I think you can get killed if you ever stop boinging fairly easily with all the mob density
But no not really
GasGod
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First critques from playing for 10 minutes:
>The headbob / walking animation has the arms clip into the camera while holding the shotgun?
>Mobs can kind of just get stuck into you and sperg out?
>Mouse sensitivity isn't changing despite my best efforts?
The gun feed back and gore feels pretty good so far though, it got me through my initial discomfort.
I also like her so that helps
Presentation is great (obviously not including the grey placeholders), general vibe is great, I think some of the sfx is pretty jarring to be used that frequently and need some variation in pitch or sampling.
The gameplay itself is solid enough; good pickup-and-play concept with a framework to add more depth.
I agree with Mayo that things got a bit too difficult too quickly, but I'm also not sure if I tried all the modes out?
Anyway, keep pushing!
Good work so far Osur. Can feel the ToK DNA here (in a good way)
Obviously needs polish in its UI and what-not right now but I could see weapon juice (recoil, particles, sfx etc) a good path to maximize right now, I think I wanted a bit more OOMPH when I was playing?
Will play this every DD I can expecting big progresso. GL!
Is the browser build off center for anyone else?
Either way, this game is super unique (as far as I know) and a nice take on the tower/idler genre. It's already really fun.
The hud elements seem a bit non responsive sometimes, like they just kind of hiccup for a second when I scroll over them?
Other than those first impressions, I might actually come back to this one. Keep it coming!!
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
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!



