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GasGod

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A member registered May 03, 2020 · View creator page →

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(1 edit)

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!

Really enjoyed my time with this. Glad I picked it up

Sorry, you gotta aim those at the ground. AoE (can make note)

Thanks for the thorough write up.
Yeah I think you got a bad build I had up for a few hours. The normal build (hub world + 3 dungeons) is up now

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

Thanks bro. Which fusion did you have when you encountered that?

Thank you. I recently pushed an update to make the quota 25 (without changing the total number)

great feedback, ty!

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!

Good feedback
Which dungeons did you do?
The fusion abilities are charged up with xp orbs, maybe I should add a note.
Why shrimp? Cuz it's funny and evocative

Ah I see now, it was skipping you to one of the dungeons, I left in a line for debugging. I fixed that, the whole game should work now

Could you describe what happened?

Thanks nachoman!

You lose items and what not. Thanks for the feedback

Let's see what others say. This type of game requires a lot of different hands imo
I'm tainted from the last 25 years of these types of games. Maybe someone with a fresh perspective will feel diff

Ah, I see. Yeah that's a bind. One thing you could do (if you're not already) is tie stats like friction/driftiness to other characters and see which players like the most

Thanks dude. Your game looks monumental - will play it sometime this weekend!

I drank a zero sugar red bull before playing - which was the OPPOSITE of a big mistake.
Feels like a very competent Hotline homage brudda. Props on the music! Probably top 3 most fun demos I've tried thus far.

Solid aesthetic and feel!
Feels like megaman meets warioland, never a bad thing.
Is there a reason I shouldn't spam dash-screw?
Player's hurtbox seems a but liberal for the tutorial. Maybe I just suck?
What are your plans for the game?

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!

Oh cool! I'll try playing more later

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!

Bunch a new stuff. Try the solo mode and see how many dungeons you can clear without getting bored

Thank you god. I will check out the latest awoken patch asap

I'm on w10 and it works fine. Strange

(1 edit)

Don't listen to drdooms
Make this shit MORE gay
(I'm glad you're close to release. still a frustratingly good time)

I agree with islandware. A bit too opaque rn

Could you explain the golf ball aiming mechanic to me a bit?
Good atmosphere so far, just a bit filtered

Thanks. Yeah, soon there will be actual levels and bosses and what not. Just wanted to make sure the core gameplay is solid

It was pretty satisfying getting good at this game. Fitting spinning objects through intricate spaces appeals to me; I believe there's something here.
Just get it polished, juicey, etc. Dopa-trap your victims players

Thoughts after the tutorial:
Pretty damn satisfying to play, very polished.
I really like the motif. It makes me feel like a sicko thug. Eager to play more later tonight

Do you mind uploading a .zip of the game instead of a .rar?
Will update this post once i can play it

New upgrades, UI stuff, enemies, tentative character design, refinements, etc.
Also fixed the over-boing crash.
The browser build might stutter loading at the end. Give it a second.

Very competent, solid, tight. Mechanically sound
Controls well, camera works well. Inventory interaction needs work though.
Is there more combat feedback planned (blood, effects etc)? Could really use it

I respect that

My favorite game so far, purely because of the rat boy genius graphics. Paint kino

mmm... Two tits, one pussy!
Nah but really, I suppose this is fine?
There are already a ton of VS games in the world. What are your plans here? Not crabbing, curious to see what gimmicks you wanna bring to the genre