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Glascade

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A member registered Aug 18, 2024 · View creator page →

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You can check your pockets by using the freelook key and looking down, it's never explained in the game though. I'll be increasing the resolution from now on and tweaking the textures to reduce noise, thanks a lot for the feedback!

It felt the same, mainly because of the layouts I'd say, I wasn't expecting anything new though.

Looped through the game twice, found it pretty fun, I think that the biggest threat the player can face is a vertical wall of enemies, mitigated a lot by getting the axe special attack. I didn't find myself strafing too often, only when dodging very close clusters of bullets. Anyway, it's got some nice visual and audio feedback, the sprites are readable and I didn't encounter any bugs, great work so far. 

Really nice presentation and tutorial. The art style reminds me of some flash games that really stood out, like Zombotron for example. The 3D area is a nice touch too. I agree with Penguin Garden that the lives indicator looks like it can be hit, my first shot was towards it, good thing it was during the tutorial. Really fun and solid gameplay loop, best of luck with development! 

Some great ideas and mechanics in there, it needs a more cohesive art style (by pushing it into pixel art with a set color palette or fully hand drawn) and remappable controls. Could also have some classes that benefit players that go for back-to-back tetrises, t-spins or combos. Best of luck with development!

Seems a bit too easy, encountered some challenge during wave 9 when a bunch of red enemies spawned, then it got a lot easier, the boss died relatively quickly since I let him hit me for the damage bonus relic. The demo's difficulty might be on point now that I think of it, the presentation and art style might attract players that don't seek too much challenge and want a more time-killer type of game.  Other than that the game seems really well polished, best of luck with the steam release! 

I really like the premise and the gameplay, super easy to understand. I think it's missing a way to communicate the player about upcoming shops or level ups and some spells' point of impact seem to land lower than where the cursor is at. Other than that it's great, big fan of the cover art too.

I might add a break-action shotgun to teach chamber loading (since it's the only way of loading those) and I'll probably have to use a higher resolution, readability is a big issue and if I plan to have long distance shootouts it will need to be improved. Thanks a lot for the feedback.

Thanks for the feedback! Yeah, I've got a wheezing sound effect planned for the slug cartridge, for the other two maybe slightly altered hitsounds? I'll see what I can do to differentiate them via audio cues.

Thanks for the playthrough! And sorry for the terrible UX and lack of proper tutorials :-(

Password: thegame

Mmmm waterfalls...

Awesome animation, also I think it was a great decision to have it with a lower resolution than 192x192 👍

What a sphere! The glowing effect is amazing too.

Excellent loop, well done!

Super nice confetti physics, well done!

Right into the favorite gifs category, awesome work!

Amazing set! The cube and the facepalm are my favorites⭐

Cool

Love the casings flying out and the aiming down sights perspective, super well done.

That is one of the best stone wall textures I've ever seen, bravo!

the boatest of all time

Please don't end my run mister beehive man...

Awesome work!!

Made me crave a shamburger, awesome model!

Yeah, the bug persisted even after returning to the hub world.

Thanks, player onboarding is one of my biggest concerns, it's quite a lot to take in if you don't know how pump action shotguns work IRL. Buckshot rounds are general purpose, 9 pellets, decent damage; Birdshot are for shooting down drones, 24 pellets, less damage, more spread; Slugs are for more precise and longer distance shots with a single projectile that deals a lot of damage.

That's pretty funny, I'll have it launch in fullscreen and move crouching to C to prevent stuff like that.

Thanks, I'm on it!

Not really, but I'll allow the foreend movement to be rebound to anything. Perhaps people prefer something like Beyond Citadel with C/E for pumping, but it might interfere with Q/E for leaning. I also thought about moving fire to the right mouse button, so if you're right handed, your index finger stays on the scroll wheel while your middle finger handles firing.

Face tanked all the bubbles from the first boss and then died at the second stage. Music is great, voicelines are even better.

Ǫ̴̬͇̩̓̈́̆Ḩ̴̥̭̯͙̥͈̍̍̕ ̴̙̥͇̓͐̈́͛̏̄̚͝F̷̢̡̢̳̤͍̦̬̻̼̥͌͐̄̈̚͜U̶̧̯͙͇̲̰͇̞̍͒̐̂͋̈́̎̐̅̌͘͜͠͝C̴̫̫̊̾̍̇͊̓̇̈́̈́̑͑͠Ķ̴̜̣̜͖̻͚͙͚͖̗̑͑̈́͋͜

Simple and fun, money hitbox should be bigger, sfx are hilarious, explosions should be bigger IMO.

Great game, I think I managed to beat it? Kind of, the center cube turned white then the game froze. Anyway, solid premise for an incremental game, I agree with the comment below, it has lots of potential for a successful mobile game. It's weakest points at the moment are audio and UI, the block breaking sound is one of the most important, try to make it as satisfying as you can. Some of the fonts need better contrast, perhaps a dark outline. Another suggestion, in order to make it a "true" idle game, there could be a checkbox on the upgrades screen that automatically plays the breaking scene (you could gate this feature behind an upgrade as well).

Best of luck with development!

Super fun to play, even if I didn't find the objective, but I spent a good 30 minutes swinging around and shooting squids. Could be described as 'Dream Swing meets Devil Daggers'. In my opinion, the sound the enemies make should be a bit louder and more frequent perhaps, got killed a few times due to an unseen and unheard squid flying way too fast towards me, perhaps a low but constant wheezing or humming tone could work better. Also, be careful with the colors for the enemy sprites, it didn't happen to me personally but they could definitely blend in with the trees or the clouds in some cases. The game ran flawlessly at a constant 60 FPS on my 12 year old GTX 970 with no bugs, great work.

Yep, mouse focus is not very intuitive, the escape key is supposed to unfocus the game. I need to learn more about animation trees and how to blend them together (I'm doing them all inside Godot). I also agree with the textures and I think I know how to improve them.

Glad you liked it!

That's weird, I'll look into it, thanks.

(3 edits)

Yeah, I might increase the resolution a bit, the slug cartridges should technically give you a chance to take long shots, up to 80-100 meters maybe, but the current visibility is not fit for that, that's why I put in the zoom key (Z) as a band aid solution. The plan is to have enemy squads (4 or 5) with dedicated roles (leader, machinegunner, drone operator) that are smart or engaging enough to fight, kinda like Stalker or Half-Life. I'm still trying to find a lore justification for sending a guy with a shotgun to get into a 1vXX firefight...

Thanks for the feedback!

Very charming game, the fairy shmup was my favorite, perhaps because it has the most polish and the best presentation so far. It would be even better if the fairies were flying together in formation (could also shoot together) and fall down or become exhausted/greyed out as you get hit, without having that awkward pause as another fairy comes into play. Also, the main menu music goes super hard.

Perhaps the camera drifting is due to you having a controller plugged in? Anyway, I plan on adding controller support so a simple deadzone will fix that issue eventually. The dummies have a certain HP before they explode, in the screenshot you posted, you were using a birdshot cartridge, it has more pellets, more spread and lower damage, these are more suited for taking out drones (coming at a later update).

Thanks for the feedback! 

Really cool demo, got everything except the big bone at the top of the building that has the two signs. I missed the red button the first time I entered the tower and collected all the bones around the upper level, you should make it stand out a little bit more, maybe with a faint glowing pulse, scale it up or perhaps it's just skill issue on my part (reminder that gamers never look up).

Controls were nice, I feel like I'm holding shift all the time, perhaps you could invert walking and running? (maybe making it a toggle within the options menu), I'm partial about the skid or slide the character makes when changing directions, it can be easily bypassed if you let go of the movement key you're holding before moving on the opposite direction, so it's not a big deal, perhaps you plan on adding a side flip like in Mario 64.

Another small nitpick: I think the shrinking of the character on every jump is a bit too much

I don't know if it's my GPU(GTX 970) but I had this graphical bug with the portal at the start of the game.

Overall it's a really fun platformer, the texture work is phenomenal, I really liked the bluish hues of the cave passages, the art style is on point, you will be getting that a lot. Good luck with development!!