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Penguin Garden

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A member registered Jun 15, 2020 · View creator page →

Creator of

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Really great game, I don't have much feedback to give. One thing that confused me is that sometimes the flag takes a really long time to activate and other times it doesn't and it wasn't very clear how long it would be until I tried. It would be nice to have some kind of indication before you try. Also maybe saving isn't added yet but my game did not save progress when I tried starting it again

Very fun game, I enjoyed it! I like the nonsense humor and the variety of minigames. Everything is pretty intuitive too, but I think the difficulty varies a lot. Some minigames are way harder than others. The letter is incomprehensible to me, I would need at least 5 attempts of trial and error to figure it out but at that point it's no longer a short 90 second minigame. Meanwhile things like the JRPG fight and the tower defense barely require you to do anything on the first stage. The shoot em up is also way too fast, although it was fairly (no pun intended) easy once I realized you can just hold the shield as much as you want. Maybe you could make the shield instant but only for a short duration if you want it to be fast-paced?

One minor bug I found is that the timer still runs when the game is paused and it messed up my score at the end. Everything else seemed to work fine.

And another suggestion I have is that if you're going to have multiple levels of the same minigame I would like to see more new mechanics being introduced, usually there is very little difference between them so it gets a little repetitive.

Thanks for playing!

I was tinkering with the idea of doing more damage when you clear multiple rows but for now I decided to just give the player more gold. It's not really explained right now but every row you clear gives you money and the more you clear at once, the more gold you get. 

I'm still not sure how the dungeon will look like but yeah I will most likely add keyboard controls to it too. The item hotkeys will also be customizable if you're not comfortable with q w e r t. 

Cursed and bless rooms do not work yet, I didn't have time to fix them before the demo. I thought I removed them from the random level generation, whoops. Merchants will be capped to 1 unless I decide to make them a one-time use or with limited inventory.

The visuals and sound look great but I'm a bit confused by the gameplay. I don't mind fighting game inputs but it clashes with the precision required in platforming games. The game feels both clunky and smooth at the same time and it's a bizarre experience. I also didn't really get why we need 4 different attacks besides that that's how it is in fighting games. I also don't get why you can dash and attack mid-air but not jump and attack. And if you press down and up too quickly or something it doesn't do the jump so that also adds to unnecessary deaths. I don't know what your vision is for the game but I personally think that the regular platformer controls clash with the fighting game controls and that it's better to leave the movement smooth and easy to do and do all the fighting game inputs for more special actions for dealing with enemies for example. If you want to do a difficult game that's fine but it should be difficult because of challenge, not because it feels unintuitive to control.

Not to sound to negative, I can see a lot of potential. Looking forward to future updates

I was hoping to make it a little cryptic to fit the theme better and let the player figure it out but maybe I should explain it better if I end up polishing it more if its not that straightforward

Thanks for playing and thanks for the input! I'm not sure if I'll add undo but I'll definitively add a way to save your progress, I just didn't have time for it in the initial release.  And for that door that you went through there needs to be a way to go back once you go through it once

This looks good and plays pretty well. I felt like the hitboxes were very slightly off, I know they are supposed to be super small in these games but I swear I straight up walked through a line of bullets a few times. And other times I died when I thought I wouldn't but I could have missed something I guess, I'm not the best at this genre.

Few minor things, you can keep moving the selection while the screen is fading and hear the sound and one time I got shot while respawning and it played the sound but not the death animation and the stage reset again even though I wasn't dead on screen.

Would like to see some sort of unique features that makes this stand out in the future but good work so far

I really like the aesthetics! Not sure what to comment on since it seems pretty early in development so here are some random things:

- Would like it you can cancel commands you already issued. It's weird that you can't since it doesn't even move to the next character right away

- Would like to see less starting skills/party members at the start of the game so that it's a bit easier to jump into and maybe you can manually unlock all the skills later

- Not a fan of my heals missing, every single party member missed their spell and ran out of mana in the third fight and I got murdered. It reminds me of Fire Emblem 5 where healing staves could miss and everyone Hated that

Looks good so far, I'm curious to see what this turns into

Got some sort of error when I was doing the tutorial

Can't say much so far, I'll try it again later

Thanks for playing! It's just supposed to be a heart rate monitor, you always die if you take 2 steps in the dark.

Before I go back to my main project I have a small game I made for another game jam to share.
Let me know if it's too hard/too easy and if you think it's worth polishing a bit and releasing it as a serious game.

You can also play it here: https://gx.games/games/ywt4xt/sir-knight-and-the-true-heart/

And here is a link to the game jam, they have a popular vote besides the jury so feel free to vote for me or anyone else you liked:  https://gx.games/events/viral-glitch/?page=4

Thanks for playing! You're right, I'll fix it for the next update, it should make navigating the menus smoother.

This game is starting to grow on my the more I play it. I have some random feedback/suggestions:

- There's a unit that can deploy but the deploy key is different from the undeploy key. I would prefer if they were the same but maybe I'm too used to siege tanks

- I couldn't find a way to see what the supply cap for each coven is. If that's not in the game already I think it will be really useful information and a high priority for QoL improvements

- At first I didn't really get how the buildings worked, now that I'm getting into the game more they do seem a bit more interesting but I don't like how you have to build something before you can see what it actually does, they need a tooltip since its really not obvious what each building does and they are hard to remember

- It's a minor thing but you mentioned something about collision so I'll show it in case it's a new bug - one of my units got stuck behind that barrel and kept going back and forth. It was rallied and not a command I issued if that makes a difference

- More of a design concern: Covens have 2 unit types available but I don't bother switching between them very often so my armies end up very uniform. It might be more interesting if you had some forced unit variety so you don't just spam the same unit. But also switching between them doesn't seem viable because they use different upgrade buildings from what I can see. Not sure what the solution to that would be but maybe you can think of something

Hope that helps, keep up the good work

That works really well. It's nice to play hearthstone without having to wait for the super slow animations. But besides that, what do you plan to do with it? It is impressive but if anyone wants to play hearthstone they can play hearthstone. They even had classic mode until recently. So unless they finally pull the plug on the game I'm not sure how useful this will be. Do you plan to use it as the basis for your own card game or making some custom HS sets or something?

Also I was sneed on the ladder, sorry if I consneeded against anyone, I was trying to match against a friend

Still a very early build - a lot of features don't work yet

Changes from last time:

-Visual changes (terrain, roads, some new sprites, UI)

-Move units with right click now

-How to play Instructions

-Neutral units added

-Some temporary music

Hopefully it looks a bit better on lower resolutions now but I still haven't tested it all that much

I was thinking something like adding a few more shades to the smaller sprites, the big ones are great. But pixel art isn't really my thing so I don't know, traditional art is easier for sure.

Did you try it on wine or a windows virtual machine? I should really do a version for linux in the future.

Yes, I hit F11 but the "press ESC to quit fullscreen" menu messes with it. It's very weird because it only happens sometimes, I'm not really sure when it does it. I guess you just have to scroll up not in the middle of the screen. The only thing I can think of is to increase the distance of how close to the edge it starts scrolling if its running on browser

Yes, it works now! I played for a bit, I really like the full character portraits while they're talking but they make the sprites look a bit too simple by comparison. Bullet hells are already not the most noob friendly games so being on a horse makes it even more confusing for someone who doesn't play them a lot like me. Don't know if there's much you can do about that though, the game seems to play well. The only thing I found awkward was aiming my arrows. It's kind of difficult to manage while doing other things because it's not as fluent as the rest of the controls. Sometimes it didn't change in the direction I was expecting. Maybe it's something you can get used to when you play more.

I'll be honest, I don't even know why Touhou became so popular as I don't think most people actually play these kinds of games. This does really feel like Touhou though so that's a plus. I would recommend you focus on the characters even more as I think that's what made 2hu interesting to people. Good work so far!

There's something off with the lighting. It's pitch black sometimes.

This is how it looks at the start


And this is the exact same area when I take a few steps back and it lights up

I assume this is not intentional, its really hard to play at the moment

It is a bit too early, I just kind of wanted to see if anyone would have any glaring issues with the engine or core mechanics. But maybe it's too hard to tell at this point. I only tested it on my native resolution so I think it looks bad on lower res desktops, will try to fix that for next time.

Thanks for playing, hope you give it another shot when I improve it a bit, I'm really interested in what fans of the genre have to say about it

I just played for a bit to see how it works on browser. I'm actually surprised this runs well on it, I tried it on chrome and it played about as well as it did on desktop, just had to load more. The only issue I found is scrolling at the top of the screen with your mouse didn't work properly sometimes but I'm not sure if there's much you can do about it.

I promise to give it another proper go one of these days and I've give more useful feedback, too many demos to play right now.

I will work on a short how to play section for the next demo and polish the controls and UI a bit, it really is very important for a game like this. The graphics will probably need to wait a bit. Thanks for playing, hope you try it again in the future when I add more things!

Thanks a lot, it is really useful! I'm glad it has the civ vibe even from this early on. And good job on finding a random crash I missed, I left the AIs playing against each other a lot but it never happened to me. I'll try to make it a bit less cryptic in the next release.

Yes, I will try to add some ingame instructions on how to play for the next release, it is definitely a little confusing even if you have played civ. There will be more jokes, mostly through diplomacy and events. I will try to keep them not too inapproriate.

Thanks for playing!

It wasn't anything major, it was around 50-60fps mostly. When I was looking at something shiny it fell to around 40 but I think that's the lowest it got.  Just pointing it out because I don't have a potato PC

My specs are :

  • AMD Ryzen 5 2600 Six-Core Processor 3.40 GHz
  • 16.0 GB RAM
  • NVIDIA GeForce GTX 1650

No problem, let me know if you fix it

Didn't work for me, am I missing something?


I did it! Took me waay too long, this game is hard. It is pretty addicting but I despise those doors that spawn enemies. They are soo hard to dodge, it's not really clear which tile they are targeting and they can overlap with other things and make it impossible. Personally I don't think the early 3d look fits for this kind of game, I would prefer some more cutesy 2d sprites but that's subjective.

That's fine, I think it's best if it the controls are similar to civ 6 since its the most popular game of the genre. No one is going to complain that the control are the same.

I think you might be right, the current control scheme for the mouse doesn't seem natural to people. I will see if I can change it up a bit. For now it is mostly basics, I will try to add more flashy things and maybe some help on what to do at the start for the next demo.

Thanks for playing!

It's almost impossible to hit with the Q skill or the charged attack if you're not using lock on even if you line up perfectly. You're kinda forced to keep the lock, it makes it a lot easier. I would prefer if the dash was less spamable but had more invincibility, I got hit while dashing pretty often but then again I haven't played many similar games, idk how they do it. Oh and I know it's an early demo but I have to point out that my framerate was inconsistent

Good work so far, pretty good for a first demo

Pretty fun gameplay loop and most of the UI is clear. One thing I couldn't figure out right away was how to sell things. For the other buildings you only need to select them but to sell you need to select them and then press on the small checkmark so that felt a little inconsistent.  Oh, also I closed the game because I wanted to read the tutorial properly (I may have skipped something about selling), but it saved my progress and put me in the next stage. Pretty good overall, I can't give many suggestions on what to improve other than visuals

Wow this is really polished and fun to play! I'm not sure what to complain about. I guess some of the puzzles felt like I forced the solution and I wasn't 100% sure if that's the intended way to do it. I also skipped a few, too difficult for my smol brain. In some stages you could have multiple drawings on the screen, in other you could only have 1 at a time, would be nice if you can tell somehow. Would also be nice if you can switch between different physics for your drawings in future levels. I didn't find any ways to break it or any performance issues. Good job!

The zoom doesn't work properly yet, sorry.

I didn't think about that to be honest. Do you think right clicking for movement would be more natural? Right now it's used for deselecting things but we'll see.

The camera moves around with the arrow keys, S probably opened one of the menus. They should close when you right click somewhere but I will probably add a close button in the future. Producing from the buildings is a bit unique for these kinds of games, I can see it being difficult to figure out. The way I plan to fix it is to have the game cycle through all the idle units/buildings before you can end turn like in the newer civ games but let me know if you have any other suggestions.

Thanks for the feedback!

The humor will definitely be a big part of the game! I just need to make sure it's not too offensive because it's a touchy subject.

Yes, not all UI elements scale with the zoom level, I will fix that soon.

The starting units will start on separate tiles, I don't plan to have units just stay on top like that. But I'm not 100% sure how to handle unit stacking yet, I'd prefer if it didn't exist but if the game becomes too much of a slog with a lot of units blocking each other I might need to have some stacking.

Thanks for playing!

Is there a way to pre-generate a world so people can jump right into it? Might be good for testing so people play on the same seed and they don't need to wait to generate a huge world. I don't remember if I checked what the armor actually said in his inventory, I think I just assumed it's heavy because it looked big lol. 

It takes a really long time to generate even the smaller worlds and I had some stuttering when I was playing. I personally prefer smaller worlds with more things to interact with but maybe you're going for a more huge world like Daggerfall type of game. Still, there could be some places that aren't randomly generated, like a starting area for example since its hard to figure out what to do at the beginning. 

Combat felt a bit too slow. I found an enemy with armor and was attacking him with my hammer and only doing like 2 damage per hit. We were fighting for so long that he broke his weapon on me and was doing no damage with his fists. Then I switched to a dagger and killed him super fast. Shouldn't hammers be good against armored enemies?

I know the UI isn't final but I'd really like to see the items show which slot they're going into before you equip them, I think that will save a lot of time.

Are the enemies only in dungeons? I didn't run into any when I was outside. The outside area was a bit boring, the dungeons were a lot more interesting.

Seems like a very ambitious project, good luck!

It looks very polished and plays pretty well but honestly I wasn't super sure what I'm doing. I just swam around until some bosses spawned. It was kind of hard to tell where the play area ends, I just hit an invisible wall but I couldn't really tell from a distance. Would be nice to know as it kinda kills your momentum. I like that you can improve your stats and I get that you don't want it to pause the game but I would prefer if the options appeared instantly so you can pick something right away.

I couldn't figure out where I need to run to from the last boss' ability, what pressure does and the initial skill that's assigned to the right mouse button. I haven't really played any similar games though.

Sorry for the barebones demo, it's still really early in development but I wanted to share it. Would love to hear if you guys have any suggestions or cool ideas, especially from civ fans. Check the controls from the itch page description, there is no tutorial yet. Thanks!

Thanks for playing, glad you liked it! 

The druid has an upgrade that turns him into a tree if he stays in place for a turn. It makes him a lot stronger but it can be punishing if you do it accidentally so there is a way to revert it if you use his secondary skill. 

I did recently release the game on steam so I'm not sure if I'll be posting any more demos here. Ideally I'd want to show off my new project next time. The last demo in DD 57 was focused on the campaign and I think there are some VODs there if you want to take a look.