Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

duckclimbing

8
Posts
A member registered Dec 16, 2017

Recent community posts

I bought your first pack and it's been really great, especially with the 32 pixel sizes. Any word on when this one's going to get scaled? Or happy to scale them myself if there's a reliable way to do it without ruining them.

I like the artstyle and the movement a lot. My main gripe is with firing, it feels kind of janky shooting in the direction you're moving. I'd personally prefer shooting in the direction the mouse is pointing, even if I were still locked into a straight N-S-W-E direction. 

I liked the art style and vibe you're going for here, combat feels nice and weighty too. I went for the spear as it's usually OP, but I found the other weapons were still useful, dealing a lot more damage in certain circumstances. I was able to cheese one part where you come across the two fast knife-wielding bugs by jumping up a slight hill so maybe adding an ability for those guys to do even just small jumps might be in order. The fact that dead enemies still obstruct the player even as they fade away was a little weird for me.

Pretty cool game, nice and fast like the old boomer shooters. Only real downside for me was that enemy pathfinding gets stuck on things or walks into walls a lot. It also initially felt a little floaty and off to me but after playing with the sensitivity a bit I eventually got used to it.

It's not my sort of game, but I think the artstyle and theme of the game are pretty cool. You've done some pretty nifty stuff with the RPGMaker engine. Only real complaints I can give are around some sound effects being excessively loud and general polish around dialogue polish.

This is a real gem of a game you're making here. Combat feels really fluid, and maybe it's because I'm new to it, but when I ran into enemies it felt kind of like getting into a duel as we sized each other up, really fun stuff. Big fan of the retro aesthetic too. Only a few things I made note of and they're really just personal preferences on my part.

* Would be nice to be able to click to advance conversation.
* Slightly disappointed I couldn't jump on top of things. I assume that's to stop people cheesing the AI.
* When reading that manual, my first instinct to move to the next page is to click on the bottom-right hand corner of the right page, and the button to go to the previous page at the bottom-left hand corner of the left page. But that's just my own personal preference.

(1 edit)

Pretty solid demo all around, can see lots of thought has gone into all the systems. Some feedback from my time trying it.

* There was significant game stutter on battle effects as the game loaded them in. I got the stutter on both the web and the downloadable version, though the web version seemed to get it worse.
* When you move in and out of rooms, the game screen darkens as you from to/from the transition point, but this can make it a little confusing. Coming into a room, it's easy to think the game's still loading the room and/or is frozen because the screen stays dark. And going out of rooms it's sometimes not entirely obvious whether you've moved far enough and the next room's loading, or you still need to move a little more forward.
* Minor thing but the marker underneath the active player character in combat was a little too understated for me, would be nice if it were a little clearer.
* At mission end had a screen with quirks gained and it said "Locked:" next to a quirk. Tooltip didn't explain what that meant.
* Being able to right-click out of menus would be nice instead of having to close the window manually.
* Sometimes the tooltips have the name of what's being affected, sometimes it's just an icon. Though I suppose a player would eventually come to know what all of the icons mean, it would be nice if they were all labeled in the tooltip to make it easier for newer players.
* When I went to embark to the "Novice Forest Exploration", I changed my mind and clicked to close the embark screen. That made the whole game have a tinge of red for some reason.
* Got a cursed item and my character's arms stopped displaying.