Thanks for the feedback man!
Yeah, was the RMB ability 30 seconds or 25 seconds? I pushed a 25 seconds build but I'm thinking about lowering it again (for campaign, no MP). Same with the R ability, reducing the charge requirement.
The little mob farm thing after the stone is just a small grace period to try out your abilities + level up more before the boss spawns kinda thing.
You roll a new shrimp every dungeon, then can switch to it in the hub world with the statues. The macro goal is to assemble the strongest group of shrimp possible to kill the boss. Also the shrimp you've created can either be saved to repo or sold for points and tokens
GasGod
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Good camera and movement. As someone that has made a (failed and went nowhere) platformer, that's a feat within itself.
Second the reviewer on bones feeling a bit juvenile (paw patrol) maybe for my taste.
But without a doubt there's a solid base here to keep expanding and building on. I can't think of too many complaints atm!
Thanks for the video!
I added some more radius on the weapon boxes.
Mainly for ppl reading: As for the miniboss enemies that are HP sponges, you gotta make sure to remember to update your stats + use your full kit (I noticed you didn't really use your F abilities while playing) to dispatch them quickly
Thank you.
Yeah, I'll have controller mappings soon... it is just a bit crowded rn.
You roll a new shrimp each dungeon, and completing a dungeon saves that shrimp to be swapped to in the hub (The end game boss will require all of your shrimp to defeat it). Finishing the game you can either turn said shrimp into points to unlock things, or save them to be used in multilayer modes.
Any map in particular you got out of bounds in? All of them?
Thanks again, I'm meaning to play your game, just a lot to play and be thorough with!
There's progress here since the last time I played 4 or so months ago, but I still have some issues:
Gravity seems too floaty still - I just think the grav being this low makes for some unsatisfying platforming sections. You could include ramp boost pads if you still want players to close gaps.
Camera doesn't clip out obstacles - There are some points where the character is under the terrain and you can't see them. You could solve this with a simple raycast + camera "near" value system probably.
Combat feels tedious - If you're gonna put combat in this game, I'd make it more punchy and impactful,
Movement is still a bit drifty for my liking.
Focusing on title menu UI element buttons doesn't seem like they're focused - why are you decreasing opacity on focus?
Take everything I said with a grain of salt, thought I have played my fair share of marble blast / monkey ball likes in my life. Refine the core movement and gameplay systems before you invest more into character design IMO
God speed anon
Incredibly polished and fun to play. You really cooked with the UI and overall feel.
I played for about 30 minutes (I'm pretty bad at this game lol)
My only feedback: Pump up the juice. You basically want the player to cum their pants every time you do something you want them to do... More numbers, more screen effects, more particles, etc!
Anyway, this game seems almost ready to release as-is. I'm happy for you nacho!
Easily the most fun game I've played so far. Very satisfying physics
The tutorial blurbs need cleaning up, but nothing you probably didn't already know.
Roto spinning or whatever feels strange... Could probably be idiot-proofed a little or just made an incidental mechanic rather than a central one
Anyway, this game rules... You got a hit on your hands.
Impressive game. A lot of elements already feel very robust.
Played the tutorial, quit after because the game game me really bad sea sickness lol!
I wanna try MP, I bet it's a crazy time.
Critiques right off the dome: Make hit sounds and shooting sounds better and more dynamic
I've never seen you post before but I see you're in the discord. Definitely one of the more powerful aggy devs!



