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Fluffy_Kaeloky

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A member registered Dec 16, 2016 · View creator page →

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Super Splash will do that. Be warned though that we don't have supporters only builds just yet, as we are still working on it. Power Plasma is for automated builds later on once I get things running after the first subscribers only build, and will be, well, experimental, with whatever's currently on the git main branch.

The centipede is not an intractable enemy. The cockhugger has a chance to spawn from an egg as an intractable version.

To trigger a hit stop on the boss, you have to accumulate enough temporary damages (The temporary health bar on the boss' health bar UI), and then deal a power punch to him. That power punch consumes that temporary damage to deal even more damages. If you do it with a lot of temporary damages, you get a hitstop reward.

Hi, feel free to take a look at the playthrough if you get stuck and need some help: https://drive.google.com/file/d/1yKU1LxqQo-aYzoSSd38qukfeQkyJk447/view?usp=drive...

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Hi ! There is a bestiary at the end of the demo, along with a save station. You can save there to fight any of the monsters quickly ;)

Hi, once the game is finalized, we may post it on steam depending on the demand and success of the game on itch.

A map is definitely in our Todo list, and we'll try our best to keep performances in check :)

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Hi, you may have downloaded the game in a short time window (about twenty minutes) the day of the release where I made a mistake and had to fix it quickly. The doors are not supposed to do this and it was a bug.

I fixed that silently with the same version number (1.0h1). Try downloading the game again. You can use your same save file. 

Sorry about that :s

EDIT: Might have been the builds on the devlog as well. Updated the builds.

You can also just walk into them when they are dazed.

I have recorded an entire 100% playthrough of the game you can watch right here if you need some help. :)

https://drive.google.com/file/d/1yKU1LxqQo-aYzoSSd38qukfeQkyJk447/view?usp=drive...

You can already set the window mode and resolution to your liking in the settings in the main menu.

Oh, yes, my apologies. Creating a new save file is currently the only way to lower difficulty. Adding that feature to the game is something completely doable within the game and we want to add that with the in-game setting menu. 

Alternatively, if you are feeling adventurous, you can also edit your save file located in %appdata%/locallow/StickyKeys/StarSpawn. They are plaintext json and relatively easy to edit ^^

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Hi, we've had the same issue a couple days ago for early playtests. It's unfortunately not an isolated case of Unity's DLL being flagged as a false positive. If you tell defender to keep the file and unzip, you can scan again and the false positive will disappear. It somehow only does that with the zip, and won't do it if I use a rar instead.

Edit: I re-zipped the build in a .rar format and added it to the list of downloads. Try this if Windows Defender still gives you troubles.

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Thanks for all the feedback ! 

Don't hesitate to lower the difficulty should the game be too hard. But we take all feedback into consideration and we will try to get more playtesting done to adjust the worm boss :)

The door backtracking issue was indeed a bug and has been fixed in hotfix h1 ^^

A map is definitely something we want to add for future releases. It would just have delayed this release too much though.


I'm glad that your overall experience was still fun though ! Glad you like it :)

Old files should still work, but it is highly recommended to start a new game.

Not right now. We have explored the possibility though but there would be some changes required.

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That's something that we talked between us about before in development.

It's definitely in the back of our minds. We'll try to make it happen but I can't promise anything. It depends on how development good as adding an animation to most enemies for that is a ton of work artwise ;)

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We are working on adding *some* animations under conditions for smaller enemies, testing with the cockhuggers for now. We don't want to detail too much from the gameplay, so minor enemies will need specific conditions for that. 

Medium enemies (punch shrimp, the orange with green hair creature, and the soon to come cyclops will all have at least two H sequences. They are not bosses and you can find them in the overworld once they have been introduced.

Finally, we plan on having intractable bosses later. We just choose kind of a poor design for the first boss for that purpose... We'll choose better on the next ones ^^

That would be the end of the fight. It means you took too long to kill it. Keep your uptime on the rockets and use the power punch to your advantage when a lot of damage was done recently with rockets to kill him in time.

If you still can't defeat the boss, you can also lower the difficulty. The boss will have less HPs.

Good luck :)

We are working on it. I can't tell an exact deadline, but we are doing our best. You can ask more questions on our discord where we are the most active :)

There is no plan on deploying to mobile yet.

There is a video playthrough available in the game's description of you are stuck somewhere.

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There is no plans so far to add animations to minor enemies, no. You will encounter more medium enemies overworld though.

We do not have plans for now to make a female player character.

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Not including the first boss, we want to do scenes with the bosses of each zones, yes.


Edit: Misread the question, sorry. We're not quite sure yet. There's a lot of work ahead of us, and we'll see as development goes.

Using a controller, the left bumper allows you to stop moving and aim in eight directions with the stick. Additionally, the right bumper will allow you to 'lock' that aiming direction and resume movements. Letting go of the left bumper will also resume movements.

Using mouse and keyboard, the cursor serves as an aim target.

Thanks ! The 'slidiness' of the player character was something that was in some megaman games that we tried to replicate. It's not something that everyone likes though, so we might indeed reduce it on next updates :)

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Woah, I read your comment on my phone, and just had to get back on my computer to reply.

That's one hell of a comment you left there. I really appreciate the fact that you took the time to let us know what you thought in such details.

I'm going to go point by point :)

The right click is alas occupied by something already. I'll tell you about it at the end of my reply :p

The hold feature is definitely something we already thought about, but we're unsure how to add... I'm with you on that, we'll have to think of something.

For the boss graphic, I'll have to check that, thanks for the report. For the elevator, it should normally return to your position if you approach it even if it's not there (Though I wouldn't recommend staying on its path. You will get squished.) It is not really required to go back up though, the next part is not up there ^^

For the save point right after the boss, yeah, that zone was a bit rushed. We actually didn't really plan to have it on the demo initially, but eh, we wanted Rask to be there too, and it made sense for him to be there. That's also why so many doors are blocked off, they all lead to ugly, grey checkerboard in-progress rooms :p. The save point was added in a bit of a rush and should have been a smidge closer. 

I'm really glad you appreciate the work that was put into the game. As the developer of the team, I assure you that I did everything to not only have the 'game' part of the game working, but also all the surrounding systems. I wanted to have a full gameplay and system loop (well, almost, looking at you completion percentage >:( ), and I feel like we succeeded in that regard. It warms my heart for you to pick up on that :)


As for your suggestions:

It's tough to say what we will or won't do just yet. With the release of the demo, we haven't had the time to fully sit down and talk about what to do next just yet. My entire time was recently taken by keeping up with comms, and updating the demo to fix major issues.

Though I can say that some of your suggestions were already talked about. It's then a matter of thinking how much we want to spend development time and resources. For example, I really like the idea of having two medium enemies going both at you. But it's very easy to overextend. It's already a lot of animation work if you think about it since we have at least two variants per enemy. And what if you have two different enemies ? It's definitely something we will think over though.

Interactable bosses is also something we definitely wanna do. It's just that for prototyping, the worm seemed like a good idea... until we realized we were kinda stumped as to what to do lewd wise with a giant worm...

Expect next bosses to be more sexy and interactable though !

And feel free to join the Discord, we're fairly active there :)

Finally, about the right click... I'll let you on a small secret for such a comment. The save files are located in %appdata%/LocalLow/StickyKeys/StarSpawn. Save profiles are just json plaintext files, very easy to edit with a notepad.

Inside a saved profile, look for the GUID "357027ee-ccee-471e-861a-fe4201e027e6". This is the save-state for the player's unlock profile. It has some little upgrades that were not used for the demo if you are curious. Watch out, some of them will sequence break the game :p

That way you'll find out what the right click is used for :p

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Sweet little game ! I think it's a nice start.

There's a few issues that I think needs to be fixed ASAP, notably:

- Have a proper gameplay loop ! While I appreciate the concept of the monolith, basically being stuck here unless you go back to the main menu, and fall infinitely is not acceptable. This is exacerbated by the fact that you are still moving, and as such still feel in the game.

- The night currently is a bit boring. Getting the fuel is not a huge challenge, and the night is way too long for what it is. I would recommend making the night either shorter, or make it more intense, by for example adding things to do during the night besides starting the generator, close blinds, open lights... and wait. I was basically looking at shorts on my phone while the night passed by doing absolutely nothing.

- Your mouse smoothing is way too aggressive. I feel like I'm moving the camera through molasses.

Less urgent points I've noticed:

- You need to draw attention to the generator and the crow tutorial for it. My first death was due to me not even having noticed the generator. Maybe the sun shouldn't start moving until you completed the tips ? Or grew the first peach ?

- You have some performance issues I think. The game was not running that smoothly, despite having a high-end computer.

- It is nigh impossible to see once caught in the dark. Add some ambient light.

- I had a few items phase into the ground when opening the boxes.

Positives points I liked:

- I like the posters you added based on the plants you grew, if I'm not mistaken. It's a nice little touch.

- You have a main menu ! It works and does its job, maybe a bit less so for the settings menu, but it's there.

- The crow working as a tutorial is a very nice touch. I would probably have been kinda lost without it.


For the lewd, well, I think it's pretty nice ! I feel like a lot of development time was put into theses dynamic bones for jiggle, amiright ? ;)

The dialogue during the 'caught' scene is simple but does its job. It's a nice touch.


I don't have recommendations on other features to add as I think the points above absolutely needs to be fixed before doing anything else. Besides, I feel like you already know where you want to go.


In any case, still, I think it's a nice foundation you have there. I can't speak for the extensibility of your code, but I do hope you'll be able to add upon it easily.

Do focus on fixing the first points I mentioned though !

Good luck ! Game-Dev is a though world out there.

You can always take a look at the playthrough linked in the description of the game if you are stuck :)

(Please note that the playthrough was recorded with the first version of the demo, a couple things might be different, but the path stays the same.)

Tiny morph is an upgrade you'll get later in the game. Look for another way :)

You can either walk into a dazed enemy, or power punch him to get an alternative animation.

Oh dam, you're the first one I've heard that ran the game on Chromebook. The Switch Pro or PS4 Controllers should have worked, as we use a generic controller template for mapping the controls. Unfortunately, we lack a Chromebook to test that. It is most likely an issue with the library we use for mapping controls, Rewired on Chromebook, but again, we can hardly test that :s

Still, I'm glad keyboard and mouse worked for you, and that you liked the game ! :)

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For the mini-bosses, they are supposed to behave that way. Ideally, we want theses to teach you to use the power punch effectively.

Calling them mini-bosses is a bit of stretch. They are essentially souped up versions of enemies that you will be able to find in the overworld once you beat them for the first time.

I am going to deploy an update soon where you'll be able to find more Punch Shrimps in Zennia and Meteo (The 1st and 2nd zone). It was our original plan, but it was cut due to wanting to release the game for Halloween.

For the second point, that feature is already added :o

Theses are all valid points. Thanks for the extensive comment ! We'll do our best to polish up movements and aiming while adding content in the future :)

When a medium enemy is dazed, you can either walk into him, or power punch him.

I have added a link to a full recorded playthrough in the description if you need help :)

Well... It's very far ahead in the future so there's no saying what we might come up with... But in the game design documents we wrote... The last zone, Quasox, is probably going to be much more horror/alien theme, so... :p

I get what you are saying, and we have received that input quite a few times already.

I do plan on updating the demo with a couple fixes and QoL features. One of the things I want to do is to add more medium enemies in the overworld after beating them for the first time.


Since the second medium enemy is unfortunately at the end of the demo, it's going to be impossible to add the second one in the overworld, but I will add more of the first one :)

Thanks, I'll take a look. Sorry that this happened to you. I'll try to fix it in a next update along with some other features :)