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forkodev

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A member registered May 04, 2025

Creator of

Recent community posts

(1 edit)

Gameplay vid: 

That last run in the video was probably the luckiest blind experience I could possibly have. First I found the portal by accident and then with only seconds left stumbled upon the last hourglass on the black hole.

  • What's currently here is very solid and fun. The aesthetically this looks very nice and consistent.
  • Gravity and space bending is impressive and really elevates this game.
  • The gravity mechanic is also fun and makes the map infinite so you never have to stop or turn.
  • Deagles requiring constant mouse clicking gets tiresome when more enemies appear.
  • Because of that and because enemies clump into large groups on their own, shotgun seems like an objectively superior weapon.
  • Sounds are not balanced. Start menu music is noticeably louder than main menu music. Shotgun sounds good, but deagles are too quiet.
  • Pressing escape key should close the settings menu and return us from start menu to main menu.

With more guns and levels this will be really good.

Thanks for playing, and feedback.

Currently stages are selected randomly. I see this is very confusing, especially when rolling the same stage on restart. Beside downtime at the start, I should add better communication what the game is doing.

The game is meant to have some rogue-lite elements, but I'm still figuring out how they should work exactly. Current upgrades don't really have any logic to them. By next DD I'm aiming to have something that works and makes sense.

(1 edit)

Thanks for playing and the recording. It is useful, putting aside the fact it's way too hard, you ran into few other issues I thought I had fixed.

highest kill count: 9

Anna: nun who struggles with her faith torn between commandments against killing and prospect of permanent solutions
Osheen: warrior who like fighting too much which puts him in trouble with his superiors
Modest: isekai protag, now regrets leaving family and ordinary life behind, fights to return home, probably not this but he just looks too much like a normal guy

I think this is the first time I'm seeing normal people in this world.

Gameplay vid: 


  • In the shop I picked up healing potion, but I couldn't find them in the inventory or use them in combat.
  • 11:25 Modest killed Osheen with his charge and the game let me use charge again.
  • 37:15 Healing missed. I assume frezy did that, idk if this is intended effect.
  • 41:29 Shot myself despite game saying I'll hit the enemy... but the attack healed me!?
  • 45:40 Shot myself again.
  • Skills really need tooltips, even in the current state. I didn't want to use any skills other than the most obvious damage dealers with highest number, because I didn't want to accidentaly use a skill that sucks. And some skills have very unobvious uses like that arrow volley healing the ally, which seems impossible to figure out through reasonable trail and error.
  • Xanadu soldiers keep getting stuck on each other. This is not necessarily bad, but puts cheesing on the table. I don't know how turn order is determined, but if enemy's order was based off of proximity to player character maybe they get stuck less often.
  • Could use some quick hp lookup button, like holding Ctrl or something shows hp bars over everybody's head. Currently it's hard to keep track of which enemy has lowest hp.

Gameplay recording:

  • The competent foundation for the game is there, but there's little content so I don't have much to say beside fighting same enemies over and over is pretty bland. Needs more skills, items and monsters to chase the numbers going up.
  • One thing that bugged me: whole time I was expecting the escape key to close inventory and character menus like in Diablo. So that's why I'm opening menu randomly from time to time.
  • At the end, when returning through a portal, the game froze during loading. No idea why.
  • I really like the vibe with adventurers ditching us at the beginning. I'd like to see more of that, as 'from 0 to hero' type story. Maybe we could later save asses of these guys that left us or something like that.
(1 edit)

Gameplay recording:

  • Have to juggle keys to exist dome from upgrade screen. It'd be more straightforward if Q was the dedicated key for quiting and dropping stuff.
  • Resource rich rocks were unrecognizable at first glance on my first playthrough. It took me a while to understand that rocks I ignored actually hold iron.
  • Hard on the eyes especially in full screen. Background decorations on the ground are almost as bright as mineable blocks and have similar patterns to resources or damage indication. It looks very "noisy", there's no visual gradation to how important an object might be.
  • Scale seems fine in windowed mode, but in full screen everything feels way too big.
  • I liked how the gun handles. It's slow, but I wasn't annoyed by it. I think the inertia makes it feel satisfyingly massive rather than slow.
  • Either my mouse is broken or special dome upgrades pick themselves automatically by hovering over them for too long.
  • Retrieving the upgrade from a broken dome was kinda cool and mysterious.
  • There's this weird issue with OBS where the game is mirrored and rotated by 180 degrees in the recording.
    You can see my mouse is flipped in the recording because I fixed it in OBS, but on my screen it was normal. This is so bizzare, I'm not sure if it's something wrong on my end or something weird with the game.
  • I feel like double-clicking the upgrade should buy it.
  • Audio settings allowed me to deep fry the music if I set sliders to max.
  • There's a weird graphical bug, see screenshot. Everything works normally but textures are all messed up or stretched.
    I managed to replicate it multiple times:
    1. start a game normally
    2. change window mode/full screen (doesn't matter if during game or in main menu)
    3. quit to menu
    4. start a new game
    5. bug

I'm freshly after playing Dome Keeper few days ago so my impressions are colored by it.
The gameplay itself seems good, but it felt too slow. Like I was having an unlucky run in Dome Keeper. What I mean is in DK your first iron deposit usually gives you 4 units so you quickly get an upgrade. Here you need to find 2 deposits. I ran into unbreakable blocks that forced me to change my directions very often. It's very easy for a clump of resources to plug the tunnel, something that rarely happens in DK (individual resource can get stuck but not whole pile of them).
It just feels like there are speed bumps everywhere.


Gameplay recording, first time playing this: 

  • -No settings for graphics, couldn't move game to other screen
  • -I broke the tutorial, see about 2:00
  • -Skipping dialogue doesn't work when spamming Enter, the fade out animation replays from the beginning
  • -Some hotkeys don't work, I'm pressing X to use a skill but nothing's happening
  • -Skill tooltip should be over the mission setup, hard to decide who to take when I can't see their skills, see about 21:20
  • -Something bad happened after one of the mission, see about 1:07:30
  • I'm scanning but time seems to have stopped. the council calls me in, but otherwise no new missions appear.
  • When I loaded the save to see if I can fix the issue myself, some new buildings appeared but none worked, meeting was in {0} days and time was still not moving.
  • At that point I could not even open a menu, even restarting the game did not fix the issue. Something is clearly wrong with the save file, because when I load earlier save (meeting in 28 days), the game looks normal and plays normally.

Dialogue system is good addition. Doesn't steal the spotlight from the gameplay, but makes the game little more interesting by explaining what's going on.

Maybe difficulty on normal is too low, but I think fresh enemies not moving makes the game extremely easy. If you eliminate the already active enemies, the new ones become sitting ducks.

I don't see why I shouldn't just use the same characters over and over again. I assume characters need to rest if they get injured, but I never got injured. This is also why I was not eager to use training as it would take my fav operatives out of the fight. I assume death and injury are meant to be more common since we can recruit so many operatives.

Selecting skills on the bottom-left feels unreliable. It seems like I clicked the icon, but the skill did not get selected? Pressing icon below character, when you hover over them feels more reliable.

I got confused with character window initially. I thought skills at the bottom are already active. Even when I later understood they're inactive I'm still not sure how to distinguish learned and unlearned skills.

Other than that, everything looks very readable and clear. 

UI and battle arena aesthetically look pretty good, but the base screen looks rough.

The game plays almost exactly like Into the Breach, which means it mostly plays well. I'd probably play longer if not for the bug at the end.

Most of the changes since last time are menus, transitions between game phases, saving and other under the hood stuff. Hopefully everything works and I can finally get to making gameplay.

(2 edits)

Played a bit, here's recorded gameplay and some written thoughts:

Could use a tooltip window when I mouse over an ingredient to see what effects it has without opening the book.

Game needs a more straight forward introduction to main gameplay.

As you can see in the recording I went around and gathered some herbs and done some quests. But if I understand correctly this isn't the gameplay loop, it's more to add flavor and lore to the game. After turning off recording I went to see what the quest board is about. I assume the gameplay loop is centered around it, but I don't really get how it works.

When brewing I wasn't sure what decides what type of potion I'll get. I know it's decided by strongest effect value. But when brewing a potion with two effects of equal strength the result seemed random?

Overall I think there's too much walking not enough brewing here. To me main fun from alchemy system comes from experimenting and learning what are the rules. The ingredients could even have unknown effects at the start, but if there was a way to get more ingredients faster, then the player could spend more time at the cauldron, experimenting and making failed potions to discover effects of the herbs.

For example in Potion Craft, gathering ingredients is basically a formality. I'm not saying to remove walking, being able to visit the town, talk with npcs and see the world is bigger than our potion shop was very cool. Even in the current state, walking up to some blue guy and learning there's goblins who need our potions makes it feel more meaningful than Potion Craft where our clients were pretty bland. Makes me curious, what will happen if I supply these guys.

Currently this reminds more of Mystia Izakaya morning section, where you gather ingredients and talk with people, but without time management and with less ingredients per time spent gathering them. I get the impression walking in the nature and gathering is meant to be an important part of the game, but with long distances and small yields it felt more like a speed bump.

I only skimmed the surface of this game from what I see, but in short I feel filtered by gathering.

(1 edit)

Finished the demo, overall enjoyed it.
Last time I played was DD62, so this is my point of reference.
Recorded gameplay, unfortunately no audio: 

The lore is a good addition. Previously it felt kinda stupid, but now it all makes sense why I'm shooting weird animals and tribal SWAT teams. It actually makes it more enjoyable.

I think there some scripting error with leech dogs at 00:11:40. I assume they were supposed to jump at me from the bushes when I enter some trigger. But here they're very passive when I walked behind them.

I got stuck during Elephant mission for almost 10 minutes because I couldn't figure out where to go. (00:38:00)
I jumped down behind the gate, but didn't notice there's path to the elephant, because it's behind a rock, and seeing only water ahead I thoughts it's just the end of the level.
I think there should be a visible and walkable path between that small piece of land near the gate and the ramp to the elephant. 

Melee life steal works even when hitting shields. Once the enemy got stuck and I could easily farm him for hp. (1:13:37)
I don't know if this should be removed. Finding exploits like that feels pretty cool.

I like the weapon variety. They all sound pretty satisfying, except the double-barrel shotgun. I know it has the same sound as the trench gun, but that click at the end makes it work, while double-barrel sounds weak.

All enemies were good and fun to fight. Except the lizard people. Based on how big these guys are I think they're supposed to be stronger enemies, but maybe because of their positioning, fact they're not melee and their size making them easy to hit they were one of the easiest enemies. They have same attack as slugs, but slugs were much harder even in the Chief level when I had all the weapons.

Are old weapons obsolete? Trench gun feels like an unquestionable upgrade from double-barrel shotgun and I don't see point in going back to it. But for machine gun and revolvers I'm not so sure.
I'm not saying this is good or bad, just want to know what's the intention.

Also regarding lore: the huts the leech dogs sometimes sit in bug me a little. Do locals build them as dog houses because they're domesticated? Or are they abandoned houses that people used to live in? Or are leech dogs intelligent and build them on their own?
I feel the answer is probably "those are just semi-randomly placed decorations", but knowing these are mutants, I wonder whether they used to be dogs, people or leeches.

Removing long narrow corridors between large areas feels like an improvement, but this time I think there's not enough sailing. In DD62 there were large bodies of water where I could see many islands and I could choose which ones I want to visit and in what order. It felt like a small-scale open world. That was really cool.
Now each area has only 1 place that can be visited at a given time. I feel like it takes away from the boat, making it smaller part of the game.

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Thanks for playing and the video.
Beside game over screen I see other stuff not working too in your recording. I'll look into how Wine and Unity interact and if it can be fixed.
To be clear, when you started the game, was main menu visible?

Planes crashing is AI issue, I forgot to program them to avoid clouds (they avoid ground already).

By stabilization you mean camera movement?

I'm still building core mechanics, so there's no concrete goal beside finishin that yet. But since it's playable enough I wanted to see how people fly and shoot without my own assumptions about the game.

The game looks very weird, but it's pretty impressive.
It's rare to see such a mechanically well polished game by one (?) person.
Controls seem flawless. I didn't feel any jank typical of indie games. Everything I wanted to do when it comes to managing selection, movement, shortcuts and so on was possible, based on my previous RTS knowledge.

Small issues I encountered:
>Menu before starting game does not work correcly with screens above 1080p. I needed to move my cursor to the side to click the buttons.
>There was only one thing where the game did not behave as expected: when pressing SHIFT + 1 + 2 I expected the game would select both groups.
>Also unit upgrade buildings could use some some description how exactly they're improving the untits.

I'm not a fan of RTS games, so I can't comment on whether the gameplay is good or not, since this is not a game for me. I liked not having to micro-manage the base so I guess it's accommodating  to a casual like me in that case.

todo:
1. add penalty for non-stop shooting
2. fix the game

Recorded some gameplay right after finishing tutorial.
Gameplay itself starts at 2:00, before then I'm trying to change resolution, but weird stuff is happening.


Most of it is me fumbling through raiding and windows, but by the end I'm starting to get it.
But when I explored all 4 dungeons by the end, I didn't' know what to do, because I couldn't raid anymore.
I assume I needed to complete the project to discover new dungeons. But I couldn't complete it because I didn't have work bench?
I wasn't sure what to do at that point and stopped playing. Was there a solution or did I lock myself out?

I'm gonna play it more later, now that I understand the game better and see how it goes.

Some thoughts:
>The aesthetic is really nice and it's eye catching even in screenshots.
>Settings menu could have a big APPLY button instead of small 'back'. 
>This game needs pausing with spacebar. It's only natural for this type of game. There are keyboard shortcuts already anyway.
>Health vials look like empty vials. I think there's some greenish luquid inside but icons are too small to make it discernable and it blends with menu background too often.
>There could be a "clear desktop" button or something to mass close the windows.
>You can click 'Hire' during gameplay and there's feathers particle effect even when advisor is not sitting there.

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Going of this small slice I already think there's big improvement in how it feels and looks compared to Afterlife Gladiator. Switch to 3D and new combat so far look good.

Based on buglady and cactus guy we're back to AG world, but world of the living this time? Looking forward to how this will go.

(2 edits)

Another iteration of this project. As with previous demos, this is barely a game and more of a concept. I can guarantee 5 minutes of gameplay.