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Dare Looks

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A member registered Jan 30, 2017 · View creator page →

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When mods are installed, on the main menu (in the bottom right) there should be a button that takes you to the mod list. There you can turn mods on/off, but by default any newly installed mod should be turned on!

I can understand the frustration/disappointment—and I definitely agree that the game has a lot of untapped potential!

On the one hand, I do yearn for new projects and challenges, after working on the same game for over 4 years; so that's definitely an issue of motivation. On the other, however, the more complex a project becomes, the more work it is to add new things on top of it, too: For that reason my goal was always to make a small—but polished—experience. In that sense, the project has achieved all it has set out to be (and more)... which is not to say that it doesn't have a lot of potential to be more than it is, of course!

Then there's a whole business-side to this, too, unfortunately... Wish that wouldn't factor into it, but that's just how it goes, I am afraid.

Feeesh.

As of right now there isn't an update planned, I'm sorry to say!

Amazing. Amaaazing. Am. Azing.

Really struggled hitting the ball without extra depth cue, but it's a really fun theme with beautiful models and great voice acting!

Also, extra points for the level editor—I love tooling!!

Amazing little game with great polish and a cute character—lovely!

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Got all three endings... but at what cost.
I gave Carl on Duty a sensible chuckle.

Love the character designs! Sometimes clicking the right thing was a bit tricky, but I really enjoyed the visuals of the 'first-person hand controls'—it's a really cute touch!

Love the Windows aesthetic and character art! A bunch of fun scenarios, too—just wish there was a special fail state for getting blocked by every character, hah!

Loved the cute little characters! Took me a while to get used to the controls, but enjoyed a bunch of the puzzles—here and there the level design felt unfair, however, because it required foresight... which is very punishing, when there are no checkpoints 😅

A really ambitious game with lovely character designs and art style!

Accidentally softlocked myself after the first room by not moving out of the spawn area immediately—the door close right in front of me, heh. Also ran into the problem that enemies got too close to attack, sometimes. I also struggled with the visual feedback/tell for the ranged attacks of the piranha plants...

I made it to the point where I learned the dash, but then couldn't figure out how to defeat the new enemy type 😅

I beat the first level! I am really bad at rhythm games, however, unfortunately—but I really like the idea, just would have preferred more of a tutorial and visual feedback/info (i.e. showing the colors for each button on screen, so I don't forget which is which, heh)

Took me a while to get what was going on, but once I did it was quite the fun challange! Love the graphical design and audio—it's a great, arcade-y fit!

I just wish there was a bit of a difficulty curve that eases you into the mechanics; you get thrown right into the deep end, heh.

Interesting short story! Really enjoyed the theme, atmosphere and wordplay, here. Wish there was more consequence to my choices, but I am a sucker for a happy end, so that was very enjoyable

Fun little puzzle game! I would like to have a highlight or something for where I will place a cube when I press the button, as I kept putting it on the wrong tile, heh.

Props for the voice acting! Just wish I could skip the dialogue to have a quicker retry, after messing up... Definitely a nice theme!

And I am waiting for the update that gives you the shrinking ability to get through the lasers, haha!

Had a fun frantic go at it! I like whacking things with the wrench, haha. Made it to 1404 packages—no clue how good or bad that is, hah!

Very soothing experience; easy to get into a satisfying flow.

...just wish I had a better understand on what happened how/why 😅

Very fun gameplay idea! I feel like it needs some more beginner-friendly entry levels, though, heh—but I really like the idea with sharing a screenshot of the tower!

Nice graphics! Loved how round the dogs were
Definitely tense, with the typing gameplay, in the first section—really enjoyed that part! In the other two sections, waiting for enemies to move out of the way could get a bit frustrating, though.

Spoiler Alert

In my first playthrough I completely missed the axe, because I couldn't tell it was interactable, at first glance... At the same time I immediately grabbed the night vision goggles, which are probably the best item in the game, haha!

When I made it to the third section, with the spider, I got stuck for a solid hour, however... I explored the entire cave, but simply couldn't find anything. Checking the gameplay video on your itch page, however, I saw there was supposed to be dynamite lying on one of the crates—but for whatever reason the dynamite didn't spawn for me?

(Maybe it's because I didn't ride the minecart?)

...so restarting the game and playing all the way to that part, again, fixed the problem: Now the dynamite was there and I was able to use it, at the exit.

After that I got a screen that said "RUUUUUUUN" but I think the game crashed, immediately after. 😭

I was able to fix the resolution problem by zooming in on the web page, in my browser! I got two different dialogues, but wasn't able to make it any further, unfortunately

Very fun character designs—love the vibrant art style!
I think this would work really well with tight/snappy controls, for some frantic fast-paced gameplay!

Very fun re-interpretation of Papers, Please! Really loved the art and audio! Missed the rules about the letters and numbers on my first play through, but had a lot of fun with the experience—GO PROTOGEN CON GOER!!!!

Dig the aesthetics soo much; the control scheme works really well with the theme, too. Proper 90's vibes--lovely!

Love the character art--really cute! Also enjoyed the writing and presentation a lot! But will admit... if it hadn't been for the tips on the first two screens, I would have been completely lost, heh

The character is so incredibly cute! Great animation and VFX work, too!
Wish there was more to the core gameplay, but putting that work into the cute intro was definitely the right priority, haha!
Also... I love how the long title breaks itch's UI! ^^

The reason is entirely technical; itch does not have any backend API or infrastructure to support DLCs and such, so the implementation would need to look entirely different... which is to say a lot higher effort.
Alternatively I could include, like, a "Complete Edition" that you unlock by paying more, via Name Your Price; but I am not sure this would be a good solution.

Sorry for keeping you waiting!
Been tweaking a small change for the custom character feature, which will make it into both the Steam and itch version.
Also been busy with both character DLCs... but those won't be available on itch, I am sorry to say.
But the goal is to have the new version up and ready on Thursday the 19th!

It is 'or so'!
Expect it next week, though; I will roll out 1.5.1 for both Steam and itch--at least that's the plan!

1.5 will be released here on itch, too, yes—it's just coming a little later, but I expect it to be up within the next 7 days, or so!

Heya!

No worries! And it's been an incremental thing; stuff like the different collision during walking and standing is slightly better than before, Atro City has more tall buildings, and characters also stop colliding with smaller buildings faster than before.

So there isn't going to change to much still on those fronts, realistically, I think; in terms of gameplay it feels acceptable to me—although balancing for the new city is going to change still.

Also there is a cheat to disable all character-building collision: I'm out of town at the moment, but iirc it's "dontstopmenow"

There's always all the ingredients you need--however, there are some hiding spots that are very easy to overlook: Always make sure to check the shelves and inside the locker

But yeah, you can definitely get unlucky with the RNG and how it assigns the machines!

Unfortunately not, sorry to say!
That's something I've been thinking about implementing--but in this case, it just means that you can set up VRM collider groups (attaached to the characters) that the jiggle bone chains will collide with, i.e. to prevent hair from clipping through the head or upper body (or... at least reduce the chance of that happening. Collisions is always a bit of a janky beast.)

There are (tiered) size thresholds for building collisions; buildings getting in the way is by design, generally, but a cheat to turn of collisions all together could be an option

No worries! The 'Q' prompt is shown in the character selection screen, but it's not too obvious - skin selection was a bit of an afterthought, I must admit, heh...

But I'm glad to hear/see it's working! :D

Hey, hey!
In the character selection screen you can cycle through each character's available skins by pressing Q on your keyboard (or LB on a controller, iirc off the top of my head) -  since the mod shows up in the Mods menu, the skin should hopefully be available during character selection!

If that's not the case lemme know!

Thanks for the detailed feedback—definitely a few things in here I can look into—just can't make any promises, I'm afraid!

Looking how increasing the damage scales goes should be fairly simple, for example. Otherwise, I could always add cheats for some of the things I can't fit in the game options, hah

Sorry to hear! Unfortunately there is not much I can do, in terms of linux support...
Does your machine support Vulkan and have at least 4GB ram?

Alternatively you could try running the Windows version with Proton