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Grey Feather

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

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Really well done graphics, both high grade and in a cohesive style. I think the combat, gameplay and enemy AI is heavily WIP so there's no point commenting on that. there's a 1 frame animation glitch on transition between some animation states to idle. based box destruction, a souls classic. 

missing a parry opens you up to 2/3hp bar damage if you miss it, those recovery frames are massive. enemy AI can sometimes hang and forget to do anything(including move) until you try to attack or shield bash, it seemed to be when the enemy wanted to chase me but got stuck(?) on the fence(without clipping into it or anything, just against it), so perhaps pathfind issue. I meant to screencap but messed it up.

*chthonic is a mouthful, I hope that's not the real eventual name

*played on an 8bitdo controller and worked fine

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I liked the pixel art graffiti just outside of the hall with the seats. very cool artstyle, the big dudes are perhaps a bit too simple in their design. the guy went down the stairs as I killed it, then conserved velocity and moved forward while dying for like 4 meters, then he was interactable as a physics object, I climbed on his leg and was able to spin his around by moving. I think you have a plan for light vs dark play like the way the "neon" on the character shines while in patches of darkness, it's an interesting thing to lean towards in a horror game. good luck.

Interesting concept for a whacky arcade game, the artstyle is great. 

The art direction is awesome(UI, character, enemies, blood splatter)
The procedural animation on the bugs looks very good
I imagine the map art and layout is temp so I won't comment on that
I think the circle of light around the character should be softer, it feels weird having the same intensity as your vision cone.  I think the distinction would give a different feel.
The combat feels way different from teleglitch, slower, anxiety inducing. much less room for error. you're slower than anything the game has as far as I could tell which leans into horror but also is a bit of a problem with the current tuning of enemy AI, positioning, they easily swarmed me on level 3. 
I don't like how much the basic bug sways from side to side, makes it too easy to miss it.  It seemed impossible or too risky to try to melee it, its hitbox almost always damaged me before I was able to land the killing blow, even if I softened it up with 2 shots before. 

The stamina management seems borderline pointless with how weak of a boost it gives(still can't outrun enemies) and how long it takes to recover, but at least I think it would be more fun if it recovered at a faster rate than it depletes.

I think its a neat concept that has promise but the combat balance was off in favor of the bugs. their archetypes are unique though which is good for variety.

Alright, I played it.

KBM controls are very frustrating, mouse doesn't work for anything in the menus, you have to equip with enter when your fingers are on mouse+wasd(E for approve and Q for exit in menus makes more sense in that context, check how Lunacid does it)

the sensitivity is still too low even at 2.0. 

remove the delayed animation from the ladder, just climb at a steady pace. holding E to climb it is pretty weird, either allow a one tap and auto-climb or just approach it and climb/descend with W/S. 

It's a bit annoying to drown in the river and have to start from the menu again, how about a respawn in-level?

there's not much else to comment on but good luck with the project.

For some reason pressing both mouse buttons(vertical bars, yellow line minigame) inputs back on the browser(VIvaldi) which makes that game much harder to beat. I can't find documentation for that on google, maybe it's logitech bullshit.

Uh, I'd love to playtest but the mouse sensitivity is way too low. like 1/3 or 1/4 of what I'd like it to be.

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Insanely pretty game and GMI

I think there are also hitzones with different damage multipliers? very cool. I got cornered by the two guys just after getting the rapier then spawned in your test room(?) with variants of clothes just hovering. I didn't open the door or anything, maybe dying prompted it, I'm not sure.


KBM controls are solid, maybe allow binding attack directions to extra mouse keys or control the attack with the way you move(left input for swipe left, user presses attack then is free to move and aim in any direction since the attack is locked in)
I'm pretty sure the Chivalry 2 allows using the latter method.

The UI and text felt too small on 1080p 

I beat the game on my second time but on the first time I got a map which was unbeatable. I'm 95% sure. If there are conditions that let you get more line or less quota growth please let the player know.
Well made, thank you.

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Some gamedev advice:
The mesh edges are visible on the wall with the window for some reason.

Look up texel density for more cohesive graphics.

You're fucking with something in a wrong way whenever a player interacts with the fireplace(perhaps particles), that causes stutters for several seconds. It is a weak/old rig but for those simple graphics it feels weird. I can play half life 2 or bioshock.

Instead of having a no-ambience zone inside the house and then max volume ambience, perhaps use a radius around the center of the house and ease the ambience volume gradually.

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Played on max diff

instead of gain elevation in the tutorial you can just tell players to jump, the wording is awkward imo

There are secret whiff mechanics when you miss attacks or kicks that also affect your ability to block, at least that's how it felt when I couldn't block several times when I didn't have any input or animation going on, maybe it's 0 stamina, I couldn't check during combat.

Enemy attacks feel unreactable so I was motivated to pre-block and always make sure there's only one enemy in range, fighting a retreating battle. Maybe it was partly due to whiffing, maybe interweaving kick spamming helps.

Gun enemies feel cheap, at first I didn't even try to block them because blocking a bullet with a pipe seemed impossible. they became more doable afterwards but with the horde in the boss arena that was rough.  I was able to kill the two handed thug in the arena but always died afterwards.

I think my biggest issue with the combat is the fear of getting surrounded even slightly and so being forced to play a very specific way with enemies taking turns getting a beatdown so I wish the player had more variety in playstyle. I really hope you add being able to throw weapons. 

Going down ladders is awkward, the forward input wants to climb the ladder even when you're facing the other way.

I don't know what's a good default bind for kick but taking my fingers off movement even for a split second felt like suicide, I rebinded it to M4 almost immediately.
Top tier art style/direction in game environments, characters and menus, music for this game.


For what's it worth regarding my difficulty comments I beat god hand normal KMS last year

OMFG the "rate jam" button hovers over the area where you select trucks and made me lose 7 trucks worth of progress.

Nice idea and execution, my favorite bit about it is the graphics.

GG
The only thing that I would've improved is make the collision for the handle bigger.

Look, the worst thing about this game is that it has a timer that limits clicks per second. I know I clicked a lot more than what I get, the game is running at 100% speed since I have a decent computer. This is an unbearable game design flaw.

in fact it has to be intentional, normally you would just accept all clicks. so you want to inflate game length?? 

The (AIslop?) cover image guy has 4 fingers

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-Snappier animation start please, having to wait 500ms-1s until a unit starts running or punching is too long. 
-Enemy death scream lasts 2 seconds beyond death
-Being able to walk through friendly units freely takes some of the strategy of turn order away but it could be a valid design choice, I haven't seen enough
-Allow skipping dialogue on space or some other button, being stuck on a dialogue line 2 seconds after you read it feels awful
-bkspc for undo is bad. 1 2 3 to choose actions and z for undo probably feels better, consult into the breach control scheme. this game is trying to appeal to players of that game, after all.
-there's more UI and unit stats than into the breach, I'm not sure it helps your game. 
-If we have to escape via the breach, why do the demons escape the level when it's done?

-I did not go on a mission past the tutorial because the unit animations and dialogue depress me.

I second including drifting

It somehow feels like the steer directions when going in reverse should be flipped. I can't point to a specific game because it's been years since the last time I played a game with vehicles like those, but it's stuck in my head, gamer sense.

It's weird not being able to kill infantry when shooting a shell at their feet, but only from direct impacts. I think the precise hitbox is for accuracy in detecting the zone you hit in a vehicle, but perhaps it would be nice to add an infantry-specific hitbox that's much larger, for sharpnel and shockwave.

self destruct VFX should be a different color from repair

Vehicle parts destruction is a neat.

One other bug, I accidentally clicked enter a dungeon in the overworld and wanted to cancel so I pressed escape. it loaded the next area but the screen was dark except for the cursor. moving the cursor made sound like the menu was up but nothing was visible. The screenshot I took is just a black screen.

Somehow party members seem to treat position 3 and 6 as the same one, I also tried to locate ranger at 3, same thing.
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I admire your progress the most(game to game). I admit, I wasn't sold on the concept back then but it seems more interesting now.

-Should replace resusciate with revive imo. it'd help ESLs understand it better right away but maybe you like the british tint.

-Why is the spellbook icon a spear?
-Most of the heals seem very similar. If it was the start I'd tell you to only have 2-3 heal types and focus on other support spells.
-I couldn't move my party out of the way fast enough when I had an attack warning in the tutorial dungeon but I dunno if there's a binding.
-There's some lack of contrast, most things besides the characters are faded.
-I don't like all those stats on armor, I'd rather have just straight up DEF ATK and that's it. 
-Why can I move the camera if it doesn't rotate my characters? seems logical imo. otherwise just diable mouse control. It's far more annoying to have the camera point some way but when you press W you walk 45 degrees to the left.

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I was quite at a loss as for what to do.
The controls obstruct the view and randomly(?) disappear/reappear
The conversation screen with the single mounted npc I found seems bugged when you try hovering on nodes, the links to other nodes freaking out, maybe it's the selected node that switches rapidly and randomly.

then I found a bandit outpost or something and quit playing.

The first thing I did was dig myself down until water, then read the controls. hover seems to work, fly is more like a weightless jump forward? it seems to be iffy. hover activates the swimming animation,  if that's intentional.

-the randomize button in the character creator swaps class, gender etc, I thought it was just the looks because it is under the looks side of the menu. that was a tad unexpected.

-Include a demo world to let people play faster?

I'm a fan of the simple graphics and hope to try it again once there's more guidance. I think part of it was me having to use the hover cheat to bear the distance between points of interest. 

I didn't manage to spawn enemies or understand firing(unless it's auto fire) but you sure can program satisfying movement!

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Uh, I tried every button on the keyboard besides WASD and nothing attacked or backflipped, like the other gals did. Some way to go back to main menu or quit the game without Alt+F4 once you start playing, please.


*Also tried mouse buttons

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-shift for "select" in menus is wild
Uh, I'm pretty vanilla when it comes to IWBTG, I couldn't bear boshi's save reset jumps. I don't like the spam pattern because I'm not good at noticing the red apples before they're about to hit me. What I like about those games is that even if they're cheap once you memorize a pattern you can git gud but with this pattern it doesn't feel fun/doable to me. Maybe I could do it but I'm unwilling to. my PB is around 20s. my experience was bug free.

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-Please let upgrades be selectable with wasd/arrow keys and space to confirm, it feels better than having to move your hand to the numrow

-Rather than "If you have above 5 power the zone deals poison" it's better to have that as an upgrade card. I think it's better if players don't "have to" start planning their build before playing.

-chests are interactable, some lampposts, discarded swords are not, please distinguish interactables a bit more, perhaps an outline

-Poison area and fire area effects should be more transparent, perhaps visually cover their entire area of effect and not just the outline because those games tend to have skills with precise stable outline hitboxes like that, where the skill doesn't hit you inside the zone.

-Every class I try feels squishy as hell 
-some skills draw over the player, reducing visibility, this is particularly harmful because you can barely tank anything. If you draw over the player, please reduce alpha.

-Knight AOE skill that damages yourself for 5 activates when there are no enemies around, it helped me kill myself just as I entered level 2(I also tried to collect a shrine upgrade and got hit by the gargoyle)

I'd like the early game to be more straightforward and less punishing so players don't drop out, perhaps shrines can be auto-collect, pressing an extra button while being chased by a mob isn't optimal(you also get a popup requiring you to stop and read if you don't know the shrine type) . but the game is pretty solid, I didn't experience bugs. I think it just needs polish around music, visual adjustments and a slightly more addicting and faster loop to draw players. (VS has sound on collecting xp maybe? a nice tune on level up? calculate time until levelups in VS and similar games? I'm pretty sure you get faster levelups in VS, getting more skills, more visually interesting, better overall for player retension)

Cute and very well done. I didn't get the cutscenes at all. nice music. sometimes at the cross section between a cutscene and gameplay the music cuts abruptly.

T
This position allows cheesing the boss, the top bullets die instantly when they spawn and the jump timing is more lenient for horizontal bullets because they die when they hit the edge. I don't feel bad cheesing because the boss is kind of extreme for how easy the rest of the game is. ;-)

-I feel like in other idle games your auto-click becomes usable much faster. It took me 5 minutes to get there here.

-settings/shop UI is broken if you go full screen and then out again

-Is the rocket symbol supposed to shoot? It doesn't seem to work

-The spaceship is moving to the right according to the background, kinda like a shmup, but enemies come from all directions. I wish it was more consistent. If they are surrounding you, perhaps it's a planetary defense situation.

-The buttons and font are pleasant but the pixel art art for rockets/guns is way too low res for how the rest of the game looks.

great visuals. I wish I could do a flip.

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I like it, it's fun. 

feels more hardcore than the other survivorlikes I played. I can barely outpace boars. gradual hits made me lose just after rocket enemies were introduced(Having a visible landing zone VFX feels more fair imo)

I didn't get a feel for the upgrades since I didn't play much but bladestorm seems the least worth it since most enemies are farther away. 

the graphics are cute/high quality, menu UI is good. in game text is too small.  some ps2 vibes, that's a good niche if you lean in there(maybe you do and I haven't managed to get that far)


Also resizing the window to fullscreen affected my monitor and un-maximized the browser(vivaldi) 

I don't get it. accidentally gave me package to a wrong vendor and couldn't find anyone else to interact with.

Comfy desolation. cute car. Fun driving which reminds me of gta4. 

the UI and creature design are great, it's apparent you're an artist.

-every time I tried to dash in with a hero at the start it always ended in deaths. I beat the two first levels with 2 deaths actually. I don't like the concept of trying to hit single enemies and bounce back to spawn, it's a bit cowardly. It's fun to combo a lot of procs at once in those types of games , right? but if my first 2 characters die it's a problem. if the healer could revive on touch however..
-I'd like to finetune the cannon aim, arrow keys aren't precise enough.

-Trying to time abilities when you're at max speed is hard
-Wizard dies every single time he stops moving? 

-I understood what's the active ability but some of them are obscure. what's giving a dex bonus to a ball? what's the difference between a ball and a hero?

(built-in image uploading is so bad)
https://imgur.com/a/CSnbpta
IMG1 - I thought I was softlocked there because I couldn't launch a hero directly at it. I didn't understand the concept of pushing and bouncing yet. something for a future tutorial?
IMG2 - I could launch another hero at a steeper angle to fit in the gap but the allowed angle changed or the hero's colission is bigger and the other hero couldn't fit in

I feel like this could be either a puzzle game or an arcade game, the style lends itself better to an arcade game but the abilities and deaths feel more like a puzzle game and the game is in-between.

I've come across some issues in my short play

  • several crossbowman will all target the first unit if they can. the first shot hits, next shots miss. I think auto-targeting a different unit is better. Can also allow targeting[first | last| strongest] like in bloons TD
  • targeting a unit on top of a tower(for removal) is tricky, so is placing it. very tight margins compared to empty grid spaces
  • I placed a spike trap atthe bottom of the ramp at level 1 but enemy pathfinding simply skirted it at the tile edge and it was ineffective.
  • once I have been defeated, auto-restart the page in 2 seconds or pop up an alert letting me restart, the units keep on going currently.

The graphics are pretty nice and the game logic seems to work pretty well, so good job there.

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-Nice shader
- slow down the TV static thing, it's annoying
-didn't get enough height to get the shrimp
-I don't think text should have collision(office building)
-Disable the shader on text please
-Pressing F uncaptures mouse so you can't aim the camera, happened when I tried to find the interaction button on random stuff

Interesting artsy thing
Also I fell off the branch in the paper hat room because I tend to hold forward/play with jump to do something until I reach destination.. not a huge issue since you only fall once that way

same issue here, you could force vertical velocity to until player Z/Y value is near the shrimp to guarantee getting high enough

I also encountered the hit from above issue with whale but just thought it was a positioning issue so I'll definitely extend the hurtbox
You can hit cannonballs in the water to make them sink faster which I hope players will attempt, it's an issue that has to be tested by multiple people to see if they think about it.
The poison clouds are supposed to be evaded be positioning, they do hover pretty high above the ground
Slime is just the tutorial boss, I nerfed it heavily after some people got filtered by it(the hitboxes were too big though)
I have some whacky moments on regular "levels" between bosses and another addition planned that could happen during bosses
Lack of "hook" is a massive issue for a commercial game so I'll have to do better for my future games..

It's tough to tune bosses well without other's feedback because you I get too good in my own game, I already know I can't jump clouds or I can hit sinking cannon balls..

I appreciate the in depth feedback and I'll definitely tune several things based on it, thank you!

Same issue as the previous 2 commentators