I could not exit. I never found out how to either submit or exit that one. Oh, and some doors go to the same place (there's two doors leading to the starting room for example), but that's probably just because it's such an early demo. Either way, good luck with this one!

Thanks for testing it!

You're right, the AI is too easy. I haven't finished the options menu yet, so I've locked it at super easy difficulty. There are some characters with built-in AI, but off the top of my head, I can only think of one (Mima) which is hard to beat. The giant Johnny Cage thing is because I haven't included the global scale parameter yet, it's a lot of fiddling, since it worms its way through everything. Maybe with the next demo. Either way, thanks again for the feedback!

Very cute dialogue, made me smile multiple times.

A bug I encountered: When trying to talk to the other mannequin from the side after going through the dialogue the first time, its "interact" text disappears and no dialogue starts. I'm not 100% sure if the talking from the side thing is causing it, but it happened multiple times so I dunno. Either way, looking forward to the turn based combat demo, good luck with that!

I slayed the beast! 

There's certainly a sense of progression, during my first few runs, I couldn't get past the skeletor spam period, after that my first reaction to the onis' damage output was "Are you kidding me", with the final boss getting me to admit defeat in my hearts of hearts the first time I saw its HP. But the learning curve works very well, I got farther with each try, slowly learning how I should balance my deck (though I'm not really experienced with deckbuilding games, so I dunno how people with more experience in the genre would fare). I had fun, it got very hype at the end when you just play 20 cards a turn. Thank you for finally letting me experience that feeling of being a pro Yugioh player.

Thanks for testing it!

The browser version is still pretty problematic modding-wise. I'm currently trying to figure out how to make an easily distributable tool for packaging something that can be uploaded and embedded. Right now it only works by compiling the entire source, which is a bit cumbersome.

That ending hit me like a bag of bricks, but in a good way

I think UE4 only supported importing wav files directly and that's why I went the lazy route. I *think* UE4 compresses audio to something less massive while packaging it, but I have to say I never looked into it enough to say for sure. 

I feel like I learned a lot about myself during that final choice I had to do twice and about the fact that a plane does not scale based on its y scale component but a negative value inverts the plane.

We are all sons of the patriots now (Thanks for toughing it out until the end).

Thanks for trying it!

Yeah, I forgot to add proper two-step game exiting, so I threw in that Escape thing at the last second, sorry about that one.

Similarly, rotating was added to lessen the blow of the QWAS stuff. Skeletal movement was an experiment that - while 100% necessary - will enter the history books as a case study of both ambitions gone awry and ambitions completely failing to understand physics engines. Alas, there's always next Halloween.

I can't into music compression.

Like, I will literally die if I compress all that 240p music I download from Youtube and my laptop mic voice overs. *cough* cough*, see that's what the .pak compressor alone did to me.

It depends, I guess forcing the player back into adult mode makes it more strategic (like the tutorial said, it opens up the whole when-do-I-change-back-to-adult line of thought), while the current version is more action-oriented. From my gut feeling, I'd say keep it as it is, since I think the action focus is more important and it is already difficult for a scrub like me, don't take away my baby time.

I encountered these problems:

  • Had this lighting glitch in the beginning of tutorial: 
  • I opened a debug menu and couldn't figure out how to close it.
  • Spamming bouncing bullet makes the sound glitch uncomfortably when all the sounds are played at the same time.
  • Maybe more of a demo thing, but going back to the title after winning/losing the wave makes it seem like the game is completely over, even though cash/weapons/etc. carries over.
  • The baby mode bar reloaded even when shooting people in baby mode, which - the way I understood it from the tutorial - should only happen when shooting people as an adult. I made a video of it too, so you know what I mean:

It has a very cool and unique aesthetic with the baby theme, it contrasts well with the murderous rampage through hundreds of kidnappers. My favorite is still the music and audio design in general, I'd say you have a good thing going there. Since the tutorial is new, I'd also like to note that I managed to win my first wave after it, so I'd say it did a good job (especially with that focus on ABUSE THE BABY MODE, which really DID come in handy).  All in all, a very fun game.

Now this only leaves me with one question: if babies are so powerful how did they get caught in the first place?

Thanks a lot for testing it!

Controls are still kind of a problem. On Windows, Escape returns to the title screen, but on Dreamcast, I've run out of controller buttons (since Start is mapped to taunt). I'll have to come up with something in the future, maybe something like holding start to bring up the pause menu, though that's obviously not perfect either.

Characters are floaty in every sense, they don't seem to be all that attached to the whole walking-on-the-floor thing. Thanks for recording the bugs, I'll try to figure out what caused them. I guess falling to hell during the victory pose is related to what is causing that, too.

Went through your changelog to test all the new cool stuff.

  • Keybinding worked with both my QWERTZ keyboard and my Xbox360 controller. I tried both remapping in the menu and during the game, both worked as intended.
  • Tried breaking the slopes, with no success. Even used the old mash-every-button trick. but everything just worked.
  • Selecting difficulty seems to work as well since I finally defeated [Elemental Earth]  (on normal before any rumors start here).
  • My keyboard settings were recovered after restarting the game, so that worked too.
  • Couldn't test the Linux build, so I can't say anything about that one. Didn't notice any graphical glitches from the internal resolution change under Windows though.
  • The menu help text is hilarious, though the self-deprecation kinda clashes with the fact that it's a really fun game.

So yeah, all in all, it werks, what more could you want, right?

Thanks for trying it! I'm glad the story was enough to keep you playing.

Made the coolest juice and a girl talked to me as a reward, what more could I want.

As far as feedback goes, sometimes I couldn't pick up stuff with E. Once, I picked up a flower, had the flower in my inventory, but the flower was still on the ground. Everything else worked, no matter how much I tried to bully the moving cube, I couldn't cause any sorts of glitches or anything, so that's solid. I also tried playing around with the graphics settings, but didn't notice much change, then again, I'm not entirely sure what a vignette is anyway.

It's really come a long way in these two months, with the options, the dialogue system and the crafting system, I'm impressed by your fast progress.