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Grey Feather

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A member registered Jul 06, 2023 · View creator page →

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the animation tree ignores spellcasting while moving left and right

pot colliison is unhinged I got to the WIP world by climbing on the boulder, I think that’s unintended Camera clips through walls, possibly spoiling secrets. I tried to jump hover and hump the walls in the room, couldn’t find how to get there. Got kinda stuck when I lost the pasta push spell at the labyrinth after going back. it wouldn’t stun enemies. the push symbol was stuck on the hovering ghost. A large ghost in the library inside the mansion ran into the wall, I don’t know how you complete the quest there.

I managed to make the OC goombas clip through both the wall and floors with the push spell

I liked using jump hover tech to try to get higher in the wip world, I always enjoy PARKOUR unlocking secrets and paths not always intended. the hat mentioning cancer off the bat gives the game a sarcastic tone which I don’t know if I’m a fan of.

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I like the psx shader on inventory items, not on the terrain. makes it noisy. fine on the sky.

A torch placed on a block will remain after you destroy the block

Whoa, items that take 2 slots. actually they just enlarge the slots. that’s weird.

Opening inventory while the map is open feels wrong

The generic “use” animation feels wrong on the map, not a huge issue

The magnetic collection area for “dropped” blocks should be a bit bigger. maybe it’s not as tall as the player, I had to jump to pick up some stuff very close to the camera.

Can LMB place blocks over items you “place craft” with F, item doesn’t become pickable automatically.

scroll wheel works on the inventory while in the wiki(actually all submenus/screen seem to not block higher order inputs)

I think falling material interacts with player collision, unnecessary.

Took me 10 minutes to finally check the wiki and craft a shovel, pretty satisfying sounds. In retrospect I was trying to find a crafting table and placing a single item on the ground, then adding something to it. I stopped playing minecraft way before in game wiki, progressions and stuff.

Instead of crafting ‘split wood’ shouldn’t it say twigs?

Can see craft-placed outline through walls

Yeah, sorry, I’m not good with story heavy games so I had to drop out. Incredible art. I didn’t like the way the pixel font looked in the small text boxes but it was readable. It looks better in the large one.

Add a web version or a dl link my friend.

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First off, I thought the name Tammy gal might be a fit since Tammy is a woman’s name.(I know Tommy is the gun)

It feels like an arcade game, but plays a bit slower than I’d like.

-3 enemies per level feels low, I think some sort of wave system would be nice

-walk is very slow

-jump has a quirky animation(not necessarily bad considering the game) but covers very little space slowly. I’d prefer a more snappy one that covers more distance(This doesn’t promote jump to be the best mode of movement if you make the movement faster as a whole)

-I’d like it if the dodge covered more distance so I could dodge an incoming burst reliably with one roll

-I think there’s not enough warning for the first enemy in map 2/you should have more space advantage(for dodging) or warning (spawn position) advantage for it to be fair.

-locking on enemies could turn you towards them, in case you are looking away and unaware.

-My lives ended in the double encounter after getting the yellow key. It might take more experience than what I have to manage positioning successfully but it felt unfun with the current control scheme and movement speed.

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Well, I feel retarded for not understanding how to deploy/enter combat. the empty slot is there, m1/m2 does nothing, committing a mech in the hangar seems to do nothing to “authorize” it for deployment.

very noob to this kind of customization, I don’t know if I couldn’t fit a purple weapon on chicken because of a weight issue.

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Jeez, the 3rd wave(red skellies and bunch of skulls) destroys me every time. something something positioning, and not losing half my health to skull self destruct when you grab it, at the end of the round. (allow proceeding forward with a ‘living’ enemy in your hand?

pretty cool.

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Yeah, you have to craft a club to be able to attack(This was a game design consideration at some point but I realized this formula is not fun enough, even if I polished stuff more). Fair comments.

You forgot to reenable DL/web version.

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A time management - timeloop - exploration prototype - won’t be expanded in this form.

Controls:

wasd

m1 attack (can’t when empty handed)

m2 throw

q cycle items

e combine

f interact

h - fullscreen/off

o - restart

The lowest item in the stack is the active one for combining and combines with what’s in front of you, if possible.

(Item combination list available on the game’s page, can’t post it here)

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The topless dominatrix in dev world is hot

I think the default walk cycle being leaned back when you don’t carry anything is goofy.

What’s polished looks great. I hope we can bully and save the babybots in the future.

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cute idea, good execution.

feels a bit too zoomed for how fast jellies come, one bounced me into the chasing pack and it was over instantly from full hp.  Could also do offscreen indicators for freshly spawned enemies until they enter the screen.

 spells have a wide power disparity. winter felt rather useless. light arrows were cool. bubbles felt worthless, mana waste.  fire+light hovering ball was insane. 

I think there's too little mana recovery from kills, the game was a lot of dodging for a bit, waiting for mana. 

The game progression doesn't feel right, just being in an arena surviving. What changes between plays? adding unlocks when you reach "the boss" and the run ends and not having all elements available so you have to focus on getting a build could be an idea. 

I could be missing some stuff, my death bummed me, it's a slow start with the rate of element unlocks and I didn't try tri-element spells or tree/earth element.

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Well, I'm not very good.

==== tutorial =====

tuts disappear very fast with no way to reread them. being able to chain wallruns would be cool but might break level design. couldn't explode the demo charge which would make sense, but maybe it was in the text. floating terrain bits don't disappear. looking down to see booba will surely be nice for marketing. first time figuring out "this smarts" replaces sucks. I was very bad at dealing with armored dudes, missed the tutorial.  I did clear some of the real level before dying.. on normal. boost explodes breakable terrain if you're up against it. 

There's something annoying about the transition between hip and iron sight. I'm a casual FPS gamer so take suggestions with a grain of salt. maybe it should be faster and less bouncy.  

enemy shouts "flanking" follow their location, making it a bit too easy.  it would be cool if downed enemies shot in the legs could still shoot you. it's cool that they can also shoot you through walls. 

I think I got detected by seeminly taking the stealth route before shooting, maybe I made too much noise. but it was enemy chatter I didn't get so maybe not. I'd prefer if the UI didn't shift around. 

It was cooler back then when you used your fist to break walls and I also enjoy the usecase of getting the drop on someone more than breaking large pieces of walls to get in, that's where it gets tedious, but then you'll add explosives at some point. 

I like the gamefeel, enemies are probably pretty good.  nice game.

>negative review

Well, I did write that the balancing is whack and it's wip. 

Stars are an extra currency, I haven't implemented ways to spend them yet so they just add to your power multiplier. 

Early bad code/node architecture design locked me in a chase after performance so physics/lights are out but I definitely want to add more dynamic events on latter cubes, some are in various stages of implementations. The concept of hitting multiple cubes by aiming at the borders to try to maximize yield is obvious to me, but seeing as fresh players might take a while to get it I'll definitely look into some way to highlight it. Thanks for playing and giving feedback.

Oooh thanks for catching the scroll wheel bug.

I had plans to improve spear UX, the UI was very placeholder, I hope a larger animation will catch the eye because having a click on every charge got annoying for me. 

An orbiting star is actually an awesome idea, thanks. Some blocks are planned to be spawn-in, I'll consider star as well. 

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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).

Uhh, which breaking scene? the transition? like transition automatically when there are no more upgrades that you can afford? or something else?

Great suggestions, audio design is definitely not my strong suit. Thanks for playing.

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Nice. had to learn how to operate a shotgun. the new slug model spawns immediately after you pump up, before the animation hides the chamber which you can delay. The windowed screen grabs the mouse and inputs so hard I couldn't even switch tabs to close it or ctrl+w or even alt F4, had to alt tab and close the browser. 

surprisingly fun for how one sided it is, the whole control scheme is very playable and fun. I don't like the brick walls and square walls, they get crunchy/weird. The audio is great. you're pretty good at this gamedev thing.

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Thanks for playing, thanks for the kind words. hope so.

- spear ammo ui is placeholder

- I know about the freeze bug, it's on my to do

-First user to say so but it's not uncommon with unsigned apps(Basically if you want to be safe from windows warnings you need to shill micro$oft a few hundred bucks a year, distributing with steam solves this)

And I'm pretty sure that if the char is facing the camera the dot product check breaks for attack angling up/down and it always faces up, tested it a bunch.

Preferred it without the filter
feels like parry has too many frames, I shouldn't be able to parry when I did it too early and my shield is fully extended and he's hitting the tip of it

doesn't seem to be vulnerability frames between end of parry and snapping back to guard if you hold guard. couldn't get hit, tried.  

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The text says press anything to continue.. but only spacebar works. maybe there was input detection before, I'm pretty sure I haven't tried spacebar. Now I'm stuck here, can't start a new game. feels like an empty cart is supposed to bring up a menu when it goes flat but nothing shows up.

Thank you for playing.
There's no joke about the name, It's more of a stylistic cool name decision. It's basically always a cube. 

If the drills were fast and weak it'd remove one (important) upgrade field, so I don't have an initial improvement idea. I could alter the visual state of the drills according to the speed though, I'll test that. 

By "repetitive upgrade fields" do you mean upgrading damage, then upgrading damage again in another node? It's a pretty common trope in those games. And yeah the economy scales so you usually grab the earlier ones first.  

I don't even know what alt enter does so I haven't tried.

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Uhh, the window mode you launch in(fullscreen exclusive?) is fucked, windows resize when I alt tab. I think borderless fullscreen is more preferred. launched the game, mouse and kb did nothing. plugged in controller(8bit do pro2), did nothing.

could not get past intro screen.

Old version, it seems.

First run:
Great music. cute girls. Lost 3 dudes in one surprise encounter because I thought right click just let me pick turn order, but turns out it was skip turn. Seems like you want more strategy, I went boom boom all attack and it didn't go so well. Slime titled encounters are skeletons. Map movement is rigid, look into input buffer to let players queue inputs before the animation is finished.
I'm usually not a fun of diagonal maps where up input can mean either diagonal right or left, unnecessary complication. look into letting users use num row keys to input commands during battle.
1 is attack, 2 opens up skills, allows you to press 1-4 to input skill etc.

Whoa, thanks. I'm glad you liked it, didn't even know it can be supressed with the current tree and scaling I implemented.

Star currency is meant to have more function later but it's only +0.1x attack scaling right now.

Got up to day 5/6, quit. 

I think it's my first autobattler of people in a row melee/ranged, so it took me a while to understand what's what. would be nice to be able to pin stats so you could inspect them. right click your monster, pin stats, check melee symbol, check ranged, check (attack timer symbol?). it felt like I was cobbling together a team from pretty weak mons, not much strategy and buildcraft. evolving is cool, don't know if it changed anything substantial for my rogue->ninja. after a night shop I had an encounter with guest red dragon and I auto won, the dragon wasn't there.

-guys can shoot at me from offscreen(mostly left), presumably get despawned/out of range when I advance enough.

- killing trees is hilarious.

-funny sfx

Tried to jump off the map from the big roof you need parkour to get to, got stuck in this small place, but I saw the last bones at the edge of the map way down. so I'll consider it 100% completion.

It's rather easy to accidentally see this

The hyper precise jump which wouldn't work from any other direction on the other boulders due to sliding

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GIGASOVL

fun movement. cute character, animations, world. some really ball busting jumps with really precise timing, more than necessary imo. Maybe you could extend the time in the peak of the wallrun before sliding down, it seems jumps are tuned to really nail max height.

I didn't check the game page so I didn't know about shooting or mines.

I think the idea can be cool. vision detection goes through walls and pathfinding is needed.

You're welcome but consider me a noob player who only gave it 2 or three tries(not sure if I died and failed), tweaking the timings might mean a good player will suffer due to it. maybe there's a better way to avoid those collisions. 

Hey, the most up to date build is from dd66, you have a new one or that's the one?

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Heh, I was a doubter but it's pretty fun.

- sometimes after getting hit the player remains invisible

- getting hit with a side collision on a car going in the same direction feels cheap, speed penalty is better

- amazing hit animations

- speeding up after/at the checkpoints just before the first truck means you run into its wheels. Maybe you can boost enough to outrun it, I tried to go slow and slide. well, just remembered you can stop manually.  If you can't outrun it(I don't know how the boost mechanic works) it'd feel bad to be forced to slow down.

- some hits feel cheap, there's a 90 degree turn near the end where I hit a car right away. but I can't see it coming..

The game could get stale if collecting cans is all you do, it's a pretty 90s platformer premise. 

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Well, the control scheme is annoying. I don't know where you'll go with this but simplifying everything to single clicks would be better. 

dedicated X and Y  job buttons instead of dragging tools into slots. maybe just plus and minus buttons near each job to order people. if their names - identities - stats do matter, it best be with little friction as possible to set them to whatever job they fit. but right now it doesn't seem to.

having the people remain at their work until ordered otherwise when the day is over. I don't know if there's more than gathering resources, the friction of the control scheme is too annoying.

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There's a gameloop this time.

Controls: Mouse, controller in the future.

Important notes:
THERE IS NO SAVE FUNCTIONALITY YET. A browser build is not available due to occlusion culling not being supported. 
Known issues: shader stutter, upgrade tree panning feeling smoothed/lerped even though it is not.