Thanks for playing! I actually agree, personally hate drag&drop. But I understand noobs love that shit; and also it’s gotta be the most annoying to implement, so I started with that. I want the game to be a real smooth spreadsheet simulator in the end, no tedium or repetition in what you do as the player. That also means people will stay on their job, of course, as far as makes sense, and so on.
Filmstars
Creator of
Recent community posts
https://www.twitch.tv/videos/2716872217
Not too bad as far as cookie clicker variations go. Some nitpicks:
- Shouldn’t a Hypercube be 4D? Or is the joke that we iterate a different "slice" of the fourth dimension every round?
- Drill animation was disappointing compared to what it did. I mean it does not clearly reflect the (initially low) amount of activations
- The repetitive upgrade fields threw me off: I believe it is always better to take the earlier ones first since they are cheaper? Not really an optimization I am interested in paying attention to
Hello there, thank you for playing!
The assets are all here from itch.io, and most weren’t made for RTS, that is the simple explanation as to why visuals have so many issues.
- 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.
The first missions are intentionally easy to beat; if you were trying to achieve a high-score though, a lot more strategic options would become apparent. Later missions are naturally harder to beat at all. Most players actually fail with the strategy you outline, as early as mission 3. Not that it becomes impossible, it just needs better execution compared to other options. (And then these people drop the game. Go figure.)
I do have indeed another game idea with some idle in it; and one would get around most of the issues this game had (except UI design lol) Maybe I will yet work on it.
https://www.twitch.tv/videos/2561159304
Interesting combat system, maybe. Hadn’t really a chance to find out about the intricacies of it. I couldn’t figure how to get into the gym - if that is the gym - at least the door looks like the spirit showed me - then went down some alley in south, because there was talk about another gym being south. Got stuck in alleyways that lead out to racks going over water. Pokémon (GB) kind of feeling.
Keep it up
https://www.twitch.tv/videos/2561147726
Very polished presentation!
Not really a game for me, I have poor spacial imagination. Though at times I could feel the model of the cube forming in my mind.
Good luck, hope the footage is useful
The minimap design ran completely opposite my intuition, I kept confusing where I am with … the places where the portals are?
I thought the "shop" sign was "you started here" sign that’s why I never went there in the beginning. I mean, currently it’s ok to go there, you get a bunch of bonuses. Not very interesting. A proper shop with some choice of what to upgrade will be more meaningful.
Honestly from my perspective it’s all good, I started to understand what the hat does after a while, I just couldn’t always be bothered to look for it or run back for it breaking my flow.
I stopped playing mostly because 1) annoyed by the floor hazard 2) wanting to give some screentime to other games since you get like 50% of stream time across all streamers already for some reason (prob good sign)
I played the game but it seems there is no recording.
Never mind, I think there was not much to see. I appreciate you keeping the game easy while introducing so many different mechanics. They all worked well and thanks to the easy-going enemies I was even getting into the groove of using them, a bit. Still feels like it would be a bit much to pile on top of the player from the get-to. I mean, there is a reason why Warioland3 was so good.
Anyways mad props for the art as well. Game seems to have a lot of potential in terms of fundamentals, now to just fill it with content and it will be… idk, maybe noone buys platformers. But good job.
https://www.twitch.tv/videos/2558804499?t=0h18m28s
Pretty fun Hotline Miami like desu, I don’t mind the levels being difficult per se, but maybe you should tone it down on the "gotcha!" mechanics like exploding enemies and floor hazards (THAT ONLY GODDAMNED ACTIVATE WHEN YOURE IN THE VICINITY AAAAAA) - at least for the intro levels.
Spinning the baseball bat is real nice. The enemy fatality animations have me scared every time that I will die while they play, but it never happened, so I guess it’s fine.
https://www.twitch.tv/videos/2558804499
Idk seems like a solid idea, execution has a long way to go. I felt like some enemies were really hard to beat with some characters, may be skill issue. The upgrades were all whatever. I know this is just a tech demo, basically, but for a real game you will have to pace the difficulty and enemy variety better, start with super easy ones, offer some meaningful upgrades, then move on to more complicated enemies and higher numbers of them.
Somehow this game managed to become even worse than the last time I played it, the enemies are still all the same blobs of different color, only sometimes you’re meant to strike them with the same color, sometime the opposite color. No idea.
After finishing the tutorial, you LOSE the ability to mix elements, for some reason. Maybe this is only this damned confusing if you’re used to the previous version where you always could mix.
Early rooms still spawn three waves of enemies for unknown reasons, character control is still slugghish. Idk, not excited to wade through a couple of "match the right color" rooms to perhaps unlock the mixing ability again and find out if anything else changed.
I remain sympathetic to the core idea of the game only the execution does not click at all with me.
Changes from last DD
- lots of UI improvements
- 3 more campaign missions for a total of 10
- new tutorial
- full game is available on Steam [ itch version remains pay-what-you-want and still has all content ]
https://www.twitch.tv/videos/2511542506
The sprites for the ships and planes are nice, the explosions are also good.
Air control feels very good, a lot of fun. But it can be a bit dizzying if many bullets are also flying on the screen.
I didn’t immediately find the shooting button, thought it was quite interesting also to just fly around dodging bullets.
Looks like a solid prototype to me.
https://www.twitch.tv/videos/2511506216
https://www.twitch.tv/videos/2511509733
I got some kinda bug where the menus are all in the wrong resolution and basically cannot be navigated.
Windows 10, Radeon 9060 XT. 1440p screen at 144 Hz.
I messed up and didn’t give firewall access initially, but (between the two videos) I went into the settings and gave those permissions to the game. So I don’t think it is the trigger for the problem, unless it was caused on first start and then persisted.
Hey there, thank you for playing!
I know the style mixing is intentional and mentioned in the itchio page ... I hope my feelings on the visuals end up being in the minority of those who player your game
Well, it’s intentional because it’s the best I can manage. (All assets are from itch.io, I haven’t made any myself.) Unfortunately it DOES seem to filter about 90% of players so far, but what can you do.
Tried to play in browser, but for some reason I couldn't click anything unless I used "TAB" to select it first.
You mean TAB once to select the canvas element, or TAB before every click? What browser and OS are you using?
Though it’s a lot of fun technologically, the browser version is unfortunately a hassle to keep working to a tolerable degree, let alone as well as native.
I may have missed it, but it didn't seem like there was a way to adjust game speed once you started the campaign. Would be nice to have this feature (excuse this point if I'm just blind and missed it).
You would have to return to the menu; you can freely skip to any mission there. I will probably change it so the player is forced back to the menu after every mission regardless, as that will make it easier to tell the story, too.
I’ll see about the music and the scrolling - which indeed I haven’t been able to get right once, in 3 years.
By the way I really like THIS structure's look a lot.
Funny you say that; the buildings have gotten quite a bit of hate. Generally half the problem with this mix of styles is everyone can find something they absolutely loathe the look of. Good to see it also works the other way around. :D
For not being a fan of RTS, you sure are an expert on how they work. Thanks a lot for the kind words and the footage.
>pressing SHIFT + 1 + 2
The behaviour of "SHIFT + N" is to add the current selection to control group N. I see your idea though and it seems useful, maybe I can add an option or an additional bind for it.
>I liked not having to micro-manage the base so I guess it's accommodating to a casual like me in that case.
Well, that’s something!
>Since the game is close to release I think it's too late to change things in a major way but it's still valuable to know what was done well and what wasn't. … Two missions into the game and the game is already as relentless and unforgiving as the late Brood War campaign.
Well, I was running a much different campaign at Next Fest. The first three missions, you could basically not lose, except out of explicit stupidity. But player retention from 1st to 2nd mission was so abysmal, I wanted to try something new now. I can’t really judge if it has been a success (DD player numbers and sentiment being much different), but I guess toning down the difficulty is in order.
>Here it's about replaying the mission enough times to learn and get around the ways in which it steamrolls you, which reminds me more of a challenge run than it does of any RTS campaign I've ever played.
The interesting thing is, I was replaying Sc1 campaign a few years ago, and while I did play a lot of multiplayer back in the day, I actually failed a few of those missions – not even the hard ones – on my first attempts. Because they are in themselves like puzzles; they are not like the Sc2 campaign where basically every mission is a multiplayer match of varying difficulty.
So this puzzle-like quality has kinda been my goal (idk if there is an audience for it, but whatever). Only gotta see if I can make it more approachable, maybe instead of making sure there are 2-3 good strategies, make sure there are 2-3 bad ones and the rest are good.
>The two weakest aspects of the game are the sound effects and presentation.
Yep, the sound effects are incredibly weak, which interestingly most people don’t seem to notice. It’s just grabs from different sound packs, and yeah, unit confirmation sounds and death sounds would go a long way to improve the experience, but those are even harder to find and match.
At least for the presentation I should be able to get some good improvements in, I’ve barely been paying attention to that part so far.
Thanks a lot for your honest feedback, it’s very motivating.
https://www.twitch.tv/videos/2506146774
This game seems extremely good and sovlful, unfortunately my (very old) controller is not supported and I cannot cast Remedy on keyboard. I was spamming all the buttons like crazy while having Remedy selected - nothing worked.
From what I could see of the game, a small point of critique: I really HATE tracking attacks, probably the tutorial of all places shouldn’t have enemy attacks tracking you for near infinite amount of time. I can understand that it’s needed later in game to spice stuff up a bit.
But, like I said, all seems very good; very good presentation in the intro; the writing of that tutorial dialogue is funny. Graphics very nicely capture that PlayStation vibe. And the combat system is also a good idea I believe. May be the most professional-seeming demo I have seen on a DD.
https://www.twitch.tv/videos/2506112929
The boss room was reliably bugged for me, else I might have given it a couple more shots. Though I would say, for a first boss, it feels like this one has too many moves, somehow, there is no simple formula to approach the fight.
I am an utter shitter at dodge roll games though and don’t enjoy them particularly much, so it may be safe to discard my opinion on this. In fact I think people who enjoy rolling may feel right at home.
Aesthetics and sound are nice feeling very faithfully GBC/GBA.
I had some "shoot a heart" ranged weapon and it didn’t seem to work. The heart decorations standing around were confusing to me, I kept thinking there must be a way to gain HP from them?
Overall seems like a solid concept and solid execution.
https://www.twitch.tv/videos/2506065948
I don’t really understand why the attack area is decouple from what you actually hit? Shouldn’t selecting the area also select the characters that get hit? Even my enemies got confused by this.
But I think fundamentally this combat scheme can be nice.
… From the screenshots it appears I didn’t see all content? Did I hit a wrong button or was I incorrectly booted to the main menu?
https://www.twitch.tv/videos/2506047146
I guess it works. Not too bad, keep going.
https://www.twitch.tv/videos/2506035769
Funny little puzzle idea, but I feel it may be a bit too unconstrained. In the last level I solved, I was starting to feel it’s a bit much for me, then I randomly got the puzzle solved just by moving around.
https://www.twitch.tv/videos/2506002219
I think the idea is really, really cool. Execution is yet a bit lacking, but audio and graphics are also quite nice, so I hope you continue working on this and polishing the gameplay.
I feel it’s missing funny abuse angles right now. If you had more pucks in your team, it would already be a different thing, because you could chain collide into other pucks. It’s a shame that shooting enemies into other enemies doesn’t deal damage to them. As is, the only cool strategy I found was setting up multi-hits against walls.
Enemies should probably differ in more than just stats, it’s a bit ironic that the most common enemy is a Ghost somehow, while ghosts are usually associated with the immaterial that you can’t touch or collide with. This flavor should probably be a part of how they behave on the battlefield.
A lot of time currently is spent waiting for turns, not just the enemy’s, but also the "Your turn!" animation and waiting for the dot to turn green so you can shoot again. Picking up loot loses you another couple seconds every time for nothing. This picking it up would be interesting if there were any items you could use while fighting, so there could be a point to picking up loot in the heat of the battle.
I think the input scheme of dragging the mouse into desired direction while holding mouse button down is not ideal, it’s a strain on the wrist somehow.
It felt like the maximum strength you can shoot your puck with should be higher.
Alright, that’s all for my notes. Cool game. Cheers!
https://www.twitch.tv/videos/2505158798
Played a bit more, as I needed some brainless parcour game to keep the old mind from working … you can see I really did play quite mindlessly …
I’ve understood now that you can regain lives with the yellow pickups - and also under some yet inexplicable other circumstances. I guess that is kind of fair enough.
>I do want that in the game itself in some way I just need to figure out how to get it right.
Yeah just make a section under settings where you list the controls, don’t need to be rebindable for that to make sense. If there is no info on controls at all, default assumption will be they’re extremely bare-bones / easy to figure out.
On that note, even though I knew now about the "special" attack on Spacebar, I didn’t really manage to apply it, or feel the need to. I hit space a few times but the attack seemed to do very little.
Finally: There appears to be a bug with the button on the moving platform, in the second grass level. It hops around like a bunny until it is activated, at which point it comes to rest immediately on the middle of the platform and knocks you away. Or is it intended? I can see a way to play this section super safely and not fall victim to this behaviour; but immediate impression is it’s bugged.
https://www.twitch.tv/videos/2505068300
(Not sure how interesting this footage is, I took my sweet time moving around. I played until I wasn’t sure if there was more to see or not. Would sure have liked to figure that sack of cocaine but I hadn’t seen any further clues to it existing atm.)
I don’t know what feedback to give, you are clearly creating some kind of art and it will resonate with and be enjoyed by a small audience (me included); and crabs are gonna crab as they always do.
I like that the writing seems both personal and detached, such that we would never be sure any detail was really from YOUR biography, yet clearly your emotion is in it.
Some small observations:
- As with every RPGMaker game, I am repeatedly unsure if damage numbers are intended or completely bugged. Especially the Dietz character seemed nigh useless in combat, even his stronger attack hit for 0, 0, 0 usually. I just put him on Guard as a damage sponge.
- In a similar vein, the healing item is phrased like it would heal the whole party, but it heals just a single person, and for a puny amount.
- There seem to be some slight mistakes in the language at times, I am ESL myself so I wouldn’t dare to list them, maybe half the times it’s myself who is wrong. I only noted down "nonetheless [the] wiser" - the phrase is "none the wiser" I am quite sure, but I also don’t know if or how to use it in that context 100% correctly.
- Very phunny how you put those atms in the game so Tomo doesn’t have to crank out the cheat engine again.
The humor is generally funny and I appreciate how you put the real bad misery behind talking to the same character again and again, I was really not in the mood to go all the way...
>If you can elaborate on what's tough about operating/dealing with the pet I can take it to heart and perhaps make things a bit more intuitive next time.
I just don’t understand anything about it. Lol. Like I said, I never dealt with Tamagochi in life. I also don’t get why you have a pet at all and how it’s related to the gun. I mean, it DOES seem cool.
You can see, I was in the feeding menu, I believe, a couple times, and I was spamming Enter, but that is the wrong button. So maybe Enter could also work, as it doesn’t seem to do anything else in that menu.
>You can also do this through the gun's menu, but I added this in so people wouldn't have to go there all the time to feed their pet mid combat.
Ok. Ok. I was honestly really confused about the "feed (while aiming)" thinking why the HELL would aiming and feeding be related? Isn’t aiming for shooting??
I’m not saying the average player is as stupid as I. And personally, I would have tried again and eventually figured out what to do, I only quit the game after dying because it seemed I had seen all there was to see. (I thought I wasn’t supposed to get up the stairs and had only found a cool glitch.)
But "not really getting the controls -> dying inexplicably -> immediately quitting" is the 90% pattern I have observed in demo players myself. I believe the way that games usually handle this is, they would give infinite amount of time for feeding the first time, and it would also unlock a door to move on. If you get what I mean.

