Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

comfycatgames

174
Posts
11
Followers
21
Following
A member registered Jan 06, 2023 · View creator page →

Creator of

Recent community posts

Thanks for the feedback, sorry you suffered through that.

Thanks for all the feedback! Some of those I definitely wanted to do like the graph colors but only so much time in a day. Definitely seems like crashes and just undercooked are my biggest issues right now. And sadly, no I did not get the crash logs- I'm about to crash out over this log uploader.

Reuploaded after fixing several crashes/bugs. If you encounter any crashes or bugs, please let me know.

This is hella polished! Only pieces of feedback I have is that it keeps trying to start up SteamVR on launch. (I have a whole setup but it's packed up from a move.) Also, during the intro it seemed like my guns overheated but the heat UI said it was at 0%. The guns were bright orange and had a delayed firing effect so I assumed they ACTUALLY overheated. If it's intended that damage could knock out sensors on your ship, then it's golden.

I like the old school retro feel of the whole thing. Seems a bit bare, but some immediate feedback:

  • Pressing F to advance dialogue doesn't close it when you've gone through the whole thing. It just sorta stays until you walk two tiles away, for some reason.
  • Overall, the game felt clunky because the game both wants everything done via keyboard and other times everything with the mouse. Like doing inventory management can only be done with the mouse (unless I'm missing a way to have a cursor or the Equip shortcut), but then moving around on the map and interactions require keyboard.
  • The player should really start with a weapon equipped, or a tutorial to equip it. Had to throw rocks at a wolf and nearly died.
  • I liked that equipping items gave combat abilities.
  • But I somehow ended up with two identical Slam attacks?
  • I hated not being able to flee without shoes (like in the first fight I had with no weapons), but then it made sense that yeah, I'd need an upgrade to perform that action. Maybe it would be better to have a weak pitiful Flee by default but a useful Retreat if you have shoes?
  • The Bandit Adept dealt 14.0 damage, not 14.
  • The screenshots show a controls layout/screen but I could not find it in-game.
  • The sword rusting away as you lose HP is cool! I'd rather that than the Diablo/PoE red and blue spheres.
  • I did the Tool Collector quest and this is purely speculation but I think I got the Bear Tooth from it? I noticed it in my inventory some time later. It would be cool if it was a quest reward to be like "Here's your reward!"

I do not have the Mad Catz Little Brother controller, just a standard Xbox One one. I did see the initial right stick one changed but didn't see anything else change.

  • I couldn't figure out if the bat is physics based and I need to swing it or if it just works(tm) when I'm near an enemy.
  • I wrote the above while playing KMB, so I retried with controller and it makes more sense that it's physics-based there. But oddly enough, even though it felt more natural to control, it felt harder to play. I think having some kind of aim assist would help since shooting with mouse is a lot easier than shooting with a stick.
  • Speaking of controller, I appreciate that everything worked naturally (right trigger to shoot, A to retry), but having the appropriate glyphs showing would be better.
  • The overall aesthetic is very cool but my god, the camera shakes and zooms on random enemies dying felt schizo at times. The camera wobble itself was jarring too.
  • The game also couldn't seem to decide if I need to press Q to pick something up or not, or if it'll autoswap my empty gun.
  • Most enemies just seemed to kill themselves without my input.
  • One death was a clusterfuck of explosions and I couldn't respond to losing my hat in time but Jenny herself didn't go into her death animation despite being dead with RETRY on the screen.
  • As others mentioned, the game appears to be frozen at the start but that's just Juan things.
  • The actual combat still feels a bit clunky, but it has potential. Adding things like hitstop and better feedback would definitely improve it.
  • The fact that you legit have ads to get in-game money for this early beta is an insult.
  • Combat actions continued even though U, i.e. if you clicked to open a chest the character would move to the cursor and use the M1 ability while the game also opens the chest. This meant the character was just flailing around while I was going through the shop.

Moving through the one pipe with a turn. You need to move forward while maintaining altitude because you barely fit in it.

Cool slice. Just some unarranged thoughts:

  • The whole inventory felt overdone for something at this stage.
  • Animations on the main character felt very off and weird. For example, arms tend to sway to counteract your legs when walking. And holding your sword over your shoulder also felt off when the "normal" way would be to hold it in front of you. The enemies' animations were just fine, so it's a weird contrast.
  • The little pop-up speech bubble for the dead body faced the main character and not the camera.
  • The battle UI, while functional, felt out of place compared to the rest of the game. I know it'll probably change in the future but wanted to confirm that it should change.
  • The textbox during dialogue had some odd spacing issues where it starts to wrap the text before the edge of the box.

Great proof of concept. The graphics/aesthetic goes harder than it should. My only issue is that it was difficult to control, which may be more a realistic depiction of spaceship controls rather than an issue with the game. What I mean is that in auto-hover mode, there was no real way of moving forward/backwards, yet in not-auto-hover there was no real way to move up/down.

Yup, you're not the only one to point out the tutorial is not good this build. Thanks for attempting it, at least.

Thanks for playing the game- appreciate the game-for-a-game feedback! I apologize for the tutorial being out of date and not in sync. You raised a lot of good points and I plan on incorporating them in the next version (hopefully).

Great start. Feels like a solid base to a full game.

  • Definitely needs a map or something on the doors- I ended up accidentally back-tracking more than I'd like.
  • Was pleasantly surprised by the enemy variety and even more so when the Mace guy fucking LEAPT AT ME. I wish I had the variety of weapons the enemy had.
  • At one point a chest popped out something long and green. I picked it up and had no clue what happened or what it was.
  • Mouse and keyboard controls felt tight. I was actively engaged. Very well tuned.

Great puzzle mechanic! I got mostly got stuck on the level with the magnet ball thing after I struggled to get it past the barrier door and then accidentally half the water out of the final hallway. I think tuning up the physics to get rid of those stray errant droplets and this would be good to continue on. Great demo!

Really great graphics & aesthetic! Gameplay seemed really clunky though, like my guy has to reboot mentally after every move yet the enemies don't.

Not sure how you were able to continue playing after a game over, nor why it would crash on the 4th planet. This version seems broken as hell lmao. Do you mind sharing more details on the crash? What was happening when it occurred?

Appreciate the feedback on the difficulty and the SFX (or lack thereof). Wondering if the values should be tweaked down a bit, since it's not supposed to be super-hard on the first few planets.

FYI- a new version has been published to fix a game-breaking bug. Please use that version instead of v0.4.2. Thanks!

Hey, thanks for playing even if it's not your cup of tea. I still appreciate the feedback on the visuals. As for the softlock, definitely have to look into that asap.

Love it! My only ask is more content and a standalone release.

(2 edits)
  • Goddamn, the visuals are great. Only feedback on visuals would be to figure out some way to hide blocking objects in the foreground, like if you move all the way to the left in the initial area.
  • You can bring up the navigator in said area but it doesn't seem to do anything.
  • I think I found two separate bugs with the 2nd E attack. First time, the swing particles appear once on both the character and offset away, like two separate swings. Secondly, I had respawned in the initial area and after some time was unable to perform it. I could do every other combo attack but not the LMB->LMB->E attack. I know I had the timing down since I was able to perform it during combats just fine.
  • While the visuals are awesome, the audio still needs work. Nothing to point out here except that more would be better.
  • The tracking on the lizard's double head slam is INSANE. Hitman homing briefcase levels of BULLSHIT.
  • Definitely needs some sort of feedback for the player on being hit or hurt.
  • Small thing- initially I thought you were supposed to crawl into the dragon's mouth to move forward, and was surprised that I could just walk all the way up in there. Just throwing that out there...
  • It felt odd randomly being teleported to the corpses to perform the execution. I think modern action games might have this nailed with having you press a specific button prompt to murder. Press F to Execute, basically.
  • I respect the fact that the graphics options include Windowed/Borderless/Fullscreen, but changing them didn't actually do anything as far as I can tell. The game still defaulted to showing fullscreen everytime. Didn't test if the window bar was there but offscreen. This isn't bad, as I usually have to tell people to fix their game as I have an ultrawide but your game worked fine on that resolution.
(1 edit)

Played solo for a bit, might have some more feedback if a multiplayer game gets going.

  • Can see this being really funny friendslop (compliment)
  • The customers having a big broken heart when you go over to collect hearts felt bad and inappropriate? Like you need to collect the shiny hearts from them, not break them. :(
  • Needs horse girls to capitalize on Uma Musume.
  • Why can't I place cups on empty tables?
  • Needs some sort of sound or alert that the day is ending.

Thanks for playing and giving thorough feedback!

I'll admit that yeah, the art is clashing a lot right now. I sort of pick parts to update here and there, but I probably should just sit down and focus on one specific area.

The countdown for events is actually just by any action you take, the only exceptions being the secondaries of the 4 basic buildings that just show you data. You're right in that this could be better communicated.

And yeah, difficulty is still up in the air. A lot of the values now are just vibes. It's good to know it's too easy right now.

  • Game is really loud, had to lower my system volume down a lot.
  • I'd really like a standalone build as everything is fucking tiny on the browser version.
  • The sound effect when doing the weird scratch-off thingy sounds like wet farts.
  • I really did not understand the phasing or the discards or why would I fight anything instead of recruiting them. You gotta make it clear what is going on when and where.
  • At first I cringed at the Gen Z game description but it just hit me that the game is literally Slay Queen Gatekeeper. You should lean into that more instead of having generic fantasy encounters and text.

Played it on normal.  Feels like an old-school shooter in a good way. I did try skipping the tutorial via level select but it made me do it anyway? Might've been a misclick. I'll agree with the other guy that melee seemed funky but otherwise no notes.

Gave it a shot, bullet hells are not my cup of tea.

  • The menus are frustrating to navigate. Why is there a custom mouse cursor if nothing can be clicked?
  • The boss music against Anna felt like it was blowing out my eardrums. I have my OS volume set to much lower than it was playing.
  • So, the way I got into the game was selecting constellations and then the first option, but the first time I tried it had a phantom dialogue cutscene playing over the game. Like I was moving around and enemies were firing at me but the text box, Lily, and the vampire were blocking most of the view.
  • Also, I have no idea if constellations were the right way to play lmao. I just selected stuff and shit happened.

I like the Saw mini-golf concept since seeing it on Twitter. Got to the third floor and died multiple times.

  • Not a fan of the shotgun need to be fired to reload. Was annoying when it happened after lining up a shot as well as running away from Pinhead-but-with-golf-tees.
  • Was a bit tedious trying to figure out how to summon the courses on some of the levels.
  • The initial pop-up tutorials were a bunch of text all at once. Like when I finally got to try putting, I had to just play around with the controls because it was the 3rd paragraph in a long scene of all of them.
  • Not sure how but I was always able to smoke without packs.
  • Maybe it's just the first few levels, but eventually I stopped shooting the ball because putting was a lot more accurate with the guide line. I could see there being longer courses where you have to shoot it to get all the ground necessary.
  • Maybe I missed it, but is it possible to crouch and get a better angle of the shot?
  • Bumpers really bumped.
  • Why can I not putt the fish?
  • I kept pressing Tab to see the stats instead of LShift out of muscle memory.
  • Smoking while looking at your stats did not provide a real-time update of the stress going down. :(
  • The game was really silent outside of the sparse sfx. But music wouldn't fit. Maybe just ambience?
  • I play on a 21:9 monitor and I appreciate that the game worked fine with that resolution. Only thing was that the text in the initial cutscene was all the way to the left- it would probably work better centered regardless of resolution.

Very cool and promising start. Would love custom controls because (personally) I hate the controls right now. Also the Q button to stop everything doesn't seem to be undoable.

I never played the original or remakes of CTR, but it felt odd that hopping wouldn't always lead into a slide. Not sure if bug, but posting it anyways.

In the mean-time, are there any logs at all? They would be in %appdata%/Roaming/Godot/app_userdata/Planets For Sale/logs. It looks like the crash happened before the crash log uploader started, so I don't have any on my end.

What the fuck?! I'll try my best to look into it...

Thanks for playing and for the feedback! I really need to look into why one specific building just doesn't work...

I'll look into those bugs for sure. With the last one, it's supposed to go back to the main menu but seems like it's not working right.

Thanks for playing and for the compliment!

I'll definitely look into showing the next contract before switching back. A lot of the original transitions were hard-coded times, so it's most likely a hold-over from that.

Good thought. I'm trying that now, but the window can't be resized. 

Neat little Doom clone. No real notes. If you want to fix something, you can get stuck on the angled wall on the right in the game's screenshot for the jam. If you face the wall and move right, you get stuck. The other diagonal wall is fine.

This game is great! Love the frantic combat. I'll echo the suggestion for perfect blocks doing a parry or something. No other notes, just thug life.

What's here is very soulful but like others have said, I had no idea what I was doing. I didn't even know you could shoot until I read the comments here. And the map thing didn't seem to match what I was doing in the overworld, though if it was a seperate thing entirely then again, I had no clue what to do. The tamagotchi thing is very cool- I'm jelly of how that must've been set up technically.

One thing I noticed is that while moving on the overworld, if you held the movement through a camera switch, you would continue moving from the angle of the previous camera position, even if you pressed other arrow keys. It only felt right after completely stopping all movement. I was also holding down shift to sprint the entire time so that may have contributed.

Unfortunately, I was unable to play the game because it defaults to fullscreen and on my 21:9 monitor, parts of the UI were inaccessible to me. The hangar looks cool, I guess?

  • Not sure if I was running the correct build, but on start-up a console pops up with a bunch of null reference errors.
  • Don Cu-butt-o
  • I can't figure out what to do with the first puzzle. Am I supposed to put the colored blocks on the same colored spaces? Is that cube purple-gray or gray?

I had some time to kill so I played some of those other levels, and yeah they're really cool!

  • Snowstorm and Vector Field both had issues where I would respawn and then immediately die.
  • Eternal never let me return back to the level select- I had to refresh the page to go back.
  • Stars is another one that feels really cool but the acceleration felt off? I don't recall any (noticeable) acceleration on the other levels.
  • That collision issue might be because of the instant restart. Godot tends to run physics and frames seperately, so if the frame isn't showing the latest physics where there is a collision, this might make it look off. Maybe like a hitstop death animation would fix it and add juice?