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Icehelm

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A member registered Jul 09, 2016 · View creator page →

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Some obstacles require you to shoot but not all and the shotgun is also for enemies. 

The tutorial tells you exactly how to Putt in putt mode even shows you a video. I don't understand how you can miss that.

If you get motion sickness turn these off

  • head-bob 
  • Camera smoothing

If you can't hear the sounds try upping the audio volume 100 in general settings

(1 edit)

I added the save system because of feedback. With a checkpoint on each level means that there's no fear of failing because you can just die and restart the level. You're supposed to save when you enter the floor since the save is always next to the elevator.

Also you aren't ice skating, it's a small camera lag on movement. Currently only camera rotations lag can be disabled but I'll make it so that you'll disable camera movement lag as well.

Putt Down Demo 1.4.3 updates:

  • Mostly bugfixes
  • Putt mode is back
  • Added a reload button
  • Shotgun is more accurate now

Great art and atmosphere.  The portait and the hud looks great as well as the enemies. I'm getting a sci-fi horror vibe so I'm guessing the level art will change. Played to the third level where I ran out of ammo and had to melee everything.  The AI is scary in a good way because it managed to sneak up on me twice.  The game runs well and I didn't encounter any issues.

I would love to have a meatier sound for the gun and when you hit the bugs with melee.

keep up the good work, can't wait to see this game evolve.

Found a huge issue. I got softlocked within the first 1 min of playing the game.
The AI gets stuck behind the bonfire and goes into a walk/wait loop

Fun game! Bashing things with the bat feels super intuitive. I also laughed when one of the bots committed suicide in the office level. He just took charge and jumped out of the window. I don't know if it was intentional, but it was hilarious

Only issue I had was that the game doesn't have a framerate  limiter and my GPU was about to fly away.

Yeah if you open a container with E I think it should always close if you press E again

Great demo! I like the slow and methodical combat that feels fair. The artstyle and atmosphere is immaculate.

I did encounter a few bugs.

  • I could see enemy health bars through the walls
  • Sometimes the E button does work for closing the loot UI and you have to press escape instead
  • I found one enemy that was just standing, don't know if his AI was disabled or if he was stuck. He didn't react when I hit him.

I have a couple of thoughts that are purely my own opinions. 

  • When swinging any sword I feel like I want to hold the swing button and drag towards the swing direction and release instead of moving my mouse towards the direction before the swing even begins. It happened a lot that I unintentionally changed my swing direction before I got my swing away.
  • I know it's a third person game, but I would like to see the first person a bit more fleshed out. Currently it's hard to see where the swing is going to hit in first person (This is not a problem in third person). Maybe this could be fixed with a camera adjustment.

Other than that it's great demo and I'm looking forward to see you expand on it.

(1 edit)

Here's my quick feedback

The good 

  • The menu transitions are absolute kino
  • Runs great
  • Music is nice
  • Cool boss intro

The bad

  • The accelerated movement feels bad. It feels like I'm ice skating, that combined with the small levels with blocking objects makes you hit the walls constantly
  • Shooting is not accurate, I don't know if this is intended and you upgrade your accuracy later.
  • Having to click every time to shoot in these kinds of games are a bit annoying. Make it so you auto shoot when you hold down the trigger.
  • Enemies some times get stuck in their spawn location and they stay there and shoot so you can't see them
  • I feel like the enemies are bit too quick in their movement.
  • Room transitions could be quicker, especially when you go back to rooms you have already completed. Waiting several seconds  just to go back.
  • Ship selecting menu is too slow
  • The boss kills you in two hits with full health
  • Boss background is still visible after you quit to the menu after dying to the boss

I agree with a lot of what Tada said, but all these things should be rather easy to fix.

The game has potential but needs juice and polish

I got like 20  critical hits in a row and it still didn't stop the train. Maybe there should be some health indicator on the train?

Runs great, nice graphics and sound. 

Nobody else is playing. Would be nice with a singleplayer/bot mode.

Cute game, great music. Sadly these kinds of games are too stressful for me.

It was removed because of the new ammo economy. Being able to manually putt without losing ammo would make the game far too easy. 

Thank you for playing!

(1 edit)

** Changes from last DD **

  • Reworked systems
  • Ammo instead of durability
  • Easier to estimate  power when charging shots
  • AI now has few more tricks
  • More horror events
  • Reworked how the save system
  • You can now see if the shotgun is loaded or not

Thanks for trying out the game! Later levels will introduce more modifiers, as I call them, which puts extra challenge on the player. You can turn off the mouse smoothing and head bob in the settings.

Nice music, pretty fun! Could be a banger with more enemies and polish. One thing that was really annoying was how the projectiles were big yellow flashes at the center of the screen. They were really distracting.

Great game, very addicting. I really like that you can take control of some of the weapons and manually aim them. I can see that a lot of people would want it to be more of an idle nature but I think being able to do changes in real time that effects the outcome of the battle is what sets it a part. I hope you add more challenging monsters like the skull, because that one made me re-think some of my strategies. 

On I side note I did feel that rotating the knobs was a bit difficult, especially when I used the target point. Maybe make them a bit bigger?

(2 edits)

Thanks for the feedback. I've fixed the collision issues with the ceiling and I removed the NPC talking. That section already had information overload. Also tweaked the charge times so charging is a tiny bit slower.

Thanks for playing. I have rearraigned his pathfinding and added longer delays when he stops on his patrol path.  Encountering him should be a lot less common now.

(3 edits)

The aiming is from the center of the screen so that might just be the shotgun throwing you off.  There's patch coming out fixing the ceiling collision which would make the ball fly off course.

It's not left click, it's hold and release. The zoom in effect indicates the power. Watching your video it seemed like you had less than optimal fps. Try lowering the settings to at least get a stable 30fps.

The holding button to remove tutorial text is there so people don't accidentally click it away, it's pretty standard to do with tutorial UI.

** DEMO UPDATE v1.3**

  • Reworked how putting works, you now charge the shotgun
  • Added a new level
  • Bugfixes

Thank you for playing. There first two levels are only rectangles then it start switching up.

Played on PC. Very cute and solid gameplay. Didn't encounter any bugs other than I'm very bad at puzzles when under pressure. Hearing Kyubu Kyubu Diceu everytime you enter the main screen is a really nice touch. Great work!

(1 edit)

This is just doom 1! Jokes aside it's a bit early to give feedback but could be a cool doom clone. I don't like that the enemies rotates as flat planes, they should have directional bill boards.

I hope this project evolves to something more.

Felt really nice to play.  Combat was juicy and satisfying. Being parry-brained by Dark Souls and Sekiro I wished that perfect block would have some kind of effect. It would also be nice if some thugs could pick up items and throw them at you. I didn't play the whole demo so maybe they do that later down the line.

Other than that great work!

(1 edit)

Uploaded a new build. The old one would give you the same course which should not happen.

(1 edit)

Hold left shift for more sensitive aiming in during putt mode. It's in the tutorial text.

Sorry I messed up! I apparently uploaded the wrong build where the it will always give you the same course. I've fixed it now 

Doesn't work for windows 10, both client and browser crashes (tried chrome and brave)

Small update!
I forgot to activate the crosshair it should now be visible in the new version

(1 edit)

rotate camera with WASD hold Left button to begin swing and then you charge and release from the X-axis. The higher the swing position on release the more power you get.

Thanks for the feedback, will tweak the aiming in putt mode

Thank you for the feedback, I've fixed most of the issues you had.  Though I think you are mistaken, this isn't the furby game.

I'm currently working on a new build that will change how this works. It's going to be wind up and release instead to make it less RNG

(1 edit)

textures not loading first time is a classic unreal thing, will be fixed in next version.

dotted lines and falling through the floor a bugs that will be fixed.

The durability will play a big role but currently it's not really implemented, you will be able to get a repaired shotgun.

Sorry for the bad tutorial, it was all thrown together in haste.

the randomizer is currently awful, in future updates you won't be able to get the same course twice.

Thanks for playing and for the feedback!

Great atmosphere. Very creepy, love it.

Some issues I had.

1. The fonts used are horribly low res and blurry. I was struggling more with reading stuff than any other thing in the game.

2. Equipping useable items should be button based. Like zelda when an item is assigned to a specific button. 

3. The game works great with controller except some inputs aren't supported. I feel this is one of those games that would work best with a controller since there isn't any free aiming.

4. Camera position is awkward at times. The camera looking up instead of looking down on the player feels weird and makes it easy to miss stuff on ground.

5. Ship level softlocks when you leave the different rooms.

I know I said most of these stuff before but always good to have an reminder.

Keep up the good work, cheers.

(4 edits)

Loving the atmosphere! Nice blend of horror/mystery combined with exploration. Needless to say it needs an art pass.  Didn't have technical any issues, ran great on default settings.

Some feedback.

1. Jumping feels inconsistent at times. Feels like there's too much drag and you lose most of your velocity once you're in the air making jumps hard to calculate. Might be an air control issue.

2. I would like to see some kind of health indicator. Like changing the glowing color of the tail.

3. When throwing a spear I would like it to switch to the next item automatically.

4. Even when my inventory was full I could still spawn spears from the sea urchins, I don't know if this is intended.

Keep up the good work!

(2 edits)

Amazing looking game that feels great to play as well.  The game is overall super polished.

There are some things that are my personal thoughts that you might agree with or not.

1. I would like to start automatically at the last save when I die and not have to go into the menu.

2.  The first boss was a bit annoying because it was impossible to know if it was going to do its jumping attack while being off-screen. Some kind off-screen indicator would be nice if it does a lunging attack.

3. Crouching and then jumping for super jump felt kind of awkward, I would rather have a double jump.

4. I played with a controller but it felt like not everything worked with controller only, like menuing.

Other than that great game, keep up the good work!

Really nice game, polished. 

Both fun and challenging. Didn't stumble upon any technical issues.

Only gameplay issue I had was that I can't move while cooking making it impossible not to be hit by ranged unites if you want to change your attacks mid fight.

Solution would be to add slow down timer or make it so the player can move while he cooks damage types.