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chaikadev

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A member registered Sep 30, 2016 · View creator page →

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Don't worry about it, just trying to provide constructive feedback.

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So you set the sensitivity to the maximum value but the bars still wouldn't move very far?

Yes.

Did you try turning the plane by rolling to the side and pitching up, or were you relying on the yaw exclusively?

Mostly with the latter. I tried briefly to do the former and then I gave up. Now that you mention this I started the game again and tried more seriously. I realize what went wrong. I wasn't doing a perfectly straight vertical movement with the mouse, so it made the plane move in a very wobbly motion which is impractical for turning. With a little bit of practice I could get used to it though.

Maybe you could try emulating a virtual joystick that you have to move by holding down a mouse button (like how you control the tank turret in "Gunner, HEAT PC" if you played that game). It would make some maneuvers easier than by dragging the mouse in a perfectly robotic manner.

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  • The tutorial feels very well made.
  • When adjusting the mouse sensitivity, I couldn't make the bars move further than 50% of their maximum until I capped the frames per second to my monitor's refresh rate (60).
  • The control scheme is unusual but not in a bad way. It's interesting. However it takes some time to get used to. It makes the game much harder than if you could yaw with the horizontal mouse axis.
  • In my opinion the plane feels a little too much like a stiff flying saucer than an aircraft bound to the laws of physics.
  • I wish the machinegun bullets had a tracer effect.
  • I like how the missiles look. How did you make the white fumes?

Nice game! I see a few low-hanging fruits regarding what you could improve. For instance, spending time on the HUD visuals, making the color palette more cohesive, and adding juice.

The writing seems good but the art needs some work, especially the mixels and color palette. The text box not being in pixel art when the rest of the game is doesn't look great, but I understand if it's to make it more readable.

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Seeing the cartoon furry characters in a super-realistic tank interior made me laugh. The game looks really well made and I'm looking forward to playing a mission with enemies in it. I love the details of the tank such as being able to designate targets as the commander.

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Nice work!
I'd prefer a W-shaped HUD element than a 3D arrow to remind the player which way is up.
I died in the cylinder-shaped arena and when I respawned the mech was stuck and couldn't move at all.
Did you explain that the mech can't latch on black walls? It wasn't clear to me at first, I may have missed it.
A mouse sensitivity slider would be nice.

Feedback:

  • The shotgun feels satisfying.
  • It's a little too easy to strafe and jump indefinitely.
  • The mouse sensitivity doesn't work.

Nice game!

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-I like that there's no ammo pool and the game uses magazines instead.

-The gravity when you fall down feels too low.

-Black-colored enemies on a mostly black background makes them hard to see.

-The overall gameplay feels good. 

-I wish you could pick up partially used mags on the floor like in some tactical shooters.

-I wish there was a lean system.

-I wish you could adjust your move speed. (A walk toggle, or a float value adjusted with the scroll wheel like in arma.)

-It took me a while to finish the level because I passed in front of the red gate a few times before realizing it was the end.

-I like how the targets in the shooting range bounce around when you shoot them.

-The music is really good.

Thank you, I appreciate it!

The game is fun, nice work! I thought the sound effect when you mess up the "moe moe kyun" was funny. The character creation is good. My main feedback would be to make the coffee grinder easier to use. I had difficulty making the handle turn reliably. Also milk doesn't seem to spoil?

Thank you for the feedback, I appreciate it!

I plan to add tutorial missions soon-ish. Hopefully before the end of the year.

I'll eventually add rebindable keys for sure.

I love the artstyle. Did you do everything yourself?

Nice game. It would be nice if you could try weapons without buying them.

Are you giving up on seraphrame?

The part just after the camera changes perspective and you climb vertically is frustrating. Too many blocks to see in front of you.

Nice game!

Here's my list of feedback:

  • There's no reason to not hold the shoot button all the time
  • Random variation to the pitch of the firing sound effect could make it less repetitive
  • The firing sound effect is too loud compared to the music
  • Gamepad doesn't work
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Nice game! I like the music. 

The equipment menu should be controllable with the same stick you use for the movement but I have to use the D-Pad.

Maybe add a reason why we're attacking random people on the island before having to do so.

It would be nice if you could read pamphlets without having to look in your inventory. Too many buttons to press. (They can still be in your inventory if you want to look at them later.)

Good job, keep going!

Thanks for the feedback! "1" is already in the game, and there's going to be something similar to "2" for sure.

Thank you!

The destruction mechanic is really cool. Blowing up walls to escape when being cornered is fun. Do you update the navmesh so enemies can follow you?

I’d appreciate that. I don’t think the problem is related to saves but it might help with reproducing the crashes.

Yeah that's what I was thinking as well. I restarted the game, loaded this save, and when I switch to the gun the crash happens.

https://files.catbox.moe/inspwb.cts

The game is promising, I like the art style. The number one thing I would improve is the engine sound effect. The noise the engine makes at full speed is really annoying.

Nice work! Here's my feedback.

- The drones and the grenades they fire blend in the background a little too much

- One of the drones didn't fall on the ground after dying

- The god ray effect is bugged. It appears over the foreground.


- The game crashed thrice when using the gyrobuster. First time I'm not sure what happened, the other two were immediately after selecting it. I can give you my save file if you need it.

- Is being able to hurt yourself with the shotgun alt-fire intentional?

- Sometimes the mechs on the roof would walk past the edge and float in the air

- I got stuck here. (The two screenshots are in the same position.)


Thanks for playing! The gameplay video is super valuable, I spotted a lot of issues I'll have to fix.

Really could use a command card, or just a bunch of ui buttons for the different commands rather than remembering keys.

Yes I'll eventually get to adding command buttons.

Feedback noted, thanks for playing!

Maybe I missed it but there isn't any way to tell what infantry is in a transport after commencing operation

There isn't, I'll have to modify the UI.

Infantry entering buildings is cool, will there be bigger towns/city areas in the future?

Yes, I'd love to add towns and cities. There will be at least clusters of buildings.

Thank you for playing!

Did you left click somewhere on the map after selecting them and pressing F or Q?

Read the patchnotes here: https://chaikadev.itch.io/the-eastern-flower/devlog/936173/version-060-patchnote...

Alright. I saw your twitch playthrough after I replied to you.

Thank you for the feedback! Which surfaces couldn't you climb on?

Good point about the controls. I released a new version of the game with a consistent scheme.

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Yeah the gliding has a lot of momentum involved.

Thank you for the feedback. I wanted to do more advanced flying physics and add more effects but I ran out of time.

I might actually do this, thanks for the suggestion.

I got filtered by the first wall, I can't latch unto it a second time.

I like the game's aesthetics but the camera acceleration and low FOV makes it very unpleasant to play.

Thank you for the feedback!

Thank you for the feedback!

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This game was made for the Brackeys 2025.1 jam. You can vote for it here: https://itch.io/jam/brackeys-13/rate/3349788

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Thank you!