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eldelnacho

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

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Thank you so much for the video! It's very helpful!
I'm glad you like the game's presentation. I'll add some more quality of life updates like skippable cutscenes (for the intro scene in the VN) and a simple playable tutorial in the Story Mode.

Thanks again, you are the best!

It's a nice collection of minigames. I'm guessing most of the art is placeholder and the goal is to have the game looking like the Fairy minigame intro with the pixelated anime style.

I'd say this is still super rough, and it requires a lot polish. But that's just something that comes with time, one step at a time. Good work!

Thank you so much Jens!

Very addictive and fun.

I tried to get as far as I could but I couldn't buy the iron pickaxe (the 3rd one). I searched for more diamonds but I couldn't any more. I also forgot to put the 2 scarab gems I found in the puzzle thing, maybe that's what I missed.

Anyway, it was a fun experience! Very good job!

This reminds me of LUFTRASEURS, that game was awesome.

I think the gameplay is very solid. I kind of felt as if I was playing a MACROSS game, this just needs more polish and content, the foundation is very strong. Just keep moving forward, good work!

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I like this game, I have no complaints. Mastering the levels is very fun.
I did want to mention though, I ended up abusing a lot of the crouch+roll movement, it's basically my way to move around the game at all times (even in the hub area), similar to the 'Zelda - Ocarina of Time' Link roll. It's very OP for stealthy playthroughs (might be intended of course, but for me at least it ended up being the optimal way to play the game).

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Wow that's a really nice score for a first timer! Thank you so much for your nice comments!

>The only nitpick I really have, especially in a game this polished is that the last word on a line sometimes jumps to the next line while it's being typed.
Believe me, that bothers me too! I'm still trying to figure out how to fix that! (ㅠ﹏ㅠ)

Thanks again for the nice comment! Let's keep at it!

I like the premise of the game, it reminds of Hybrid Heaven for the Nintendo 64.

Unfortunately, I have encountered many bugs and crashes. At first I seem to have played an early build (I downloaded many demos on the first day of DD), at first in the intro section I clipped through a wall and was walking outside a hallway, I saw the same thing happened to another anon so I downloaded the new build and started the tutorial/intro section again. I managed to fight the first group of guys but then on the second fight, when I won it crashed the game.

After that I decided to skip the intro and just play the game. It's a very ambitious project from what I'm seeing, I like the RPG setting you are going for. I managed to walk in the plaza/market, managed to talk to an NPC and then I got into a quest searching for a mohawk guy, once I teamed up with the sheriff girl we went to fight those guys that were holding the mohawk guy and when I was about to lose that fight the game crashed again. After that I decided to just give you my feedback.

The selection UI is not very clear, I think you need to highlight more the selected option instead of just using a black color on the text. When I first started I wanted to play the intro, but I ended up choosing the skip option. I restarted the game because of that.

Another thing, but this is just a nitpick. I noticed that the walk cycle sprites when going to the left the character tends to look backwards (picture attached).  Not sure if it's intended but when I was stuck on a wall walking left I noticed that the character looks backwards. Just wanted to mention it just in case.

It's a very interesting project, but I'm guessing due to its production size it can lead up to coding mistakes like the ones I experienced. One step at a time, it was still a very good job!

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I tried the game, it's an interesting premise worth exploring. 
I think I got stuck at the chest puzzle, I swear I have tried every combination possible, even though I've checked every chest before hand I still get the explosion.
When I open each chest (saving before the puzzle) : 
Chest #1 has explosives.

Chest #2 has Non-explosive.

Chest #3 has Non-explosive.

Yet when the guy asks me about the chests, if I give him the answers: explosive, non-explosive, non-explosive. It still gives me the explosion game over, is it a bug or am I doing something wrong? (I did try other answers but nothing is working).

Thank you so much lol! You are the best!

By the way, my actual high score is 10,514,256 points at level 332. I keep deleting the high score entries to test new things.

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Thank you so much for your very kind comments! I really appreciate it.

I'm going to try to ease up the Story Mode experience a bit. I’ll figure out a way to better explain the mechanics in the first episode while also reducing the difficulty for that specific level.

It looks like you played for quite a while! Between the Challenge Mode rounds and the other content, did you play for about an hour and a half? I’m glad you enjoyed it, and a score of 29,700 is actually very good for a first-timer! I’m assuming you reached level 20 in the Challenge Mode?

Regarding the backgrounds: the town plaza is by far my least favorite too, haha! I’d like to replace that one eventually, either before or after the full release. Thank you for the detailed feedback on the visuals; I’ll definitely take those notes into account.

Tbh i think the biggest problem right now might be catching people at the beginning...

I am definitely aware of this. There is an initial "threshold" for new players that can be tough, but once it finally "clicks," people really start to love the game. I’m thinking of ways to make that introduction more pleasant. I also understand the game might not be for everyone.

By the way, you can also play the game casually in windowed mode like this (see attached pic). I intended for it to be a chill experience, similar to Minesweeper like you mentioned.

Thanks again! I hope to see you at the next DD!


Haha, I like the story like that.
I'll try to include a skip mechanic for the first cutscene so it can jump straight to the playable VN sequence.

About the dialogue, there is a way to re-read previous lines. If you open the menu at the top right of the UI, there's an icon that looks like a 'message log'. Clicking that will show you the history of the conversation so far.

The game ends once the board is full. In your case, it looks like you moved at the exact moment a final tile appeared; even though you cleared it, the game had already registered the board as full. This is actually intended behavior by the way.

Thank you so much for your comment! I'll play your game as well soon.

Thank you for the video feedback! That was very helpful!

Thank you for playing through the demo! Ideally I would have liked to include both episodes of the PROLOGUE CHAPTER, but I only managed to finish the first one for this build. In the second (and final) episode of this chapter, there will be a big cliffhanger that ties into the rest of the story and sets the main plot in motion.

Point taken on your feedback, I will keep it in mind. You actually played the game for quite a while! I noticed the video is 1h40mins long! Thank you so much for that, It was an excellent video feedback!

I’ll be sure to check out your game soon as well! Thanks again for the kind words.

I'll try to include a skip mechanic for the first cutscene so it jumps straight to the 'playable' VN part.
I'm also glad that you managed to play a good chunk of the game, I understand that it is not for everyone and it requires some practice before it finally clicks for most people

Thank you so much for your nice comments! I'll try your game soon as well!

Thank you for your nice comments! I'll try your game soon!

You really can't go wrong with Tetris.

I noticed that you are using the classic style of Tetris, without the 'ground slide' from modern entries, that is as soon as a piece touches the ground it stays there, that took me some time to get used to, nothing wrong with that but I wanted to mention it just in case.

In the end though, I barely used the powerups that you are given, I mostly played Tetris normally and mostly did alright like that.

Good work!

Interesting game.

It's got a somewhat unusual control scheme. At first I thought it was going to be a platformer but it was mostly a fighting game with some platformer elements. The jumping felt weird, it took me quite some time to get used to the platform jumping with these mechanics, especially the big jump.

The energy mechanic felt a little too punishing, I tried to get past that 2nd level with the hobos holding the sign posts, but resetting the entire level every time you die without any checkpoints really frustrated me (I'm sorry).  At first I tried fighting everything in sight, but then after a few tries I realized it was easier to just skip the unimportant fights and just do the unskippable ones. Even then for some reason, some of the enemies did a lot of cheap damage, and losing 'health' every time you do a fighting move isn't very encouraging. I don't think this is a deal breaker though, but I do believe it needs some adjustments.

Maybe I missed something? Like does fighting more often makes the character stronger?

All that said, the graphics and designs look very cool, the animations looks awesome. Good job!

Overall it feels nice. I like both the characters and the levels.

The controls felt a little awkward at moments; it’s hard to explain, but at times it feels more like tank controls than standard 3D platformer movement. For example, when trying to make simple turns at short distances, it felt like I had to do a full 'driving' turn instead of a quick snap turn. This made precise jumping especially difficult.

I think this 'driving' movement should only be active once the character is moving at high speeds, rather than at walking speeds. I hope this makes sense.

For the rest of the game, I have no complaints. The rest is just the usual dev polish that comes with time.
Nice work!

I like the graphics rework of the city in the Arcade mode, also the cockpit looks more polished. The main menu also looked really cool.
Still, it's hard to see the focus of the game in general, at the moment the Arcade mode seems to be the most polished game mode. Damage feedback is a little confusing, can't really tell where or if I'm getting damaged. The "Game Over" menu did not work, I had to ALT+F4 to start over. 
The other levels seem to have stayed mostly the same? (I'm sorry I didn't try them all).
It's nice to see you are back.

I just played the game! I tried my best to find the treasures, I believe I did find one while digging close to the X mark on the map, since when I heard a different sound while I was digging around that area. 

I couldn't manage to craft anything, I should have experimented more but at the moment I wasn't able to do so. Unfortunately my playthrough stopped when I clipped through a block, I tried swimming around the island and then when I wanted to get back, I somehow managed myself to get stuck by the shore, so I had to restart all over again.

It is an interesting game though! I would have liked to try it in multiplayer.

Pretty nice game. 
I don't really have much feedback since it looks pretty good already. I hope it gets those cool Kung Fu SFXs for combat feedback and gamepad support in future updates.
Good job!

I finished it with no problems, for the most part I thought the demo was too easy. 
I liked the visible destructible feedback of the ships and environments, that was really cool.
The gameplay is solid, but I wonder what's your plan ahead in terms of content. I'm guessing more enemy variety, more bosses, other environments, etc. Aside from that I don't really have much feedback to give.
It was a fun demo. Good job!

This game is so good, I liked it a lot. I got until the last wave, I was so close to finishing it. I might try again soon.
It's a very nice classic arcade design, very well made.
It would be nice if the game could have gamepad support.

It's a bug that happens sometimes, I haven't gotten to fix it yet. Usually restarting the game fixes it, so if it happened again it must just have been bad luck.
You can also try setting it up in widowed mode, moving it to your desired monitor and then setting it up to fullscreen back again.
Thank you for trying it.

The character feels nice to control. It does take time to get used to though, since there are a lot of complex movements.

What I am a little concerned about is the amount of assets and content you need to make this into a fully fledged game. At the moment this is a fun tech demo and a really solid foundation, but in terms of environments, world setting, sound design, enemy variety, etc., I don't really know how much work ahead you are planning for. Maybe you are going for something like 'Haste' (the running game with roguelite mechanics)?

In any case, it looks good and interesting. Good luck!

It's looking very good so far.

I did 2 runs, in both runs I used this party composition: Knight, Fighter, Cleric. 

- The grid map UI is a little confusing, I know it's a work in progress but I got a little confused by the PTY and STG buttons. 
- The walk animation of Fighter in the grid map looks a little clunky, I think Chthonic suggested having the avatar just hop around the board before? It might look better and it's easier than trying to polish the walk cycle animation (but I would understand if you would like to keep that animation).

In general it feels the game is working fine and it's more about polishing what's already there and adding content as you keep moving forward.

It's looking very promising!
I did two runs, one with each girl. On my first run I missed the first weapon shop so I played only with the silenced pistol and the flamethrower you find mid-way through the level, I used all my ammo in that run so once I got to that button that opens the last door I started over with the other girl (the brunette). In this run I did find the shop and it was much different, I got to the end and got to try the minigun as well.
I don't really have much feedback since it is a work in progress, I did miss a melee option since I used all my ammo on my first run. The blood splatter looks awesome and the designs overall look pretty cool.
Great job osur! Let me know if you need help with more testing or something else.

It took me quite a few tries to finish it, until I tried Loffah's technique of shooting downwards while jumping.
The controls felt a little weird to get used to at first but I got it eventually.

Good job, keep at it!

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Very fun game. It was quite addictive. 

I honestly don't have much major feedback, the art style might be a little too simplistic but I also think it is part of the charm. 

One thing I did notice was that when I used that sword ability on the wizard orc while he was casting the fireball that he throws at you, it disappears mid way through since I believe it is a child of the enemy entity.  It might be intended but it looks a little rough since it vanishes immediately.

Good job nonetheless.

I liked the game a lot. It was a fun experience.
I basically agree with most of what aeoriii said in his post.

Good job!

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Kyubu Kyubu Dice
Dev Build Demo 0.7.10

For those who have played the past versions; the only new content at the moment is the first episode of the Story Mode + some minor adjustments in other areas.

If you happen to play the Story Mode, please let me know your thoughts on the writing and general vibe. 

Thank you!

Based pasta base enjoyer, thank you Desayuno mi rey!


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.