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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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Thanks for playing! If you mean the active player abilities, those are a bit undercooked right now. I'm considering moving them to one character and having the rest only use items. The passive skills will also be a bit more fleshed out, I want to make all the characters very different.

There are no quick time events now but there are some bosses that have pretty powerful one time abilities that you can kind of see coming. Not sure if I'll also add quick time events but I'll consider it.

The visuals do need some work yes, and I think having unique sound cues for everything that happens will also help a lot.

Thanks for the feedback, I'll try to make them a bit more predictable/telegraphed in the future

Really interesting game, I was trying to reach the boss but eventually it crashed:

LowLevelFatalError [File:D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp] [Line: 452]
Illegal call to StaticFindObjectFast() while garbage collecting!

0x00007fff62857374 KERNEL32.DLL!UnknownFunction []

Crash in runnable thread Background Worker #3

It was kind of running poorly when a bunch of enemies were on screen and I had 4 of the spawners on one level and they kept spawning mud golems so maybe that caused it. Although it crashed in the next level.

It was pretty difficult at the start, I had to restart a few times until I got going but it was interesting enough to keep me playing which is good. I feel like the starting deck sucks. There are a bunch of modifiers and types of damage which I never got to use because all the starting cards do the same thing and you can't really build a strategy until you've cleared a decent amount of rooms. 

Also when enemies are below you it gets a bit annoying because you have to reposition the camera before you can target them even if you know where you need to aim. Or maybe scrolling with the RMB just feels unnatural to me.

Great work so far, the gameplay is really fun

Really fun game! I played through the whole thing.

-I think the start is pretty slow. Once you get going the pacing is good but at the start you kinda just wait around and do nothing for a bit. Maybe a way to speed up the game could help?

-It would be nice to see if the upgrades unlock something new or not. Sometimes I would get things I don't need just because they may unlock something.

-The hotkeys should stay the same even if you don't have an active skill. If you're doing things fast and you get a new potion/heroic strike it can be annoying

Overall pretty good, I'm looking forward to seeing more levels

The hub was a little too confusing. I didn't even know I "picked" a character or where I was even going. I ended up going with the "cactus" and had some issues going through the pipes. When I learned there were different characters I tried the bony fish thing? and that one felt a little easier to use.

I do like the visuals, it has a nice PS1 vibe, and I like how the different characters play. They seem pretty unique

Pretty fun game, I have a few complaints though:

- Bullets are Really hard to see, they blend with the background

- Money is hard to collect, also does money do anything or is it just like score?

- Would like if it switches to new guns automatically, I didn't even know you can switch weapons for a while

I enjoyed blorbing around, the normal movement feels pretty smooth but the bouncing part feels a bit harder to do accurately. Maybe I'm just bad at platformers though. The visuals are pretty simple but somewhat charming, looks good so far!

Thanks for playing again!

Yes that's one of the one's I'm considering nerfing, it's a bit too difficult.

Sorry for that, I think it happens when you have the skill that sees where pieces fall against missingno. I'll try to fix it soon

Thanks for playing!

Well, it is supposed to make it a lot more challenging but I get that some of the modifiers could feel frustrating. Which are the ones that felt fair and which ones felt unfair?

It's true that using a mouse just for some UI elements is awkward but I haven't fleshed out the controls yet. There will be custom hotkeys and gamepad support later. Ideally you won't need to use the mouse at all in the future

Nothing in particular, I just want to see some original effects.

It probably makes it easier but I don't really mind. It was just confusing because there were some numbers displayed but nothing happened if you go over or under.

Would like to see some original cards, all of them look like hearthstone card effects. The deck master idea is interesting but it's way better to pick 1 mana cards from what I've seen. Also is there any restriction for your deck? It says 30 cards but you start with less and I was able to play with less without any issues.

The gameplay seems to work fine, didn't encounter any bugs and I managed to beat the arena! The AI has terrible decks but the increasing health made it kind of a challenge.

Changes from last version:

-More items and enemies

-New skill system and rewards after each fight

-New sounds and some UI improvements (still mostly placeholder art)

-Curse and bless rooms now work

-10 unique floor bosses (some unfinished)

-All the playable characters were reworked and are now a bit more unique (and the gambler doesn't insta lose the game now lmao)

-You can now see the rooms around you so you're not totally blind

-Rare and legendary enemies which are stronger but give better rewards

All the encounters are totally random right now so you might get a brutal start, sorry

Thanks for playing and for the recording, it's very useful!

Idk what happened to the gambler, I swear it worked before. I actually increased the difficulty at the start slightly for the demo because I thought it would be too boring, I guess I was wrong. I will figure out how to make it more approachable for the next demo

Thanks for the feedback! I'll add a more natural difficulty progression for the next demo

Thanks for playing! Which enemy did you encounter?

Maybe I'm too brainrotted but it seemed really slow to me. It takes a while to start combat and you use the same weapon for a long time. The first thing you get is a dash and that's also a fair bit into the game. I think the basics are really well made and it feels nice to play but I would consider giving players more toys to play from earlier on. It also showers you with health pickups so I didn't need to pay much attention to the enemies and even then a lot of them get wasted because you're full which doesn't feel nice. 

Good job so far, it looks solid from a technical standpoint. I would like to see something that draws the player in better gameplay-wise in the future though

What browser is this for? I tried chrome and edge and it just freezes when I try to enter the tutorial

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.