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Icehelm

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

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Good graphics, fun mechanics and really nice music and sound effects. Loved hacking the car.

Some feedback.
1. Some levels can't be completed if you kill a guy without connecting him to a door, effectively soft locking the player. I get the idea but this could be very frustrating.

2. Going into rewire mode feels very OP around enemies. Maybe add a timer for how long you can be in rewire mode if you have been spotted or have some later enemies that can counter-hack you? 

3. Enemy hearing senses seemed kind of random. Some enemies could hear me from what felt like across the map, other were completely deaf.

4. The graphics are great but I would probably tone down the post processing a bit? Might be me, but I prefer the raw pixel feel over the fake CRT filter.

5. Need more stuff to rewire, like security cameras, alarms etc. Maybe rewire cleaning bots to distract enemies?

Other than that great work! Cant wait to play the next version.

you can rebind the controls in the start menu

You can't really sit and wait since they will attack you. Here's where gaining abilities comes in. You can add more of the same abilites to get a better chance of hitting them.

yes the best strategy is to lure them to the edge, but when you have 10 different enemies chasing you that will be come a risk, especially late game where you have more dangerous enemies.

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Updated the demo with some QoL changes and fixes

  • Settings are now available in game
  • There are now video tutorials showing how  breakables and combat works
  • Fixed issue where parry could soft lock downed enemies
  • Fixed the keyboard movement issues
  • Enemies no longer get stuck in the falling hazards
  • Fixed spelling and typos
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Don't forget to reset inputs if you played this the last demo day!

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The game got stuck at the loading screen the first time I started it, but upon restart it worked fine.

Really fun game even if the art style is a bit crude.

Nice art style, cute game and fluid controls. Not much more to say.

Only issue was that the camera started spinning when I plugged in my controller.

Thanks for the feedback! I'm currently addressing the issues you had!

** Update 2**

Fixed gamepad issues

Thanks! Fixed, the chest will now spawn in the middle of the arena, I was thinking about spawning it next to the ladder but the merchant uses the same spawn point so I thought it was better to put in the middle.

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I disagree a lot with your feedback, most of the things seems to be nitpicking and you don't seem to understand the core gameplay. The tutorial tells you that the enemies are immortal and the only way to kill them is to punch them off the edge.  Aiming your punches matter, punching up at angle will launch the enemies at that angle.

I know that the abilities needs buffing and those have been addressed in the latest update, but there's nothing wrong with the punching. Giving the player longer rang will just make the game easier, you're suppose to punch them up close and there is still distance.

The bottom bar is the experience bar, they are like in almost every roguelike/RPG.

The shop has been fixed.

The kick range has been fixed.

Throwing boxed does massive damage and will throw most enemies of the edge.

Try adjusting the volume in the settings if the music is low.

Yes the ladders are wonky, looking to make the better but saying  "Just copy HL2 or MGS3" is an over simplification. 

Thank you for playing the game even though I disagree with the most of the things you say.

Thanks for giving it another try!

I have address most of your issues in the latest update.

Thanks again for the feedback

Cheers

** Update **

Changes:

  • All abilities have been buffed except the spear
  • Chest and merchant will always spawn in the middle of the arena
  • First merchant won't sell anything and will only appear on every third level
  • Buying an upgrade at the merchant will now be removed after bought
  • Added more enemies per floor
  • Kick now has longer range
  • Parry will stun enemies even if they aren't doing an attack animation

Fixed:

  • Inputs will now longer work when falling to your death
  • The smash ability now works as intended

You're right, the spear is OP right now so I'm buffing the kick and parry.

The gameplay loop is the same but you'll meet more difficult enemies the higher you get. I think you missed the knight and ninja which are more fun to fight. Also the fist are only useful against lower level enemies, later enemies will take more pain before flinching.

Oh you aren't suppose to go down to the shop he's only there to use for the initial gold, the shopkeeper will spawn on every third floor.

Maybe I should remove the shopkeeper at the bottom so people don't get confused.

You are right that most abilities are a bit underwhelming and the ground smash is currently broken. All abilities except the spear will receive a buff.

Thanks for the detailed feedback, I appreciate it. 

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Thank you, I'm glad you enjoyed it. You're actually not suppose to go back to the shop because of a kill box. A new shop will spawn on every third floor. I might remove the shopkeeper at the bottom to reduce confusion.

All the keys are rebindable so if you want to use 1,2,3  you can just bind it to them. I'll look into the controller, it's tested with an Xbox controller.

You're actually not suppose to go back to the shop since a new shop will spawn every third floor. Maybe I should put it in one of the tutorials that you can't go back after entering a new floor.

Both the shield and kick are being reworked and should be more useful.

I tested it and the slam ability is broken, I will push a fix for it soon.

Unlockable classes (there are 4 in total) and  new abilities are coming for the full game .

I'm happy you liked the gameplay and thanks for the feedback! 

The enemies don't really have health. You should play the game more like smash bros where you have to kick your opponent out of the stage.

The stuck enemy bug should be fixed and I'm looking into so you can't hit enemies when they are down.

Thank you for your feedback.

Sorry about that,  Spacewar is the standard AppId that comes with UE4's steam plugin. Changed it to show the correct app now.

If you're using steam you might as well download the steam demo instead
https://store.steampowered.com/app/2205260/Godfist/

That's really strange, there shouldn't be any mouse issues.

Have you tried changing the mouse sense in the settings?

Also unplug any gamepad that you aren't using.

Hi, thank you for playing it! I really enjoyed the play-through.  I hope you'll try out the free Christmas DLC as well.

thank you for the feedback, the things you mentioned are being worked on.

Thank you Jasozz and I appreciate the feedback.

I agree with you, the charge times needs to be faster and there needs to be an indicator. You are suppose to be able to do multiple punches and right now both the charging and rotation is a bit too slow for that.

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Extremely polished demo, great art,  feel and music. 

Good enemy variety and challenge, I had a lot of fun with it!

I found a few bugs

  • Even when I crank up mouse sense to 100 it still feels kind of sluggish.
  • Sword skellies seems to get stuck on the stairs
  • Bone throwers likes to run into the walls a lot
  • Could use some map diversity, I only played to floor 3 but the rooms start to look the same even on the first level. 

I hope you expand on this game. 

It alreadly looks and feels much better than most early access games on steam, good job.

This was amazing! 

I love seeing people speedrun and break games and even though I would like to keep it, I think "Orb jumping" needs to be fixed.

Thank you for testing my game again.

Thank you! Post like this motivates me to continue working on this project!

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I found the problem, it seems like the final vector value wasn't clamped. It will work like intended in the next patch.

That shouldn't be the problem since I only look for the size of the x vector and that starting scale is always 1.

I think this has something to do with the deltatime not workin properly since it worked for both me and another player.

Do you know your ingame fps?

Thank you for your feedback, I will look into these issues.

Kube is actually just me trying to make the cube sounds special but kan is a spelling misstake.

"contraction and expansion are calculated wrongly" Does this happen when you spam the primary fire or always?

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This game was an absolute joy to play, scary, suspenseful and polished! The only issues I had was that the enemy in freezer got stuck behind the door. One small nitpick would be that if you open stuff, leave and then enter again they are all closed. Having cabinets left open is good for navigation so you know you've been there berfore.

I hope you continue with this game and make a full release.

Thanks for the feedback and for finding these bugs, I  will fix them asap.

The reason you can't throw bombs are because they are used in physics puzzles later into the game.

I will write some lore about why you can't throw them. 

There is also a reason why they kill you because that will be a thing in later levels as well.

I might make a checkpoint system, most levels are small so if you die you wouldn't lose too much time.

Thanks for the feedback, most of these things will be fixed in the next version

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-why can I continue without having played before
this is a bug and should be fixed in the next version

-the death screen is revolutionary
haha I agree, it needs some work

-touched the black block thing, screen blacked out but I didn't die (no dead message), don't get it
That sounds like a bug, I need to look into that one.

-the crouch is too snapp
crouch will probably be removed

-it's too easy to lose the items
-didn't get I can throw them at the block until reading the game page
-the scroll wheel only works in one direction
-figured out I can expand the shard, but can't jump on it
these things have been fixed and next version will have more info and a better starting level


Thanks for the feedback, much appreciated.