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dpolk

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A member registered May 26, 2024 · View creator page →

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That first bug is awesome, tried it and its almost a balanced mechanic bc you can't move too fast

Maybe it should be an upgrade

Really cool entry, feels like you could get pretty good at this

Wish there were some levels with difficult jumps or turns 

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I love how insanely intense the music is

It took me a bit to figure out the hitboxes but I eventually got it, came back to 9-8 in score, and declared myself the winner

I wasn't sure what the different hit speeds did so I always used W with the battery to make it as intense as possible to match the music

You could not imagine my anguish at messing up the potion for the Jolakotturinn

At least I fed the wasset

Immaculate vibes

Thanks! There's a playtest for a reworked version of this combat system on my profile if you want to check it out. I think the physics are a lot better!

It lets you move units that are on your team around

Right now it only works for the skeletons from the necromantic effect

Nice score! Thanks for testing the game and leaving feedback

I think the earth staff is my favorite. It works with twinfire 


The enemy spam is pretty bad in the later floors, we need tougher enemy types and bigger floors to increase the danger instead of mosh pits where you can't swing anything.

It would be really fun to carve through big crowds of early enemies later in the game, but right now your weapon gets caught up and you get poked to death. We're thinking about permanent strength upgrades that you can stack up and then bash weaker enemies around like the troll does

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Agreed, the trolls should take more body knockback when you hit the tree or something. Or have them spawn further from the entry tunnel 

I'll also try disabling the body knockback from weapon collisions while rolling. It might make rolling to escape more consistent

Love the sfx

Spamming the pachinko cannon produces a beautiful symphony 

Cool game! my best is 129

random thoughts:

Having infinite jumps feels a little goofy and means you don't really have to worry about the platforms. Maybe you could limit the jumps to 2 or 3 but have them reset midair if you kill an enemy, and add some flying squishies to try to hit.

The left shift ability sometimes puts you right at the front of the screen where you don't have time to dodge anything. Maybe there could be a limit on how far forward you can go. I always wanted to be as far back as possible anyway to have time to dodge, so I stopped using this ability and intentionally ran into the sides of platforms to send myself further back on the screen

It seems like you can't do the slam ability while spinning in the air, which is fine, but sometimes the character gets stuck spinning and then you can't use it when you want

This is exactly what I was looking for, much appreciated. I'll have to try some changes

Thanks for trying it out!

The code for the last game was a big mess. It started as a super rushed week long jam game and we just kept duct taping things on. We just decided to start over from scratch and remake things (hopefully) better instead of trying to refactor it all. 

Adding new things and changing the physics is a lot easier now, and stuff is less interconnected so we can do things like different levels without everything breaking. The end goal is to make it into more of an adventure game where you traverse through a map view of a kingdom and randomly encounter things like merchant caravans or raiders which pull you into an actual scene where you control the character, kind of like mount&blade.

Can I ask some details about how you played with the changed combat? 

How often were you using the left and right click abilities? It feels super slow and unsatisfying like the last game if you don't use the left click basically every time you swing, but I'm not sure how to communicate this to the player. Maybe it should just be automatic?

Did you find any new weapons, and did they feel like they had different play styles? You can open the console with ~ and type "give longbow" etc to spawn weapons if you're interested (Broadsword, Longbow, Halberd, Quarterstaff, Earth_Staff). Some have different left and right click abilities

Thanks for your time!

Awesome, thanks for the feedback! I will add space to roll!

I have a super early alpha build of a roguelite with unique controls, and I need to know if anyone else is able to play it or if it's just too weird. It's playable in browser, and I highly recommend a physical mouse.  I'm specifically interested in the controls and how it feels, but any feedback is appreciated.

https://dpolk.itch.io/bedlam-combat-test


This was Awesome! I got a score of 98/5

I found the spirit sword and plate, is there a helm somewhere i missed?

Spamming Z got slightly annoying, maybe you could let players hold it and simulate a press every .25ish seconds?

Really fun entry, nice job!

Thanks for the great feedback! I agree about the swordplay. The enemies need to be smarter

This is really valuable feedback, thank you!

Hey, I tested your game! I didn't record any audio so I'll leave my feedback here.


First of all the art is adorable! All of the characters and items look great. I love the shadows on the 2D objects in the world, that looks really neat. The UI is fantastic. The fish smoking a cigarette made me laugh!

I wish the fishing was a little more interactive. Maybe you could add some extra carrots floating along in the water, and you could move the hook up and down to try to catch them? Or maybe even a rare chance for items to float by that you could try to snag.  If you want to get crazy with it, maybe each fish could have a different movement pattern and you'd have to move the hook up and down to make sure you're in the right spot to have a chance to catch it.

I really like the amount of items and combining them for different stats. It was hard to tell what I had equipped at first, though. Maybe you could show the item's stats when you hover over the icon in the active slots in the inventory?

I feel like the amount of xp to reach level 2 could be reduced a little

Overall I liked it! The art is seriously good and the item system is cool.


I would really appreciate some feedback on our game! https://dpolk.itch.io/blade-bedlam

This was really nice! I enjoyed it a lot. Nice job on an extensive dev log as well! I haven't played the previous versions, but I think it was a really good idea to make the mother more dimensional and to throw in some happy memories, The UI updates to make it look more journal-ey look nice as well. I'd agree that this is complete, I can't think of anything major that it needs. If I had to come up with something to suggest it would be to change the thumbnail, to me it looks like a pure horror game and not at all like a narrative game so you may lose some of your audience or attract the wrong audience.

What ending(s) did you get?

I'm not sure what it was called, but I cleaned everything and made myself a nice meal.

What do you think is the overall theme and story for this game?

Overcoming negative thoughts and emotions that can come from anywhere

What emotions did this game make you feel?

a bit sad and a familiar feeling of lost time at first, but a bit more hopeful towards the end

Did you find any bugs or parts of gameplay where you were confused or felt stuck?

I was concerned I was going to starve for a bit and was spamming the pantry and fridge, but I figured it out eventually

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  • Do you think the game is entertaining?

I thought the story was entertaining, I wasn't really a fan of the combat. I ended up just running past all the monsters to read all the dialogue. 

  • What could you add to make it more entertaining?

Tie the combat into the story somehow, right now it feels like two different games. There isn't really a point to killing anything that I could see

The game visually looks great! The menus and the cutscenes are nicely polished. 

Would you enjoy more of this game concept?

Personally no, but that's fine! I just don't like puzzle games or chess. I think there are plenty of people who would really like this. It got too hard for me once you had both characters and boxes to push.

I think the easiest way to improve it would be to add some sound effects! A nice sliding sound on the rook and a satisfying 'thock' when the knight moves would make the game feel more alive. Some sort of sound to reward the player for collecting treasure would be nice too. 

I agree that the music should loop, maybe you could add a mute button if you're concerned about it getting annoying.

The gameplay is great as-is, nice job! I haven't seen a game like this before.

I couldn't figure out where to go after the 2nd upgrade, any hints?

This is really fun, nice job! I would play more levels

Really cool idea! The barbarians don't feel very threatening though, maybe they could attack your buildings?

Planning out blocks of farms and houses was fun

The pixel art is awesome! Finding out what each plant did was fun. Nice job!

I really enjoyed this! The bonuses for growing the weapons were cool, especially for the bow. 

Awesome! The upgrades are a lot of fun. Nice job!

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This is fun! It's really hard though, or I'm just bad. I would definitely add a checkpoint or something after each upgrade. it took me many tries to get the double jump, and I immediately died on the next area... I don't want to keep replaying the same section

The camera also slides backward when you stop moving which gives the whole thing a queasy feeling and isn't great for precision platforming imo

Wow, awesome! That has to be a new record.

Fun game! The charge slice is satisfying to use with the slomo and knockback. I wish it had an increasing danger level though, maybe the enemies could get faster or start shooting at you? 

Nice job!

Cool game, this is really fun! That last level is really tricky

Launching yourself at high speeds is very satisfying. I agree with the below comment, I do wish there was a way to retry without having to place all the magnets again

Awesome game! The art and music were both absolutely top notch! The puzzles were really fun too! I did get stuck on the same level as the comment below this for a bit but got there eventually.

Mmmm oil

Really cool idea, this was fun!

Sometimes the small gold rocks would damage me instead of giving money which I couldn't figure out

I failed the moral test my first run and died :'(

I did win eventually, nice job!

Thank you! I'm glad you liked it

I really appreciate that you spent so much time on it

This is what happens for me on chrome when I fill the bar:

Last time the timer popped up after I filled it but it also froze

Cool game! I really like the art and the notebook doodle vibe. The music is also really good and fits well!

The mechanic for shooting the different enemy types with opposite charge is a great idea

The start of each wave is intense and a lot of fun, it does start to feel a little grindy once everything stops moving though. Maybe the enemies could have less hp and/or keep moving?

Nice work!

Great job!  I didn't find myself using or understanding the light mechanic much, but the other differences between the two forms still made it a lot of fun. 

I did find it a bit weird to be a 2d character in a top down 3d perspective, but the 3d world looked great

Ducking into the hallways and jumping gaps to avoid the enemies was good fun!

Cool game! I really like the concept and the visual when you switch gravity is awesome. 

The slideyness of the movement was kind of frustrating

Maybe you should only be able to change gravity while on the ground? You can kinda fly and cheese the second level but honestly its pretty fun to do that too

I had fun, I wish there were more levels!

Neat concept! This was fun, I just wish there were more levels

Nice game! I like the idea to use magnetic fields in an endless runner

It is a bit buggy, some of the UI elements like the timer didn't show up until I filled the meter, but then the game froze

It would be cool if the game got harder over time somehow, could be by speeding up or having more obstacles appear