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eldelnacho

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A member registered Jan 20, 2020 · View creator page →

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I found it :peepohappy:

Thank you so much my king. 

>The only minor complaint I have is the input system getting confused and mouse not working when I have a gamepad plugged in

That is a weird bug, it never happened to me. I'll keep it in mind.

I'll see if I can try SALVO again and see if it works now, I'll try different FPS settings, maybe that's the issue.

Thank you so much! I'm very glad you liked it! Your nice comments are very much appreciated! Let's keep at it bro!

My king... I kneel...

The arcade mode is still by far the best part of the game lol, the game is already quite big and you are still adding more content. The imsim stuff is nice but now you have to design levels with that mechanic in mind, it's gonna become a never ending cycle. These are just my thoughts but I would like to see you just polish what you have already, especially the arcade mode.

I also found this kek. 
Good work Federx!

Hey dude, I just played your game - I played up to the 2nd mission, around 30 to 40 minutes of gameplay.

Here's some of my thoughts:

  • At times it was hard to tell what surfaces were walkable or not, at one point in the 2nd mission I was going up north and I thought my characters got bugged and got stuck there, but then I realized I was walking through a cliff. It's not the same when I was looking at the cliff from the south to north. Same with some water type surfaces, I just didn't know it was a solid terrain at first sight.
  • The concept is nice, a toned-down RTS with simpler mechanics. What I didn't quite get was the lore and story behind the units, you control a witch king, there are creatures, knights, but also robots? Some cartoon mushrooms? Little astronauts? The artstyle between the units also is a little inconsistent, the witch and knights look like traced 3d models but the mushrooms look super cartoony compared to them (Note: I just read the description of your game "Lovingly mismatched visuals", made me laugh lol).
  • The best strategy seems to be to gather as many units as you can and just 'zerg rush' the enemy as much as you can, then repeat.
  • I wish there was a better hierarchy for the buttons in the main menus UI/UX, make the more relevant buttons bigger like the "Start Mission" button, it took me a while to find it. Everything looks a little bit the same so it's hard to tell what options are relevant, same font size, same button size, similar layouts, same colors, etc.

That said I just want to mention that making an RTS must have been quite the challenge, so I kneel. Congratulations on your release. It will be nice to see future games from you, especially if you experiment with more idle mechanics, it would be really cool to see.

Hey bro, I just finished the demo, here's my feedback

  • This is quite an ambitious game, depending on your goals adding more content can become quite a challenge. Especially since you are using Dark Souls as a reference, those games are very rich in content and made by huge teams. Not trying to discourage you, but this looks like it will take several years to finish (if this is a hobby project, then disregard this point).
  • It took me quite a while to understand the Stamina/Health UI, I thought the spiral symbol was only for the stamina, then after a few minutes I noticed it was two separate bars - the colors were a little too similar. I would prefer to just have a normal readable bar, both in very different colors Red for HP and Green for Stamina, etc. But it has to be very differentiable between each other.
  •  The attack combo didn't work unless I spammed the attack button constantly, I tried experimenting with timings say for example attack1, it finishes the animation, then I press the button to perform attack2, but it didn't work at all. Only spamming the attack made the combo work.
  • It was impossible to fight against two enemies at the same time, they constantly stun lock you, no chance for me at least. I had to do the classic DA cheese strategy for luring one enemy at a time.
  • Some enemies were aggroed behind walls, just walking close to them even if they are in other rooms without a line of sight to the player activates their attack state.
  • The character models looked really good, so did the environments, good work on that. The Dark Souls PS1 feel looks great.
  • In general I liked it, but like I mentioned in my first point, to make it work as a proper commercial game it needs A LOT of content and polish. I wonder if you are planning to do something different? Like focusing more on a PVP angle and not on a single player campaign?

All that said, it's a great work ChthonicBro.

Thank you, the video is very helpful. I noticed you are an Emilio chad lol, that's cool.

Yeah it takes some practice to get used to, it forces you to think in new ways but once you pass that initial concept threshold it gets very addictive, at least for me it does. You didn't do so bad for a first time either, and it's good that moving around randomly also works, that way new players can 'cheat' a little bit. Thanks again for the footage, much appreciated. I'll try your game as well soon!

This game kind of reminds me of Warhawk for the PS1.

I gotta admit that I struggled a lot with the mouse control scheme. I was expecting sort of a WASD control scheme with the Shift key controlling the speed up and CTRL key for the speed down. I'm aware that controlling the plane with the mouse gives you more fine control, but it took me quite a while to get used to and to be honest I never completely managed to learn. I used the invert mouse movement by the way and every time I died it did reset back to the normal movement, which was a little confusing when I noticed, I had to turn it on an off again every time I died.

Other than that once you get the afterburner the movement is much more fun, still a little complicated for me but it was fun.

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Thank you so much Spacesauce-san sama kun desu. I kneel.

Yeah that error happens to me sometimes as well, you just have to restart the game or press F11 to go to windowed mode and back again to fullscreen. Thank you so much for the video, you played the game for quite a while - it's very good feedback. I see you were struggling a few moments but it usually happens on people's first playthroughs.

Much obliged! 

Where Safety Force tho >:(

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Hey bro,

I finally managed to finish the demo, here's my feedback:

  • The visuals are the highlight of course, very good work on that. The atmosphere is spot on.
  • This happened very rarely but I swear to god I would point my shotgun directly at the golf ball and the pellets would avoid it completely at a very close range.
  • It would be nice to have a way to cancel the shot after it has already been charged up so you don't waste ammo. Sometimes I would hold the left mouse button by accident or whatever and I didn't know how to just cancel it, if there was an input prompt to do that I didn't see it at least, disregard this if there was one.
  • It would be nice to have a dedicated reload button, instead of looking at the shotgun and seeing if there are 1 or 2 shells left. I got used to it in the end though, if there was just one shell left in the shotgun I would press the right mouse button to reload. I'm guessing this is part of the planned gameplay though, but it does feel a little weird.
  • This is just my opinion, but the default button to check your status should be the TAB key.  Using Shift usually results in the Windows "activate sticky keys" prompt. I changed it myself to the TAB key, just a thought.
  • When you are crouching pressing the space bar should make your character stand up (it's the common FPS control scheme, since it's usually the "jump" key).
  • I know this is part of the gameplay difficulty mechanic, but holding the mouse button to charge up the shotgun to see how far the golf ball will go feels very weird, as in  "guns don't work like that" kind of weird lol - you get used to it in the end, but I still wanted to mention it. I know having to change the power of your shot with the mouse scroll could make the game too easy, but maybe that would be a good option for an easy mode.
  • By far the most important resource to buy is to save the game in my opinion, redoing the levels felt very frustrating, especially if you are 2 or more levels ahead from your last save point.
  • This is just a thought but after seeing the mini golf courses patterns 1 or 2 times you get a good idea on how to beat them easily - after losing a few rounds of course.

Overall it's a nice game, streamer friendly since it's horror. Nice work!

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Yeah, I haven't finished that portrait UI for that screen yet. Making both landscape and portrait support is not fun :(

Thank you for playing it Federx, I downloaded your demo too, I'll try it out today.

Keep practicing and making more games. Good work!

Nice game, I got around 250 kills.

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Nice game, the horror sci-fi atmosphere was spot on, I liked the UI portrait very much and the general vibes, but unfortunately I didn't find the combat enjoyable - the main character is too slow and doesn't feel that empowering to the player, that combined with too many combat sequences made it a little repetitive and I had to cheese my way out to kill all the bugs, like aiming through a corner from a distance for example. Nothing that can't be worked on of course, it's early in development.

This is just my idea, don't mind me, but if these are the type of controls you are going for then I think the focus should be in some sort of horror narrative with only some combat sections in between. The main character is intriguing enough, so building an environmental narrative would work with the player just trying to escape a bad situation. Maybe a Resident Evil Mr. X type monster that chases you around a space station or something like that and some enemies in between instead of constant combat sequences could work? Again, disregard if you want, this is just an idea.

It was a great work either way, well done!

Still as good as always. I didn't notice any differences from the last DD.

I noticed that my default way of playing was to hold the fire button for the entire demo, there is simply no risk in not doing it, not sure if I would change that tho, it's just something I wanted to mention because at times it feels like cheating. Maybe a Megaman X charged fire mechanic could help making it look less like cheating? Just my thoughts. The game is super polished, good work.

Not sure what could trigger that. Good luck.

The game feels very unforgiving as it is right now, the enemies gang up on you as soon as you step into a room. Nothing that can't be fixed though.

You can keep developing the idea further if that's what you want to of course. Keep making games and getting better.

The new room looks awesome Nylad, the AGDG references are much appreciated.

The game feels a lot smoother now I think. The default camera and aim sensibility felt a little to sensitive, I played with an xbox gamepad btw. I tried to snipe some of the enemies with the gun, but the range of the laser feels way too short, making it longer might make the game way too easy though. 

Other than that it looks like the project is moving forward as intended, I can't wait to see more progress. Good work Nylad.

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Fun small game. Some of the minigames weren't that obvious on what you were supposed to do, and it feels that for some once you screw up at the beginning there's little momentum to recover, like the safe minigame, probably the only one I had issues with, the rest were ok.

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This game is awesome, it was very fun. I have to admit that the movement is a little janky but exploring through the levels was quite interesting, I do wish you could hide the bodies somehow. I only played with the guy, I like how the characters look very Japanese. The voice lines were obviously made by just one guy, it would be cool to experiment with some audio distortions to get some different results, that way you don't have to record new voice lines and it can still feel like new characters are talking.

It feels more polished than last iterations, I can't remember the last time I played this game but it does feel better to control, I can't really explain it well. Great work!

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The game is stuck for me, for some reason after the game "loads" it's stuck in this screen. Sometimes the music loads and sometimes it doesn't.

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Hey kemomic, I finally got to try the game. I was able to beat the first boss in the bridge but the second boss the Holy Knight girl was too difficult for me, I tried many times but she kept destroying me (I think I played for at least 30 to 40 minutes, like 8 attempts I believe), I might try again after I play some other DD games. The overall presentation is nice, it would be nice to see some sort of portrait illustrations for each character in the dialogue scenes, but that depends on your goals of course. The movements do feel a little jank at times, but I think that's part of the development process, I can't really explain it well myself to be honest. Overall great work!

Stomy, I kneel, lol.

I just played the demo 2 times on normal difficulty, but I couldn't find any secrets, I need to look harder. The game runs super well, it's insane how you made this entirely as an enginedev.

This is just an idea though, but it would be nice to have a text log in the 'escape' options menu for the dialogues, if you are moving too fast you might get mixed up in a fight and miss some of the story bits because of that. It's just an idea though, it's nothing serious.

I think I still have the old build with more levels. I think I'll give that a try soon as well. Amazing work!

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This was interesting lol.

Good thing it's not a gun anymore lol, now I don't feel that confused while pointing and moving. Although those wall switch tiles tiles do trick me, I'm still getting used to those. 

For example: when you are running with your character and you are supposed to shoot those wall switch tiles that open doors, in my case I tend to aim directly at those instead of aiming to the opposite side. I can't think of a different alternative, it seems like it's something that the player just has to get used to.

It's not the same with those "boost lines" that you aim at directly.

Other than that the game is great as always.

This is one ambitious game, it's looking super promising so far! I liked it very much. It's one of those games you just get lost into. I don't really have much feedback since it's looking good and you know what you are doing. Keep at it!

ありがとうございました!!

Thanks bro! Yeah it takes some time to get used to, it's normal. It's not a game for everyone, thank you for trying it!

I downloaded your game yesterday, I'll try it out today hopefully!

Thank you my king!

I'm glad you liked it, and yeah it requires a little bit of practice at first but once it clicks it can get pretty addictive, at least for me it is. Let's keep at it!

Stomy, my king... I... I... I kneel.

Thank you so much bro,  it means a lot. I hope that with a good marketing campaign I can reach a good mobile audience, that's why I've been focusing so much on the characters and art. Hopefully that will lead for a future console release on the Switch as it seems like the perfect platform for it.

I appreciate you taking the time to try it. I downloaded your game yesterday, I will try it soon and leave a comment.

Thanks again! 

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I just finished the demo, here's my feedback:

  • The bat mechanics feel a little bit random, it feels like the best strategy is to just enter a room and swing the bat in circles and hope for the best. 
  • The stage hazards need a little bit more readability, it's not easy to tell what might harm the player or not.
  • There's too much randomness going on in general, the enemies seem to kill themselves for no reason, the kill cams constantly take control out of the player when you are in the middle of a fight (even if you are way far away from the enemy that died) and overall the best strategy seems to be to just go crazy with the bat and just keep moving forward. In the last levels 3 I just skipped through until the end.
  • The juice is affecting the readability of the levels in general, too many particles flying around and the color palettes between the characters and levels get confusing when the fights are too big.
  • The character design is appealing and the general vibes are good. A story with illustrated cutscenes would be very nice. I'm guessing that's part of the plan though.

Overall it's a nice looking game.

I kneel

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Thank you so much kemomic-san sama sensei, this is the type of feedback I wanted to know! Very much appreciated! I'll be sure to try your demo today, I downloaded it yesterday!

It's less demanding, you can take your time, you clear levels at your own pace. I was just curious to know if the Puzzle Mode was also overwhelming for you. Thank you!

I hope the tutorial is useful. Let me know if you have any further comments. Thank you!

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Holy crap GasBro, this is a whole finished game. I wasn't expecting such a huge campaign, I just finished the demo solo run, it's insanely rich in content - amazing work. Everything feels super polished, I didn't find any bugs myself, the maps are huge, visually charming, the world looks intriguing, I don't know what to say. I only tried the game that time ago during that multiplayer session but now it feels super complete. Very very good work!

Thank you, it's ok, the game requires a little bit of practice if you've got the patience. May I ask did you only play the Challenge Mode or also the Puzzle Mode as well?

Lol I thought the name was funny. Very Pepsi Man like, good prototype.