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Havic

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A member registered Aug 08, 2023 · View creator page →

Creator of

Recent community posts

thanks for the catch! will get that sorted for next build

Thanks for playing!

For the bus stop, You can climb up on the left or right by juggling enemies. though the left side is a bit wonky because its curved on a slope and the physics get screwed up
For the pixels, the little Paloos are also a bit off because they are scaled down manually, so they are not pixel perfect. they are currently just placeholder. same thing for some of the text and graphics on the sign posts. The pic showing the line is also a hacky way of adding some shadow, will be replaced later. I'll keep a look out on any other pixel snapping visual glitches, everything else is set 1:1 pixel perfect.

Will take a look at the other points, other devs have pointed them out as well.

also looking forward to trying out your game when its ready, I've seen it posted with good progress in the dev threads

thanks for playing!

we got a few more moves in the works that will open up combos and set ups.

the gun has a firing rate threshold so you're not able to spam it too fast.

thanks for playing!
Mostly bug fixes and minor QoL changes since last update, but there were a few things like input buffering and the balls added

the gun is very weak so spamming the fire button wouldnt do much especially with the tankier enemies like the purple enemies or the boss, but we are working on different enemies and scenarios where melee attacks are more required (and vice versa)

thank you!

The focus is definitely on the melee attacks since they are more fun to use so I dont mind players skewing towards using the melee attacks more. Eventually we will have other use cases to emphasize the gun as well as giving different mechanics specific for the gun

thanks for playing and appreciate the wishlist!

will look into the UI buttons, they were finicky on last DD but maybe theres still bugs around with the UI

we have a few more moves planned for the player that will open up a bit more options to combo enemies, as well as things like interacting with the environment to affect characters. 

Thanks!
will keep the enemy health in mind and tweak their numbers accordingly 

Thanks for playing!
eventually there will be enemies that require a bit more strategy than simple doing melee attacks on them

you can reach the top of the bus stop by juggling an enemy upwards to gain height. but otherwise theres not much point getting up there

thanks for playing!
what part did the steam page open? there are UI buttons for steam page on main menu and at the end results screen, but there shouldnt be anything else besides that.

appreciate the feedback on the ground layers, we're working on modifying the color hue so that they are better separated visually

Thank you!
the attacks mostly depend on where you want to knock the enemies. for example the drill attack will knock an enemy horizontally, good for hitting other enemies behind them. ground pound / butt dive will knock enemies upwards, and you can juggle them in the air.
currently we have a lot of the player mechanics at least working, so we will be focusing on new levels and enemies next

thanks for playing!
this is more of a showcase so I wanted to player to try out all the mechanics, but you are right that a more fleshed out demo would have more incremental design in the mechanics

ah thanks for the catch, will fix on next update

Thanks for playing!

Resolution and windowed options will come in the next iteration, as well as updated controls in the Game UI

Thanks for catching the projectile bug, will look into it

thanks for playing!

the purple enemies have higher hp as they are used to nudge the player to use melee attacks on them, since melee attacks deal the highest damage and gun does little damage

Appreciate the feedback on the colors, will definitely tweak it.
you can stun boss on a specific attack, or dodge his tongue and get a few hits in while the animation plays. Though i agree maybe there could be something more to help with the player doing melee attacks 

great concept. Looking forward to seeing different mechanics implemented.

the flipping took me a long time to get the hang of, maybe adding visual animated inputs would help

also you left debug info in the zip file, might want to take that out

pretty fun game. I rarely play these type of games so I am terrible at this. 

first level would be nice to have infinite lives or just easier, but like i mentioned i dont really play these games so it was very challenging.

rotating camera felt a bit off, maybe it was too slow. not sure if i would prefer free aim camera

UI is also counter intuitive, it would read better if the current UI element selected is highlighted and not grayed out

UI sound fx  is a bit jarring, especially when flipping quickly through elements, I think it should sound a bit softer

thanks for playing and the video feedback!

  • Wish shoot was X not C
    • Still trying to find the best default key binding for KB, but there will be key re-binding in the future
  • No pause?
    • Pause should be P key
  • I wish I could click a steam link instead of an unknown QR code
    • great idea, will make a steam link button instead. The QR code is left there from an in-person demo we had a while back

Thanks!
we tried to modify the color hue so that the platforms would pop out more and darken the background, but we will rework the colors

Regarding the mashing section, you can wiggle movement left and right, mash jump or shoot

The controls and gameplay are solid.

sometimes the "Next: [weapon]" text in the hud was inconsistent, it would say "Next:Shotgun" when i already had the shotgun equipped.

maybe i was using the jump pad wrong but sometimes i jumped only a little and sometimes i jumped very high on the jump pad

the shotgun and rail gun firing rate could be faster. I was mostly just using gatling gun and missiles 

pressing tab to open up the menu was too slow, I think you it should just quickly change the cockpit windows into monitor screens instantly 

personal preference but i'd like changing weapons on mousewheel instead

i could stack berserk, slow mode, and fortress mode all at once. not sure if thats intended

such a great game. the impacts and fx were on point.

some things to note that other people have mentioned:

sometimes it felt like my blocking/attacking inputs were being dropped. 

some sort of fast movement option would be great to help the player get away quickly or get some space between enemies. like a quick back step or side step. would help a lot with projectiles

i think a parry or perfect block would work great, especially with some added hit stop to really give the player that satisfying feeling of parrying an attack. you could also add unblockable attacks that would open up the variety to dodge vs block

throwing weapons would be nice, i think you only throw them once they are 0% currently?

adding hitstop when the player is hit would help the player visually, its a bit too passive when you get hit currently, or maybe just some more fx when getting hit

the hitbox of the player attacks seem a little too tight, maybe expand the hitbox a bit 

Player controller works great, felt really fluid and responsive. had to play on kb because i dont have a gamepad at the moment and didnt feel to bad to play even though im not used to playing platformers with kb.

a bit barebones for now but interested to see what mechanics you come up with in the future

thanks for playing and all the feedback!

will work on these items for future builds

thanks for playing!

there will be button remapping in the future, but i do think it's important to get the default button map as ergonomic as possible. thanks for the feedback!

thanks for playing!
the platform and art assets are on our to-do list. hopefully playing around with the colors will help with showing what objects are platforms

The drill attack does not have i-frames, but the regular slide does.

for tongue attack you can mash jump button, fire button and move left and right quickly to break free quicker 

thanks for playing!

glad to see you got the combo air juggling down pretty quick

thanks for playing!

yes the gun + drill is the heaviest damage hitter, however dive kick or ground pound you can continuously juggle an individual enemy in the air. and also just depends on the players positioning. there will be another set of moves that are tied to the combo meter in the future

thanks for playing and thanks for the catch! zip is updated

there will be upgrades in the game that will modify some of your moves like make them stronger or remove recovery frames