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Craspedia

5
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A member registered Oct 06, 2024

Recent community posts

Highscore 1290961!? I suppose you gave me a new goal.
Im happy to hear that you were already aware of most of the things i wrote. The windowed mode is such a good feature. When i stopped playing it was around 70-80 minutes. But it should be around 2 hours by now. :>

Great start, most things have already been mentioned, so ill try to keep it short. The menus are well made, the levels feel plain, but that should be fine for a starter area. Imo the bloom is a little bit too strong everywhere, but maybe thats a stylistic choice. The shipbuilder seems cool, but im concerned how youll create synargies, especially multi layered ones. Imo thats the most interesting part about twin stick shooters. And why i think gungeon is a bit worse than isaac as an example. The swaying of the ship needs getting used to, it feels very floaty, but i dont know what else one could do. After some time it was fine. The ai behaviour right now is bare bones, their controls feel a bit clunky. I hope you intend to add ships that can shoot sideways or differently in general on top of what you currently have. The destructible environment is great, just feels a bit awkward when you shoot out the entire middle part and the thing just floats there. I guess its connected to an imaginary ceiling, but it still feels a bit weird. Having you inherently float might restrict you in some aspects, im curious on how youll add variety to the rooms.

Looking forward to the content youll introduce over time. Especially the map generation overhaul you told me about. :>

Havnt played many games from demo days yet, but you definitely made me regret my previous life choices. Absolute cinema. At first i doubted the gameplay a little bit. The characters in the story are so far a little bit plain, but the animations and sounds make them charming, and being thrown into the first level is scary, especially because i had no experience with the game. I still managed to get it done on my first try. I then tried the challenger mode 3 times which lasted for around 10-15 minutes each match. My highscore so far is only a measly 29700. But i felt like i was mostly just circling the board until i saw something line up well, instead of actually thinking which way i need to go for a good setup. So i decided to watch the tutorials and play the puzzles afterwards. Got stuck on 1-10 as i didnt want to do too many turns, and got 2 star everywhere except on 1.6 and 1.9. I like puzzle games, but this one makes me feel retarded. I cant even fathom how much youd have to practice to intuitively see and setup combos.  The puzzles are setup well, they teach you harder and harder patterns after another. The dice setup is also simple enough to memorize patterns, but complex enough to not become as monotonous as something like minesweeper. I think the premise is interesting, and i wonder if there is even anything to push it further. Ill def play more of this, especially when i want to relax, as it doesnt feel like brainrot at least and makes you think spatially.

Character wise Mimi and Pero are my favourites. The game feels wholesome and im happy that it is that way. The landscapes and backgrounds are nice, but tend to feel a little bit too nonsensical at times. I went through the art folder and looked at them in more detail. The town with the fountain image as an example has 2 random houses in the distance that almost look mirrored. There is also barely anything close to them, Which makes it a little bit off putting. The houses have some variance, but the silhouette of the houses are all of the same floor height when cutting into the clouds and the distances between the houses also feel too similar. The simple style definitely works wonders, but instead of placing random triangles all over the floor, it would be nice if the shapes would have an more overarching shape to it to read better. The inside view of the room and the path to the academy have nice floor shapes in contrast imo. Im not sure if the marketplace is a newer image, but there as an example you put more of the triangles in the foreground which helps the scene a lot. The houses in the background also have a more unique silhouette. The blue tint is also a big improvement. If that artwork was made later you improved a lot and i might not even have needed to state the things prior. The small witch house with the trees and especially the academy are really good pieces. Your trees have lovely shapes. I think the bricks in the walls could be clumped slightly more as they create right now a little bit too much noise, which clashes with the building being in the distance imo. But you left enough space empty for it to not be too noticeable. 

Im looking forward to seeing more, only reason i stopped for now was to test out more demo days, ill def look more into the build later on. Tbh i think the biggest problem right now might be catching people at the beginning, but once you start to pay a little bit more attention you see the fun in it. The challenger mode in particular is def going to replace my sudoku and minesweeper time ahaha.

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Game is a lot of fun, especially the blood splattering around ahaha. I dont have too much experience with the genre, but here are some thoughts of mine nonetheless. The shotgun feels nice, although imo the reload time is either too fast or the magazine size too big. Enemy sizes werent big enough to ever feel overwhelming, as the shotgun has plenty of ammo and  basically oneshots anything. The enemy interacting with the environment also makes it more plausible.  The fans in the ceiling add a lot to the atmosphere, in general i think the athmosphere makes sense and adds positively to the gameplay, the rusty bridge was surprising and intrigued me but sadly i couldnt see what lies behind. The only thing i could maybe say is that i feel like the sounds are a bit too flat for the environment, most spaces are rather vast and i feel like the sound should have more echo maybe. Being able to drag in the Inventory would also be nice, if you go farther with the game.

The game sadly crashed a lot for me, one time when i threw a grenade at the doorway of the shop room, multiple times when walking around, especially after that first big area, a few times within the shop bootup when i click randomly, and the last time in the middle of the bridge after i went back to collect some ammunition.

But given its a proof of concept its really good and im looking forward to your next demos. 

Really good game, the art is of course phenomenal. Took me three attempts to clear out every enemy.
My first run was without the fighter, which ended in me instantly dying to the golem ahaha. Understandable that the weapons wouldnt really have much of a chance, but i wanted to ask if you were planning to implement different physical attack types? Like pierce, slash and blunt. That would at least make the physical weapon (mace) of the priest useful in certain situations. It could also open up a little bit more variety.
Usually with these types of games (my only experience aside from turn based rpg being ff tactics, darkest dungeon and metaphor) i have a rotation that i find out and spam. In this case it was for the skeletons passing until i can do the priest aoe, and when i have to use my turns with the other two it was taunting with the knight and just the burning slash with the fighter.
Second attempt failed btw because the enemy crit me 4 times back to back in 2 turns ahaha. Which was funny.  Do you intend to add a mechanic similar to deaths door? Will the characters be down and you can restore them in camp, only losing them if the mission completely fails?  If not thats fine,.

Aside from that random feedback, here is some other ideas that came through my head while playing:
-No idea what the coloured tiles do,  i could identify the start and end (i think), but i dont know why the enemy tiles are coloured. its a bit confusing because i can already see that the enemy is there. The yellow colour made it seem like a item room, but that only my thought because of Darkest Dungeon i think.
-Some more UX around targeting and selecting abilities would be nice.  There is already plenty, and you did a great job with what is there, but to reference darkest dungeon again as an example: Multi attacks connect the affected tiles and make them all glow at the same time. In dd youd also see what positions you must be in, and what positions you can affect. I honestly dont know if all the abilities in the bottom only show you the positions you can cast from, or which you can attack. I think the abilities that affect your own team like healing or taunting, showed the fields youd be able to cast from? The style of the game is really cool, and i understand if you wouldnt want to introduce colour because of that, but a quick green/red colouring of the abilty circles could fix easy identification of such abilities. But its also not super needed once you know what each ability does imo.
-Would be nice if you could make the battle music loop. You shared it in the discord, so i assume it was custom made. Even if not, the track is really good. :>
-The action animations are a really nice idea and help a lot in making the combat feel more alive. 
-Damage ranges would be beneficial for planning out combat actions, especially if youre planning on including permadeath in my opinion. But it would reduce the surprise and intrigue of finding out what is good against each enemy. Metaphor showed what is weak against an enemy as an example if i remember correctly, while Darkest Dungeon just flat out showed you everything, from hit, crit to damage range, even how likely you are to apply any status effect.

Anyways, a lot of rambling from a nodev. And to summarize it all, you have a great game with a lot of potential, im looking forward to your updates and wish you the best of luck.