Sorry for the long wait, unfortunately there are features that I'm using that require the forward+ renderer, and I'm not sure if I can twist those features into the legacy renderer.
gigglebiscuits
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Mouse support is definitely a nice to have that I will consider adding. My goal by using WASD was to make the game playable with one hand, and while I hit that goal, there are definitely some areas where the control could be improved.
One of the first things I would do to improve this is giving more feed back on combat and raiding. It's one of those things that I only had time to get it working and not enough time to polish. I'd hoped to get a sort of digital manual explaining the rules that could be pulled up at any time, but ran out of time and had to rely on the blurb at the beginning. Which frankly sucks.
In any case, thank you for your kind words and taking the time to play my game.
I really love the ambience of this game, it's rather soothing. I think it's a great starting point to build something else off of. I could see a puzzle game where you strategically have to place your three pieces, or something of the like.
In any case it was a fun little place to go for a little bit!
Love this game's grungy look, makes me think of the best from the PS2. Also the music is excellent. I also like the controls of the worm thing. It's rough and makes me feel like I'm piloting something way past it's prime, and it's way cool.
One issue I had that was kind of a deal breaker was how small the font showed up on my screen. I have a rather large screen, and there was no way to resize the window or the fonts (as far as I could find) and it made it so that there was a lot of dialogue that I had a hard time reading, and thus understanding what I was doing.
Other than that this was a cool little experience. It did a great job of whisking me away to these woods. The music was perfect and I cannot praise the controls enough. They're just clunky enough without being frustrating, and when paired with the sounds of the little worm guy, it's just expertly crafted.
Really great idea for a rhythm game. Only feedback I have is that I'd really like it during gameplay to know if I'm a bit late or early so I can adjust my play. Also some different songs on each level with different beats would help mix things up.
Also finding some way to highlight the difficulty options would be nice because I suck at rhythm games, and totally needed the easier setting but missed it my first time through.
Love the music though, and the minimalist art is quite charming. Great work!
Really well done! Nice creepy aesthetic and excellent gameplay on top of it! This is clearly something you put a lot of time and effort into. A few notes that I picked up.
1) I'm a bit of a numbskull, and when playing through the first level I missed the ghoul mechanic (which is way cool btw), and killed all the villagers and thus wasn't able to complete it. Perhaps you could have some villagers respawn to avoid that? It wasn't awful to fix, I just had to restart the level, but it was a little annoying.
2) Personally I'd like a control configuration that doesn't use the mouse.
That said, this is really cool. I loved the little voice clips and commentary the main character makes as you move him around, and think that could be expanded on in key places to make something really charming. The core gameplay loop is stellar and definitely something I'd love to see expanded into a full game.
This game is one of the best usages of the theme I've seen. Good controls and really fun presentation. Only issue I had was I couldn't figure out what the squelch was about. My ick just did a little movement and nothing else. Not sure why I would want to do that gameplay wise. Also I think I found a bug where I got under someone's foot my first round, and then on the second round their feet were still dirty.
Even still I thought getting people's feet dirty and having them spread it for you was a cool mechanic. Would love to see more from this.
This is really ambitious and well put together. Control is really well put together, and I like the drawing spell mechanics. However I got stuck after I let the goo loose and couldn't figure out what it meant by destroy. I think some Valve style playtesting might help out, as I can tell there's a lot of effort put in here and it's also possible that maybe I'm just oblivious. All in all I liked seeing all the ambition and creativity poured into this, and am interested in seeing where this thing is supposed to go.
It's a great concept, and I definitely think it has some potential. I do think that having some tool tips, or some way to better explain how it works would help. It took me a whole session to figure out what I was supposed to do, and it was a little bit frustrating. On the whole though it's fun with a very unique art style that I'd like to see expanded upon.