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ChthonicDev

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A member registered Oct 25, 2024 · View creator page →

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quake 4 stroggification cutscene my beloved.

moving the mouse straight up and straight down does weird things that shouldnt happen

also reminds me of the ghost in the shell game for ps1 in a good way

i keep getting some kind of wind accumulation out of nowhere that sends me flying into the void???

ok i stopped playing because i just get stuck in the environment literally every 3 seconds or so.

i love what the game is going for but the basics are super hyper rough right now.

forge on

it's definitely ludo but i'm not sure if it's kino

latching onto red ropes while grounded seems glitchy (visually)

i latched onto a red rope grounded and when i cancelled it my model became offset, after moving for a bit the position fixed itself, it seemed to be a visual problem and not a collision one

good progress since last demoday btw. game is still very very enjoyable

needs a spellchecking pass.

shotgun position on screen is fine but the pistols are waaay too high, they need to be lower

pistols are waaaay better than the shotgun

needs more enemy variety

too easy in my opinion

aside from that it feels great to play. the weird gravity mechanic is great. huge potential

hmmm the square button isn't used right? i think it would feel intuitive there, either that or R1

yeah you wrote "Thus Spoke Zarathustra" as SPAKE instead lmao

newest levels seemed good, i absolutely cannot get a good grip on the water physics but it's a skill issue i think. everything else seems to be going well

when aiming and moving forward or backward, theres a brief period of the animation where the arms stretch to their limit due to the IKs and it looks unnatural.

rolling off a ledge lets the player float with no gravity during the animation and then you get a coyote style straight drop down.

i dont know how to recover health

robot enemy has too little health

flashlight looks weird on some floors, it depends on the material, basically it gets cut off in a weird way after a certain distance

you may want to aply some kind of acceleration curve to the aiming on analog stick btw, as it is now aiming with controller feels super snappy in a bad way (but its acceptable)

every other new addition seems really solid, good job man

I've noticed once you open a container there's no distance limit, if you get too far from it the looting menu should auto-close.

the little line on the crosshair that indicates attack type got a little bugged one time and shows 2 active lines (down and right)

you may want to invest a bit of time into making some objects in the environment auto-fade if they're too close to the camera. like the candelabra and the curtains.

a bit annoying that some wooden things can be broken and others cant. i would recommend making the breakable ones visibly different, like a slightly different wood color for example

does stealth work? it feels like this game should have functional steal that lets you sneak up on enemies

swing slowness continues to be uncomfortable to me but that's because i'm a bloodborne zoom zoom enjoyer. coming from something like mordhau this combat feels more natural.

as always the whole thing feels like playing a 5% finished piece of a hyper professionally made game which is high praise.

the sluggishness is definitely a visual thing, the actual controls are very responsive

I second that it would be nice to have a crouch button on controller because it's awful having to press down on the dpad like that.

Also there seems to be a bug? you cant crouch slide holding a bomb, unless you're at certain speeds, in which case you can, and you don't hit spikes, but your sprite just gets stuck in a standing position where it looks like you're getting hit by spikes but you dont?

For the love of god add coyote time. More in general though, it seems you're putting the cart before the horse here. you're making levels and challenges and objectives BEFORE having a character that plays well and is fun to control

I wish there was an autosave on interacting with the blue lamps.

the xanadu next vibes are perfect, customizable combo system is great, had fun finding the right sequence to stunlock everything.

regular enemies are always really easy to stunlock if they're alone, this may not be a bad thing honestly. but thinking of xanadu next, that game had many "trick enemies" that would have some bullshit behaviour or function and they really spiced things up, i think your game would benefit from having some like that.

Spell cooldowns are cringe but they're not too bad here.

loot items are really small and kinda just disappear when you auto-pick em up. that combined with some walls covering up the chests and the items can make it kinda unclear when something even entered the inventory.

thas it, fuckin great game man

good solid comfy game. it's like a chill slay the spire to play before bed or something. it's nice.

might be a bit late to give this feedback but i think there's a lot of info that is communicated in awkward ways. But i'll focus on Heat and Charging equipment.

every inch of my being expects charging to mean a number going up, not down, it feels extremely awkward for it to be represented as a number on eat item that goes down to 0.

and Heat is similar but in reverse, by all means heat is kinda just an energy bar, making it a thing that goes UP rather than a thing that goes DOWN feels unintuitive for no reason.

That is all, actual combat and design is good

whole presentation seems much better than last DD. game seems in a pretty good state tbh.

- it would be really nice if you let the player click a tile and click again to place it rather than always having to drag n drop

- a few book names are wrong. like they'll have an a instead of an o

What can i say man it's great, as i told you the other day my only real feedback is that really high wall on the first level being too tall and the grounded friction/physics feeling kinda bad but it's up to you to consider them issues or not.

Oh and please tune the rumble a bit and add rebindable controls for keyboard.

forge on goon lord

Ebin. I see you're still using that thing where your WASD controls are actually directing a pathfinder rather than giving direct control. It feels good except for when you run right into a wall then suddenly there's unexpected behaviour. Keep cooking king

Didn't expect to see an Ahh Zombies Ate My Neighbors inspired game in 2025 but i'm glad it exists.

The audiovisual MOOD of the game is perfect.

Controls feel god except for weapon swapping, please let me just select a weapon with the number keys instead of scrolling through them.

A bit easy at the moment and levels look good but feel a bit aimless, maybe this depends on the level but i don't know it could also be a stylistic thing.

Walking by a pool and insta-dying jumpscared the fuck out of me.

Rolling covers so much distance that it's the de-facto best way to move around, i would keep it this way since it brings in the risk of running into a pit or enemy.

The car instakill felt a lil bullshit, i'd make the headlights more stretched so you can see it coming easier or slow the car down.

I also think you should be able to hold down the slingshot.

Grenades seem awful since enemies are very mobile.

Keybinds in general are weird, so many free keys but you have to press G to throw grenade? it's so far away

I don't remember if you've submitted before but i really really like this, it's the first time i've tried it

Simple and straight to the point but good! got some neuron activation from well aimed pellet shots. not really much feedback aside from obviously the presentation could be way better

Kino alert. this will probably end up being my favourite demo this DD. I love this type of game. I'm surprised at how much you've laid down already and how well it's working. 

My main feedback is that UI navigation is too rough and confusing. I couldn't find a way to go back to a previous character to change their command in battle, and the battle phase goes by waaay too fast i can't keep up with the text lol. 

Man bouncing feels good once you get the hang of it! personally i would make it so if you're going fast and you try to move in the opposite direction the "stop and turn" animation should be even slower and longer to incentivize bounce-flipping instead.

something about the whole thing feels a bit sluggish and "low framerate" even though it is actually running smoothly, i can't put my finger on what it is

(1 edit)

Camera goes crazy fucked when controlling the  goalee. the reselect button never selects the character i want. and MC-Kyubu got busted stats on this run and keeps cockblocking me which is hilariously frustrating.

But i'm having a blast this is pure soul, i don't really play sports games so i can't compare it to anything else other than Blitzball from FFX and it's great at that.

Oh quick edit: something that's frustrating is sometimes i gain control of a character and i want to open the menu and shoot quickly but no matter how much i mash the button it doesn't respond, if there's like a cooldown or something internally the player should be informed

I can see the potential and also i don't get it at the same time lol. cap the framerate please. one of the original ps1 games was called The Intelligent Cube. maybe you could go for a similar ominous name but related to destruction rather than puzzles

i like the dungeon! my main gripe with it was the lack of feedback for getting hit. but i liked the flow of it. the shop is also good although i'd say when the customers put the items on the counter they're often a bit dark and hard to see, it would be good if they popped out more visually. also it seemed like the items i got when in the dungeon were always lost even when i won? i couldn't find them anywhere around the house

Obviously a very barebones prototype but i really like the depth of simulation both in the tank and when hitting enemy tanks. One thing i'll say is i did not expect the tank to flip around so easily when running into the pile of boxes. whatever the physics settings are there should probably be changed to prevent the tank from flipping over like a GTA car lol

hey, thanks for playing!

- I am aware that the scope is ambitious and there's a million corners that I've cut. My goal is to provide a sort of super condensed mini-dark souls experience. Which means a much smaller game world to keep the smaller amount of content fairly dense and a shorter runtime. 

- The colors are not too similar in my opinion but don't worry, they aren't final at all. the final colors will probably be a more cyan/teal tint for the health and an orange-ish yellow for the stamina.

- The attack combo expects you to press the attack button again after the swing starts (so when the hitbox of the attack is active) and before you're back to idle. I will be widening it significantly though since i've seen a lot of feedback on this.

- There are many ways to deal with the two enemies at the same time, and aggroing a single one is perfectly valid too. you can play footsies with them to lure them into a swing and then hit them yourself for example, or use your greatsword to hit both of them at the same time (i didn't really make it clear that you can use a different weapon to be fair). But anyway, i'll be adjusting how fighting groups works so it feels less prone to getting stunlocked.

- Those enemies aren't aggroing you behind walls, they're hearing your footsteps and inspecting what they heard, and then only aggroing (pulling out their sword) once they actually see you. But i'm gonna change it so they don't actually inspect sounds in different rooms from where they are.

- I plan on making this a very tight singleplayer experience. no multiplayer at all for now. Rigging and animating enemy types will definitely be the largest timesink but i have a few ideas on how i can cut down on that without sacrificing too much quality or variety. And again, the shorter runtime will mean lower enemy variety should feel fine.

well if you like demon's souls i hope you also like classic resident evil games, there's gonna be a bit of that in this game too.

I'll be doing some heavy tinkering to the way inputs get buffered between states.

yeah it's pretty funny how the characters go bald as they die but it was unintentional, the "real" enemies in the game will have more normal death animations.

i'm gonna rework the attack button so that it alternates between the first two swings if you just press it but if you hold it down you get the heavy attack which is the third swing in the current demo.

I'll be doing adjustments to enemy AI so they don't stunlock you as much and also i'll let the player get out of their hurt state after eating shit too many times in a row, kind of like ghost frames in old games i guess.

Glad you liked the way dodging works! it will be much more useful with the movesets of the proper enemy entities later on.

I have uhhh 8 bossfights planned and they will hopefully be very varied and won't disappoint.

I'm happy to hear you liked it so much!

Thanks for the feedback on the combat, i'll be applying similar adjustments to what you mentioned before the next DD!

I'm surprised by how many people played my demo with kb&m rather than controller and I'm glad to see that you all found the controls pretty agreeable overall.

holding down the block button changes nothing, it only cares about your initial button press. and the timing is not too far from what it is in dark souls 1 and demon's souls, which is that you have to press more or less when the enemy's weapon is about to collide with you, otherwise you get a regular block.

Doing both things with the same button but timing based is pretty common in action games, idk. Even sekiro works like that

Thanks! glad you enjoyed the audiovisual presentation!

the demo already has the same exact lock on feature as fromsoft games and it is bound to the same buttons both on controller and kb&m (R3 on controller, Q, or middle mouse button). It's shown in the controls screen but not really mentioned in the demo intro splash text i guess.

Were you using the lock-on feature? it's bound to the same buttons as fromsoft games both on kb+m and controller and works the exact same way as their games too. dodging while not locked on is always done in the facing direction too, just like in most games. A difference in my game is that pressing the dodge button with no directional input pressed dodges forward rather than back, but that's on purpose by design

Sounds like your controller is a bit drifty. I had incorrectly assumed that unity's default deadzones were working already since none of my controllers drift but i saw afriend experience the same thing you did when he tried playing at his house with his 10 year old 360 controller. I've applied the deadzone limiters that unity offers to the controls so it shouldn't happen by next DD

Glad to know you enjoyed it! honestly i don't want my animations to be too clunky but i'm ok with some level of jank. it's something that i keep going back to and every time they get more proffessional looking.

the footstep sound effect glitch probably has to do with the way the game blends between the walk cycle and the run cycle, i'll have a look at it at some point.

yeah the stairs in my demo are an old implementation and the current ones i have are actually just smooth slopes so that won't be an issue in future maps (i didn't have time to rebuild the demo level).

enemies walking off ledges is something i want to have but unity's navmeshagent has not been cooperating, it will be in the future tho

i'm gonna make my "next input windows" much wider in general soon

If the controls didn't show up you may have been suffering the same bug as a lot of other people, it's ok. one thing is that i tested my build of the demo before uploading it and it only seemed to work with xInput devices, dInput didn't work. i wan't to make sure that they work in the future but it's not a huge priority.

Well getting parried in your game is like in sekiro, in dark souls and elden ring getting parried is a huge deal, and in my game getting parried will be pretty rare actually, most enemies will block without parrying you, so there's that.

about the ganks, i plan on doing two things, one is to let the player get out of it in some way by cancelling some animations or something like that, i'm not super sure yet. the other is that i might make enemies not attack at the same time often, they'll kind of pace themselves to not overwhelm the player too much.

the gun and absorb indeed do not work, don't worry. The absorb will be for manually sucking in the souls of dead enemies around you but i'm not adding that feature yet for quite a while.

no i will not just let you dodge sorry not sorry.

yeah the recovery frames will be shorter in the future, i might even do that thing where the recovery is shorter if your swing actually hits but if you miss then you have to wait through the whole animation.

glad you like the visuals :D

yeah the healing is literally just a lazy animation with a healing event when it starts, not representative of how healing will be later on, but i didn't want the demo to have no healing at all.

gun will be working in next DD stay tuned

LMAO do you mean more unique animations or ragdolls? 

The actual unique enemies in the game (that aren't just the player character but computer controlled) will have nice death animations, but i don't think i'll do ragdolls since it was pretty rare to see that on the ps2

Massive oversight on my part, i've already fixed it so next DD it won't be a problem anymore. I hadn't considered multimonitor setups lol. And yes ideally use a controller but it should be perfectly enjoyable with kb+m too

I'm happy to see people enjoy the audio of my game, since it's an aspect of videogames i really love but i have no experience actually working on audio at all.

Dodging is very undertuned currently and i'll buff it in some ways, but i-frames will never happen, sorry. The idea is that the player should see what swing the enemy will do and with that info decide to dodge sideways or back. but the NPC swings in the demo are a bad showcase of that.

Yeah the dodge is a really hard animation to nail down, i've tinkered with it a million times but i'm not satisfied with it either

Hi and thanks!

The enemies do in fact literally disable their tracking when you dodge. But currently I severely undertuned dodging (made it really slow and such), i'm gonna buff it up a bit soon.

Something i'm completely missing currently is letting the player cancel out of their recovery frames by just moving, i'll add it soon. but stuff like transitioning a swing into a dodge are already in my game, just that the transition itself is set to happen pretty late so there's not a massive difference between that and just going back to idle, thankfully this is all a matter of tuning what i already have implemented.

Personally i'm not a huge fan of how floaty and loose monster hunter games have become since World. If i take something from their character controllers it will be from the classic monhun games lol. but thanks for the mention of it, i'll keep it in mind

Thanks man. Glad to see people enjoy the artstyle and lighting since it was a hell of a pain to implement.

I do plan on adding a lot more visual feedback to actions before the next DD.

In this demo you fight player character NPCs but that will be exceedingly rare in the final game, i think i posted about it in the discord but yeah most enemies will be using a freakish tall humanoid rig or a short goblin-esque humanoid rig and they themselves will have a fair variety of attacks and all that (not to the level of a fromsoft game of course).

If an enemy keeps parrying you just shove them a few times until you break their guard, alternatively you can just wait until they decide to swing at you and punish them then