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Federx

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A member registered Mar 29, 2019 · View creator page →

Creator of

Recent community posts

thanks man, working hard on it!

what the FUCK, the graphical issues are new to me. very interesting

why can't i move freely? feels very restrictive.

i see that you have a spellbook, but having tooltips on hover would help

there doesn't seem to be much to do in it right now. 

if i punch with both hands and time it correctly, i can have the bag clip through the ropes behind it.

i see, as i imagined i just suck at the game lol

it's pretty easy to get stuck without knowing what to ask next, but it's taking shape.

are you planning to have the stock pictures in the final game or will it have artworks?

i really think that being able to sprint should be a mechanic from the beginning rather than a temporary power up.

also, the walls really need some torches and decorations, but i imagine you were already planning those

i like the town.

moving the camera with wasd is way too slow, my character can easily outrun it. 

attacking feels way too slow, too

small nitpick, but i feel like the animation from sliding backwards is too static

is there a way to see which items can be combo'd together?

like, sometimes i "win" even if the items that i have in a row are different rather than all the same

yes, i have never fully understood slot machines.

shouldn't i be able to see the board from above? i can't see shit.

i'm basically throwing random dice from both sides, but i can't glance at the whole board properly to make judgments

of all the games i tried this might be the one that improved the most compared to the previous build.

i love the street lights, the new animations for the guns, everything is really coming together

if i REALLY had to nitpick things, i'd say that the new ui at the bottom might be a bit too large and occupies a lot of the screen

also, the item pickup sound is kind of underwhelming

great job.

/agdg/ bros. lovely.

great sprite art, nice animations

(hopefully bingtendo doesn't sue)

is this supposed to have an L.S.D. vibe to it? because i can kind of see the resemblance.

there doesn't seem to be much to do in it yet though

took me a while to realize that some fruits are single target and require targeting to be used lol

an in game tutorial would probably help brainlets like me

enjoyable.

first of all, i tested it on my steam deck.

while inputting the name of the character, part of the buttons were out of view, so i had to blindly grasp where the "confirm" button was to progress.

later on i got in a fight with the bonepicker, and after running away from it i wasn't able to move from there anymore, effectively softlocking me.


i fucking loved the new cosmic call ost btw.

the initial battles are pretty hard imho, especially if players aren't accustomed to the game yet.

maybe the characters should have a bit more health? as it is, sometimes the enemies randomly all decide to target a single character in the same turn and i can't do much about it

i misunderstood your game last time.

i tried to play it like a normal 2d shooter, while it's more about "managing resources", completing levels fast, handling the fuel for your boost, your shield etc.

it's pretty good.

i entered a forest, reached a little mountain of snow and couldn't progress further.

i kind of suck at this kind of games

all very high quality, though this isn't exactly my genre

shouldn't the reload speed be proportional to how many bullets you are missing? 

also, this reaaaally needs a sprint button.

as you expand the game more and more, consider a level select screen, so that playtesters can jump straight into the new content

this game is going to sell a bajillion trillion copies.

do you plan for a way to have the old 2d artworks as an alternate option?

i'm not a big fan of the pink color palette, but the sexy loading screens are incredible added value.

also, some of the puzzle platforming is surprisingly tight, which is a good thing

holy shit i have never seen so many enemies spawning at the same time.

this is NOT supposed to happen.

thanks for the feedback!

it honestly seems pretty similar to the previous build to me.

there's relatively little feedback on hitting enemies

and the enemies don't seem very aggressive in attacking you

the comparisons to terraria are unavoidable.

how do you plan to distinguish your game from it?

first of all, the basic gameplay is already solid. i enjoyed it

the enemies attack too fast and their range feels greater than the player's.

also, the first room you find yourself in when you climb the stairs should be a safe room. nobody likes finding themselves completely surrounded without having the chance to do anything about it

this was, uuh, something.

i have three eyes now i guess?

much more polished than the old build i played. great job on the sound effects, and the shrimp is very cute.

no complaints as far as i can see

woah, into the breach

are you sure that having demons prevent the units in danger from moving is a good idea? it really limits my options, because i can't choose who they are going to target next.

yes, i do plan to add a single player story mode.

the quick turn seems to be unintuitive for most

AAAAAH THE NOISE, MAKE IT STOOOOOOOOP

i found the writing.

i hope you will add more magics to interact with the world aside from burning everything to a crisp

PARALLEL UNIVERSES

i know that what you are going for is more quake inspired,

BUT, i can't help but feel that your backwards long jump mechanic feels kinda wasted in a multiplayer shooter, and you could make interesting puzzles out of it.

the resident evil influence is clear.

i can't help but feel like that some of the drawings would feel better in higher res. there's a certain "pixel fatigue" in the air for this kind of games imho

as far as improvements are concerned they are pretty obvious, more animations for the vampires etc.

i destroyed a few cactuses and then got stuck.

nice aesthetic but too much schizoing will alienate even the eventual players

extremely soulful. i love the animation of the low poly persons running around after getting hit.

but the controls on pc aren't very comfortable. c for hitting and mouse for the cream while also using wasd and space for movement and jump means that i need three hands to play properly

perfect. impeccable. probably the best game i played this dd, and potentially one of the best i tried in general.

during the SURVIVE level i was able to cheese it by teleporting away thanks to the rune

also, later on the wizards are way too fucking accurate. i had great guns but they still fucking destroyed me

i will most definitely play it again, i love nucler throne and you absolutely nailed it.

i feel like the beginning is too harsh. maybe the initial enemies should die in two hits instead of three?

also, reaching the first levels requires too much exp, and it's hard to get any when you don't have any upgrade unlocked

unlike other genres, i feel like survivors clones are enjoyed by the kind of people who want a more leisurely, casual experience

i had a crash once while picking map 8.

the mouse controls should REALLY be off by default. they are extremely jarring compared to wasd imho

sometimes i have a weird bug when i rewind while running at full speed, when i stop rewinding the car (or the game) goes at twice the usual speed, but it fixes itself when i rewind again.

looks good and sounds great, but in my experience nobody is going to read the itch page. it really needs an in game tutorial.

also, when i tried the story demo for the first time i got this error

___________________________________________

############################################################################################

ERROR in

action number 1

of  Step Event0

for object obj_dicesys:

DoAdd :1: undefined value

at gml_Script_Do@anon@20336@NodeHazardHP1_SceneTravel

############################################################################################

gml_Script_Do@anon@20336@NodeHazardHP1_SceneTravel (line -1)

gml_Script_anon@14884@SceneTravel_SceneTravel

gml_Script_OnModeTrigger@anon@3888@Scene_Scene

gml_Object_obj_dicesys_Step_0


then after i opened it again it worked normally.

it honestly seems pretty complete to me.

the tutorials are clear, and the tooltips are helpful