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FungalCactus

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A member registered Apr 20, 2015

Recent community posts

Interesting stuff. I definitely have some misgivings about capitalism, so it's pretty refreshing to see a game like this. I don't completely understand how it all works, and I think that could be helped by some tweaks. I think the game would be improved if you could see descriptions of the elements of society (buildings, institutions, concepts) after you've changed them. These descriptions could detail what they were initially and then what you transform them into. I think this would help people to understand what's actually happening in the game. I like the minimalist/low-poly look, but that also makes it difficult to discern what you're looking at.

Just finished the game for a second time. Really nice game! I actually like that you removed the speed cap. Blasting across the screen by charge-diving is quite fun. Anyway, I do have a suggestion/criticism: I played the game with a controller and found that the deadzone for analog movement is really tiny. I had to make an effort to not push slightly down and accidentally fall through platforms. I think making the deadzone larger or adding a slider for it would make it easier to play with a controller. Other than that, it controls great!

I shouldn't pressure you. That is a difficult decision.

Will we get a Steam key if we bought the early access version? I just like to have my games in one place. I'm planning to play this soon!

You don't walk through walls, you just control all ice on the screen.

Finally bought the early access build. Is there a forum for it?

It seemed when I played that the demo required you to press the attack/charge button while at the same time requiring you to press a direction, either by letting go of the direction and pressing it again or by moving from a standstill. I thought of the run trigger in games like Super Mario Bros., where you can start running from a walk by simply holding the run button. I thought that would be much easier and more intuitive compared to the current trigger to start the charge in the demo. Stopping the charge doesn't have to be done this way if you want the charge to function as something other than a generic run.

I don't mind if you would lose momentum when you aren't actively increasing or maintaining it. (walk - maintain, dive - increase)

With regard to the speed cap, I'm not really sure what you mean, but I'm thinking you might mean something similar to high-level Super Mario 64 or Dustforce play (neither of which I can perform). Actually, this franchise(?) reminds me (favorably) a lot of Super Mario 64 in terms of movement.

Oh, okay. Assuming I was following the rules correctly, I won 2 out of 4, I think.

But wouldn't the JH be wasted if the 9H was used first? In the rules, it states you can only heal once per room.

Sorry, it's been a while since I played the predecessors, so I couldn't remember how dives worked with momentum. I think my main issue with it is that you have to wait before you can proceed with normal walking or a jump. I'm maybe being too picky about that.

I see why you would want to distinguish the charge from a normal run, and I think it should work. The thing I'm most concerned about with it is that you're not able to start charging while already walking. I feel like having to trigger it while standing still is unnecessary. Not being able to stop the charge instantaneously makes sense, though. I will say that the somersault is a pretty nice touch/reference. If you wanted to implement a charge jump to dive chain, you could limit spamming by only allowing the dive to happen once at the apex of the somersault. I didn't think of diving into a charge, but that could certainly be cool. That said, I'm not much of a game designer. I also noticed that you no longer gain height with the dive, which seems like a good change.

With the backfilip, I think the issue I have is that I press the direction and then immediately follow with the jump button instead of waiting for the direction change animation. I may just be too hasty about it.

I also kind of like the wicked damage boost jump. It's very difficult to pull off, so I don't think it should wreck the game.

While the game seemed to have low FPS, it didn't affect play very much. Probably just made things a bit more floaty, but it would certainly look better without the drops. The horizontal scrolling was not very smooth for me.

Ah, so you can consume multiple potions per room, but only gain health from the first one?

I forgot about this demo! I've played Super Skeleman and Skelemania and I really enjoyed them. I used a controller to play. I like where this is going, but I also have some criticisms.

I had some trouble with lag and scrolling, even with a 2 GB graphics card. I like the art and music, but the mechanics and controls felt a bit off. Triggering backflips is a hair slower than I'd like, but I could get used to it again. I'm not a big fan of how the dive works. Conserving some momentum is cool, but this can also be abused to continually dive across long horizontal stretches. There is also no way to cancel or reduce the momentum of the dive. I don't remember if this was present in the previous games. The lack of a smooth transition between running and charging feels awkward, as I was expecting it to function like a regular run button. It's disappointing that it's impossible to dive after a running somersault jump and retain the running momentum. I figured out that you can get a huge damage boost from spikes if you jump at the right time. Is that intentional?

Created a new topic Room with 3 potions

I'm playing with a physical deck. My current room is 9H, JH, 6H, QC. My HP is 10 and my DEF 11. I can survive or skip this room, but I'm not sure how this is supposed to play out. The rules state that you can only heal once per room, so is that incorrect or would I just have to discard a potion without gaining health. I'm going to run, but I don't see what the valid play would be here otherwise.