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daent

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A member registered Nov 02, 2023 · View creator page →

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if you save them anywhere in the tboe_mods folder, then they should randomly appear on the floor to which they've been assigned

the big slow enemy, when it touches you it banishes you from existence? is that what's going on

hm alright, which browser are you using?

if I recall right this game was made with 4.4. if not, then 4.3

and thank you for this wonderful comment, it's really motivating

you are correct, there is unfortunately such a bug at the moment. it'll be resolved in the next update in a few days though

thanks for the really very great suggestion. it was a good bit of work to implement but well worth the effort, I agree

aye, on windows the save data is at appdata/Roaming/TBOE/game_save_0.tres - delete that file and you'll start anew

iirc there's also a button in the options menu to reset the save file

aye you'll get some o those I suspect

on the web version I assume? what browser

Holy craps this is a long and complex tutorial. I understand almost none of it. I think for roguelikes like this with a lot going on you want the features unlocked and information fed at a more gradual pace, like *bones* in inscryption. at least in this case I did nothing but put a large bet on this 'pass line' and roll the dice, along with buying chips that seem to go along with that. as well as levelling up 8, whatever levelling up a number does. I come away with mostly a sense of confusion and if maybe a PhD in this 'craps' game would have been useful

the presentation is pretty immaculate though, that's gotta be said

the sort of pencil style portraits is cool, though it would be good to have different images for different situations like the lady in mullet madjack

mouse sensitivity settings would be good to have, bit too slow for my likings by default

the dialogue is really weird in an appealing way, with the characters directly talking about the underlying structure of the game they're in. lends it a bit of surrealty, and I hope that if it's placeholder dialogue then an element of that remains

side strafe is great, hover is good. other than the SFX and HUD, it doesn't seem very mech-y. even the height of the camera feels like that of an ordinary man

AGDG posters are a good reward for exploring lul

ended a level with enemies still alive nearby, that doesn't seem to make sense. I was rather looking forward to fighting them but stumbled into the Area3D and was whisked from combat

level design is a lot of size and not a lot of anything interesting. combat seems largely to be handled by shooting the enemy while strafing or sometimes hiding behind corners. you have some quick fixes for this in the hunting down turrets level, and I respect the audacity of just putting wireframe mode in as a feature, but I think the better solution would have been to put more interesting things in the vast expanse

the items created therein will have to be added to enemy inventories in order to appear. I haven't checked but I *think* if you mark items as clothing they can appear through lootboxes

the rooms created therein, provided you save them, should be randomly appearing alongside all the normal rooms on the relevant floor. one caveat is that because of how the floors are arranged, 'dead end' and 'straight' rooms are pretty rare

as you can tell parts of the editor are secret because they're a bit janky

nah they're just decorational

rooms are selected randomly among all available rooms, so if you create a new room it may or may not be randomly chosen to appear. something to work on for me I suppose

yup, first of march is the plan, well spotted

thanks for the effort and the report, I'll go looking for a working font

I suppose when when I say the magic circle is abrupt, I mean I'm exploring the dungeon, then am quickly effectively teleported to an open prison to... continue exploring the dungeon. there's also a similar sudden transition when first heading into her pocket dimension home with the armchair

other thing: jumping the rocks was a good intro to the QTEs. is there a way to cross that with magic? I hadn't much understood the magic system at that point

I played one run and got captured then game over'd after my second fight against goblins, which are very cute. didn't see any cursed items. I could certainly see myself going back to play more. Here's some notes I took while playing:

- Apple stealing is good, I wish I could steal more of them

- Good note on the magical gate mechanism having receptacle for elements on two different sides. that also proved a good way to get me to look at the menus and abilities available to me

- Entering past that gate rotated my direction of travel 90 degrees: Enter going left, continue going up. Might not be possible to change that now, but best to keep direction of movement consistent in future

- I like all the stuff being interactable and getting dialogue responses

- Music looping is abrupt

- Distance mechanic in combat could be interesting, I like it instinctively

- Cool ass music on the piano

- I suspect these adorable silly goblins are placeholder. if so I hope their design doesn't change too much

- The QTEs are an interesting twist on RPG combat

- Spell circle and getting teleported to jail was rather abrupt

- Often there's no indication of confirmation when you do something. You have two moves in combat but on completing the first of two there should probably be a sound effect and visual effect or something to show that

- I think if you order a manoeuvre to a different distance, the spells available should change to reflect the new distance

good thinking, I'll tone it down in the next update

I usually aim to push updates on the 1st of the month. didn't have one ready for 1st of january, so the next update will be next week, 1st of february

thanks for the detailed feedback. I agree that there's some need of more variety in the game in general, especially with the cleaning minigame. but how to properly do that remains a bit of a vexing question.

aye that makes sense, solid opinions 👍

thanks comrade. whilst you're here a question: do you see any rhyme or reason to patreon's culling of this kind of project? that is something I would rather avoid

nope you were right, it used to be space-to-attack. changed it in this update without adequate description I think

Ah right yes sorry, there's an option now to switch between attacking with arrow keys (default) and mouse

I should probably make this clearer in-game in some way, but how it's intended to work is that melee enemies won't attack if

  • they can't bind you, i.e. you're already so covered in bondage that they can't fit anything more on you
  • they've run out of items; each melee enemy only has a few items in its inventory and when they're all used up it'll go passive
  • you have maid stuff on: some of them recognise you as a valued servant, but in execution it looks like you say, like the AI is bugging out

thanks for playing and for the report! perhaps the solution to that is like a smiley face symbol or something like that to signal passiveness, I'll give it some mulling over

no coincidences there

I get it, moving platforms are super hard. Once I had them in a game but couldn't get them to work right so I just delete them and replace them with conveyer belts. Dunno if I've ever made them work right.

I think the real appeal of the hands, to me at least, is that when they first appear that's a real WTF moment, y'know, it's memorable. you're expecting normal human stuff and spooky supernatural hands appear out o nowhere. I think it's worth keeping that but lowering the annoyance of getting grabbed so often. for that reason a quick solution might have been something like, if you struggle and escape them, then the hands go away and leave you alone for a while.

aye, that's the peril of gamejams isn't it. run into problems with no solution available in the time >﹏<

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I didn't manage to get up on that moving platform.

Even before that, the hand enemies - they gave me a good fun spook when they first appeared, but in practice they're pretty annoying cos they just hang on you and stop you in your tracks every four seconds. Protagonist is cute though

I think a little extra animation here or there would do wonders. Perhaps a little vibration for building up a jump or increasing the animation speed when you struggle. doing button inputs and seeing nothing change is a little naff

I wonder if this would have been better as a purer point-and-click thing. instead of moving a character around, just moving the camera around and clicking on folks. I really like the art style here, I have a lot of appreciation for this kind of sketchy look. A+ art.

would have been nice to see my inventory of items or have some external clue as to what items need to be used on whom.

name of the game is funny. the platforming feels a bit awkward, especially whenever you have to use springs. you did successfully avoid the alluring trap of 'bondage = slow and annoying movement' though, kudos for that

cool animations, and the idea of a reverse-bondage metroidvania like this is a good one. the slow movement goes on a bit too long though with not much to do in that time. I also would have enjoyed having really fast and fluid movement in the end, jumping from vine to vine like it's mario, to contrast the slowness of crawling. but such is the limitation of a gamejam I suppose.

animations sometimes played at the wrong times - jumping animation when climbing a ladder for instance - but they're still delightful. full points for that for sure.

hullo!

wait the text? what, that it's too sort of irreverant and pseudoironic and that?

hmmmm I wonder if I can add 'crying on poops to get money' into this without it feeling too hamfisted

what pun