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Federx

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

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no bad performance of crashes, but i did see some enemies disappear and reappear from time to time.
at first i thought it was some kind of LOD thing, but it also happened when they were close to me
beyond that, LMB LMB LMB LMB, are you going for a risk of rain 2 clone? i imagine it will have power ups and stuff beyond the endless horde of enemies, so it's too early to give proper suggestions

surprisingly in depth gear shifting mechanics. 
the keyboard controls are kind of weird, is the game designed with controllers in mind? why would you put the pause menu on the X button? lol
definitely not my kind of thing but the sim angle could work very well for car enthusiasts

it's definitely pong

it took me am embarassingly long amount of time to figure out that i had to use the scroll wheel to manually load the shotgun.
but it's surprisingly neat, it has a distinctly mechanical feel to it, it makes every shot feel more meaningful
probably needs a proper in game tutorial though
what do the different slugs even do?

i have genuinely always been a vocal hater of dungeon crawlers, but i like the feel of yours. the movement is super fast and even the battles go by in seconds, this makes it flow really nicely
the one thing that bothered me is that when i'm at low health and try to rest, i get easily ambushed by enemies that catch my party by surprise.
random encounters in general can be kind of annoying, maybe it would be better to have enemies actually graphically present in the overworld, so that you can hunt them down, avoid them or even plan your rests properly when there are no enemies nearby.

i was happy when i saw i could play with bots, but sadly their AI is clearly not done yet, which makes the minigames not functional.

the look of the characters should be differentiated so that players can easily see where they are on the board at a glance

the most critical issue is that the crosshair does not match where your bullets go. i was able to shoot at the enemies by pointing downwards, but it varies depending on how much distant they are.
the enemies are RELENTLESS in slamming against you, which is an issue when you might respawn right next to them
there needs to be some magnetic pickup distance so that you can get close to the objects and collect them rather than having to be super precise in hitting their hitbox
yeah i also completely missed using the powerups, you need to explain it in game lol

the "goal" kind of spoils you what to type, so the entire thing fails at a memorization exercise.


yeah the game froze for me as well on destroying the cube at the end.
i was honestly getting ready for writing a negative review because of how slow the beginning is, but as i unlocked more powerups it became more and more enjoyable
the spears kind of feel underwhelming considering how expensive they are to upgrade
what do the stars even do? i collected two of them

honestly the simple fact that i don't have to deal with the escort system is already an upgrade.
the mouse "puzzles" are potentially insteresting but they are too simple right now, i'm curious to see how you will develop this gimmick
your stairs are always some kind of weird experimental thing. why do i have to press R to climb on them? in most games you just grab and climb on them automatically when you touch them and press upwards.
it's early to judge because it's missing animations and juice and stuff
you need a better music loop, it gets repetitive as you play

i think that the currently selected unit should be highlited more, maybe with a more contrasting overlay, or a pointer above.
is there a way to heal outside of battle? it's really easy to get ambushed by enemies, and if you are already at low health from a previous battle you can get steamrolled before even having a chance to do anything.
in general i don't like the entire ambush mechanic, it makes me feel like i'm not in control of what happens
the music adds SO MUCH to the experience it's incredible, it feels frenetic in a very exciting kind of way

i was readying myself for an EPIC FIGHT against those two goons, but then i realized i can't equip the sword

and they don't move

GREAT GAME!

>you can destroy the crates

>there's no loot inside of them

false advertising

btw when i reached the door that required a key, the load times were very long, then when i came back the enemies i had killed had respawned, and then when i tried going through the door again the entire game froze up.

the candelabra isn't very exciting as a starting weapon
when i met an enemy in the very beginning, i closed the door in its face, but he was able to attack me even through the door
when i open a container i should be able to press a button to collect all the loot quickly
in the main menu i selected a male character but it didn't seem to make a difference

the main menu button don't really have enough contrast. light green text over aqua or yellow buttons just doesn't pop up enough, making them hard to read.
i like the samurai attack pattern, but right now they just basically land every hit against you. to avoid taking damage every single time you face one, they should have a chance to miss you imho.
i really like the idea of an arcade cabinet save station!
yeah i also noticed that there is no way to heal yourself, maybe enemy drops?
the boss at the end isn't very threatening at all, you can just shoot him from afar and he can't do anything about it

it just keeps getting better.
the only thing that really bothered me was the fart sfx. it's honestly not very juicy at all.
if you can't find a better one i would remove it entirely, it doesn't mesh at all with the rest, it's very obnoxious
does freeplay even have a way to lose? at some point i deliberately tried to die, but my bounce stat was so high that even if i stopped completely i would just resume bouncing as soon as i touched anything

it's kind of disorienting when the direction changes. like sometimes i miss cans i was sure i was going to get
please add some in game music, it really needs it
i found very confusing the entire "you lose lives when you restart/exit" thing, like what is even the purpose of it
also you forgot to put the fact that you can dash forwards in the controls

i had issues with the underwater controls. in particular, sometimes i would try to dash out of a dive out of a bubble, but it would end up dashing in the opposite direction.
i'm genuinely surprised at how many devs assume that people would use a controller on a pc game, when 99% of people honestly always go with keyboard and mouse by default
the shark is great. i love its design, i love its movement and texturing and animation, it's just great
you must tutorialize things more though, like i had no idea where to go and what to do, ESPECIALLY as far as keyboard controls are concerned. even figuring out that i had to press Q to talk to an npc was a challenge in itself
i love the fire enemies too. nice moveset, they pose a moderate challenge without being unfair

sometimes blood splatters get on the ceiling, is this intentional?
also, sometimes they don't appear correctly on the ground, looks like some kind of fucked unwrap or normal situation idk
i love the shopkeeper, she's perfect
the way your inventory is setup there's always going to be empty unused space because ammo boxes are too wide
minor nitpick of mine but i don't really like the bright pink/purple pants lol

i love how the game looks, but after getting caught and hiding in a barrel i was unable to get out. I tried holding E, i tried pressing every button i could think of, but nothing worked
in the tutorial, the text lines go away very fast, which can make it easy to miss them
space bar to crouch genuinely feels somewhat weird. i realize that this game does not need jumping, but it's not a very intuitive keybind for people used to this kind of games
q to pick up items? it really feels like a game build with a controller in mind, which translates poorly to a keyboard
i would honestly make this tutorial level even easier, especially considering that by this point people are really not used yet to the controls and mechanics. there's a lot of stuff going on and a lot of farmers to avoid

i also had the bug when after dying and playing again i had negative health and was now immortal.
the slow reload and lack of melee attacks combined lead to having to slowly walk backwards while shooting to avoid getting swarmed. maybe a more aggressive approach would work better, the player feels really weak as it is
with all the blood sometimes loot can become hard to see on the ground
same goes for the barriers that the enemies create to prevent you from escaping, you should make them pop up more, i was really confused for a while
i couldn't figure out how to open the chests
loot sometimes spawns out of bounds

I think the tutorial special chip might have bugged at one point. I had to manually reroll until i got a 6 to progress.
The mouse cursor color needs to stand out more from the background if you want people to follow your tips and directions
The general mechanics keep filtering me, I'm an absolute brainlet, but i kept betting until i lost everything to a 7.
I fucking hate the side NPCs, but considering that they are supposed to be maluses i guess they are working as intended
i particularly despise the ones that reroll your dice from you, dice games already by default feel a lot like you are not really in control, if the enemy can just reroll your dice even when you win then it truly feels completely rigged to me

it definitely needs a tutorial. it took me a while to realize its main mechanics, like that the only way to die is the ring closing down on you, the limited ammo of the weapons, and that i had to shoot the smaller enemies to make the ring bigger.
eventually i reached the point where the ring just doesn't expand fast enough to let me reach the next boss item even if i shoot everything as soon as it spawns. i think you should relocate the boss item if the player hasn't picked it up after a certain amount of time
some weapons are definitely more infuriating than the others. the recoil of the revolver is insane and the flamethrower has extremely limited reach, making them inferior to most others. also, the shotgun is SO SLOW.
i actually enjoyed it a lot overall, i'm a fan of games like nuclear throne so some good ol' 2d shooter is always up my alley

is there another way

you know how the crosshair becomes red when you lock onto an enemy so you can hit it? well enemies almost always attack me without doing that step, it just remains white/grey and they miss

are you using a shapecast or something? shouldn't it just work via proximity or on area/body entered? this entire locking on mechanic kinda works for the player but i have never seen enemies use it properly

sorry bro, the combat is still broken
the enemies don't seem to lock on to the player characters, so they never manage to damage me
they finally managed to hit me once during turn 61... then at turn 62 the enemy just refused to perform its attack and i got completely softlocked

finally the difficulty curve seems more balanced.
i like the new enemies, they are much easier to deal with compared to the kamikaze drones, which makes sense when you first start the game
the slow mo also greatly helps to make things feel less chaotic
i still got smoked by the boss though, but that's on me

i love the movement and pattern of the new robot enemy, though as it is it kind of feels too easy to defeat when alone because you can just stagger it by shooting at it and it has little health, but also pretty annoying to defeat when there are multiple because while you are busy with one the other can just shoot at you from a distance

the fact alone that pressing esc does SOMETHING already puts it well above the average dd submission
i love alien swarm so i'll definitely keep an eye out for this one
make the gatling more JUICY, it feels so wimpy compared to the shotgun
also, personal nitpick of mine but esc should be able to close the inventory screen

the initial tutorial felt a bit unfair. like i was still trying to learn the controls, i touched an oinky thing and i was killed at full health, forced to restart the level.

the level select screen had some text leaking on both sides, probably because of the weird resolution of my old tv (i think it's 1360 * 768)

now that's some professional stuff.

great pacing, great atmosphere, great texturing, level design and animations, even the pause menu was absolute kino

you clearly know what you are doing

i greatly enjoyed vibe and aesthetic, though not being able to aim made things significantly harder.

sometimes enemies spawn too close too you in arenas that are too small, giving you little (or no) room to dodge and maneuver.

i love the idea of a fish with a shotgun and i love the walking fish loading icon.

since you are giving us an action key (F), i expect to be able to close the tutorial dialogue boxes with it as well.

esc should also be able to close them. indeed, esc should be able to close lots of other things, like inventories.

took me a long while to understand how to equip spells

i didn't personally enjoy the entire stagger meter thing with common enemies. they just spend a lot of time helpless on the ground while i kill them, slowing down the pacing. i'd say give weak minions less health or shield 

the boss rush you had before felt more climatic and satisfying

lots of typos and some engrish in the dialogue, which is a shame because the eye guys seemed pretty funny

yeah it didn't click with me. what is even a "straight"? you can't assume the average joe knows gambling terms

i just roll the dice but it doesn't feel like i'm in control. the dice themselves are mildly confusing, not just for being 2D vibrating things, but also their colors didn't contrast enough imho

i do realize that you are mainly an arrow key enjoyer, but trying to press Z while juggling wasd is a nightmare.

i also found confusing the entire mechanic honestly. even after i switched to the arrow keys i rarely nailed the timing properly. having to press an extra button to bounce just didn't feel intuitive to me

please double and triple down on the goofiness. i love the freeze frames. i love the backwards runs. 

will you add special moves next? it would be interesting if different characters had unique skills. it would add more strategy on who to pass the ball etc

first of all, you need a death barrier. it's so easy to fall and so annoying to restart.

the camera still feels like your worst enemy. sonetimes it seems to rotate by 90 degrees and sometimes it doesn't

the big hammer made me suspect that i have to hit the things floating around, but they keep moving away, so after i kill like one of them i don't know what to do next

i don't get it.

press 6 to stop attacks? those are some of the weirdest controls i have ever seen

i feel like explaining the controls is not enough, they need to make sense intuitively

after a while the cube was just a pulsating mass of green that didn't stop regardless of what i pressed

good point about adding weakpoints to the turret boss!

i will make the revolver shoot faster to deal with the spiders

you can't collect some items because you can only collect one of each. if you already have one turret you can't pick another up, same for the tank etc