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Gamsy

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A member registered Mar 14, 2022

Recent community posts

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Try writing like a normal person instead of this pretentious ridiculousness

Edit: Nevermind I just realized you just used AI for all the text. Now it makes sense why it's basically gibberish and impossible to follow.

Well yeah... it was made for the two minute horror jam. Longer wouldn't have fit the jam.

Your entire comment reeks of "git gud". That's what makes you a jerk. Touch grass.

Ohhhhh, so you're just here to be a total jerk to everyone and wank yourself off for being so L33T at the game. Congrats! You've achieved peak insufferability! But at least you're good at the game!

I am very aware of that. But that doesn't help. It's impossible to know where the teacup will end up after the floor shifts, and a lot of the time the shift happens quite literally within frames of Nexa performing the attack. You can't tell if Nexa will attack before or after the floor shifts in those instances and you are given very little time to adjust your positioning. Knowing when the floor will shift isn't the issue. It's the fact that you don't move with it.

This has SO much potential. Already an incredibly satisfying game to play. You love to hit big rolls. Feels really good. The things I think that might need to be tweaked are the fact that - at least through my playthroughs - I rolled 0's on bounties enough that anytime I got to a shop I HAD to buy the weapon and nothing else. I would've loved to experiment with other artefacts and items but my weapon was always about to break whenever I got to a shop and I only ever had enough money to buy a weapon. Too many zeros on the bounty rolls. Getting to shops with more money would I think balance the game a lot better, and would feel better getting to try out other items.

Also, enemies will occasionally spawn on top of me damaging me. Some kind of radius restriction for spawning would be good.

But super tight game! Love it!

Really awesome but sometimes I'd be shooting when the level ends and my bullets would continue and inadvertently hit and break one of the upgrades choosing it without me really wanting it.

No

You say that as an insult, but he was correct hahaha. Please touch grass. Everyone else was completely insufferable. Like, no normal person types to each other that way. Normal people don't use lame excuses to not finish work. Normal people don't use dev chat spaces to go UwU at each other. This dev group was doomed to fail not because of the PM, but because of the complete lack of professionalism from everyone else involved, including the problematic dev. It read like every single person in that chat besides Geoff was 14 years old. Grow up.

lmao imagine actually being so offended over an r-slur, an AI pfp, and similar things that you ruin the game you're working on hahaha. I hope you understand that this type of sensitive chatter and attitude does NOT get you anywhere in the real world. This is some really chronically online type shi*.

That's literally just how itch works dude

This game literally changed my life. Thank you. Best thing I've played on itch

Great little game! I do wish I could see what my current HP, MP, Evasion chance, and other values are though. Hard to tell how much an item will help without a reference. Like is this hat with +100 health going to help? Is it going to double my health? Increase it by a little? How much damage are bullets going to do? Makes it hard to strategize or plan when I don't even know my total evasion % chance or how much something actually will help.

This makes no sense... has this dev even gone to a single game design class? So much bad design here. Making the player go to settings before hitting play? Why not just prompt with difficulty select after clicking play? Then the character select is in the freakin settings menu? What? Then, you click play, just to be brought to a second different main menu? Like wtf is even happening? Terrible design.

Non-discrimination is not a human right. Non-aggression is. But you should be able to say no to someone demanding your services for any reason you want whatsoever. I am aware the current laws don't totally reflect that and actually allow certain groups to force services from others. But I'm saying when you get deeper into the logic and philosophy behind it, it is wrong to - by threat of force - force anyone to provide a service for someone else on any basis of any kind. You simply should not be able to force a service or good from someone that does not want to provide it. They do not need a reason.

Non-discrimination is not a fundamental human right. There is no such thing as inherent positive human rights. Trans people have the right to not have their rights taken away. That includes things like taking their ability to move freely, speak freely, believe freely,  Forcing someone to provide you with housing if they don't want to is not a right. Forcing someone to give you a job when they don't want to is not a right. If someone can refuse to provide me housing because they don't like my face, that's their right. If someone can refuse to provide me housing because they don't like that I'm trans, that's their right. I don't have to like it. I can say it's unfair (it is unfair), but that's that person's right.

huh?

Explain

There are no human rights being denied to trans people in the Western world.

Literally the opposite.

Literally any .exe you try to open from an unlicensed source will trigger that. Is this the first game you've ever downloaded? Genuinely asking, not trying to be rude.

It was the room where you need to place a bomb next to a switch and quickly run past the barrier before the bomb explodes. I had figured that was how to continue through, but no matter how many bombs I placed on or near the switch it wasn't setting the switch off. It eventually worked but seemed random. So when I left the comment I assumed it was broken or perhaps bombs couldn't set off the switches. Now I understand they can, but I went back to try to replicate the issue and I did have issues with the bombs not setting off the switch, sometimes even if the bomb was directly on top of the switch.

Dayman! Ahhhh ahhhh! Fighter of the Nightman! Ahhh ahhhh!! Champion of the sun!!!

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Definitely Zelda inspired. Neat little game. Clearly a good amount of effort went into this! If I could offer some constructive criticism for the general game design:

  • Making the "A" and "B" buttons alt and ctrl when using keyboard is a very odd choice. Consider picking keys that are more comfortable to use with WASD.
  • There are too many screens that serve no purpose besides having some obstacles and enemies on them. It makes backtracking and navigation tedious rather than exciting. Make sure every screen has a "why is this here" answer for it. For example, in the OG Zelda, every overworld screen contained something. Whether it was a secret, a shop, a dungeon, an item, or served as a biome shift. There was rarely, if ever, a screen that just had obstacles and enemies for the sake of obstacles and enemies.
  • Consider making obstacle destruction permanent. If you've obtained the item that allows you to bypass things like boulders, having to blow them up again every time you re-enter the screen is annoying. Edit: Actually the fact that everything resets totally softlocks you in the first dungeon.

P.S. - Is the music supposed to be an Always Sunny in Philadelphia reference? It sounds like "Dayman" hahaha

I'm on browser and they work fine. They aren't "icons" though. They're little animated miner guys. I wouldn't say they are "icons".

This spreadsheet is still missing some files needed to get the final ending/easter egg :)

Just realized another thing about Nexa that feels a bit unfair. When she uses the move where you need to pick the cup she didn't hit, you can go stand next to the correct cup, but then the floor rotates and you do not move along with it, forcing you to pick the incorrect cup and taking huge damage.

This game has a TON of potential. It's already really good. One thing that make it too artificially difficult in my opinion, is that it's way too easy to lose track of where your own character is. She's so small and doesn't stand out a ton. Especially in a level like Nexa's, where the camera is going wild and stuff is flying around, I literally had no clue where my character was in relation to anything.

They're not rats... They're opossums... 

In fact, I am only just now understanding that the BOX is not a box at all, but is in fact just a callout! I had previously assumed (as I think others did) that the box WAS the "flow". So when you get to the next screen I am looking at the boxes like they are the flows. I think the real problem is just changing the callout! Or making the "flow" be more obvious. I didn't even notice that there was a difference in how the little node looked. I was only looking at the box.

Looks and sounds fantastic. To provide some constructive criticism, I think the problem others (and myself) are having might have to do with 2 things:

- The mouse remains active even if you are trying to use keyboard. So, if I press "D" to go right, but my mouse is somewhere else on the screen, if I hit certain boxes the node will still go a different direction.

- The function of the Flow box (the very first one introduced to you in the tutorial) is not clear. I honestly think it's just the wording that's unclear. It says, "Pushes you in the indicated direction". What direction is being indicated? Does the box indicate the direction? Do I indicate the direction? Is it the mouse that is indicating the direction? If I use keyboard, my mouse seems to put a second yellow circle all over the place (as mentioned above). Having the behavior of that Flow box be unclear as to what's happening or how it works is what makes the rest of it difficult to understand. Why is it that when I press "D" only once to enter the box, it moves me to the right 2 spaces/nodes and then backwards back into the box again, entering a repeating loop until I enter another input? The unpredictability is what makes it hard to play.

PyonPyon is awesome, but there's no need to put down another awesome game like Gungeon like that.

I have the same problem. I can even hear the sfx of perhaps menu buttons or something popping onto the screen and hear the music but nothing is visible except "Loading..."

Awesome thank you!

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Great concept, but having "this tooltip left intentionally blank" appear on everything is a huge turnoff. It feels unfinished. Half the text is gibberish too. Reading what a perk does is the most unhelpful thing of all time. "Flip all non-enemies" what does that mean? You never even told me what an enemy is. How does it trigger? When does it trigger? I bought it and nothing seemed different in my next round? Nothing "flipped". You need to work on your english and UI. Having a perk written out like "flip* >flip>flip * group" means NOTHING if you don't explain wtf "*" represents, or what a "group" is. You gotta playtest man.

I'm a little confused... I never needed to load the generator onto the Rover before... but after the latest loop, now I suddenly can't leave Talos without loading a generator onto it? Now it requires power? Where did that come from? Nothing in the logs explain why that wasn't a thing but now it is?

Suuuper good visual novel. Better than most. Great art. Unique style. Excellent writing in general, though if you took a shot every time the word "slick" is used you'd die lol.

Okay well obviously I don't literally mean "most of the game". My comment's main concern is pointing out a bug.

It's literally not even close to being the same lmao. That's like if Nintendo sued Sega because Sonic also jumps.