thanks for the catch! will get that sorted for next build
Havic
Creator of
Recent community posts
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!
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)
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 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!
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
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
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!
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

