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islandware

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A member registered Dec 19, 2023 · View creator page →

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Not sure if its just because its too early but even with simple colors and shapes I can't tell what is supposed to be what, or which things are interacting with what. Not much clarity on what is going on. The sound effects are really cool though.

Some additional explanation at the beginning to describe how the overworld map works and some larger narrative around the different minigames would be good. Losing is pretty jarring, colliding with one thing immediately stops the music and hard cuts to the loss screen. It would be better if there were sound effects/animatioins associated with the loss.

I like that you keep each game simple enough so that all of the instructions fit on one page like Mario party. However some of them are still kind of lengthy, I think if you can explain the game and the controls in less space the better

Thanks for the heads up, this is the next major bug on my list to take care of. Appreciate the feedback, plan is to add settings to change volume in the next DD as well.

The tutorial and hint UI could use some work. There is a notification on the quest embark screen which warns you when you're bringing a character with no weapon on a quest but clearly it isn't visible enough. Thanks for the heads up on the other bugs, will look into those. Defeat is supposed to kick you back to the guild.

Changes:

- Combat target displays are now implemented

- Combat information is automatically shown when hovering units

- Combat speed is much faster 

- Combat is slightly easier 

- Fixed a number of bugs with dragging + dropping units in combat 

- Quest map generation is reworked; Quest fees and rewards reworked

- Assortment UI and tooltip improvements

- Ability to dismiss heroes

- Added stat penalties and buffs

- Added hero class promotion 

- Prevent softlocks

- Added some missing item art

- Implemented save/load

- Added daily hero interactions

- Added special events in quests

- Additional particle effects

Thanks! You can find the log files in C:\Users\<your username>\AppData\Roaming\Godot\app_userdata\GuildManager\logs

Thanks for the feedback, any chance you could send me the Godot log for your run so that I can try to figure out what's going on with the movement bug?

The different type advantages make this one really fun, great concept for a sort of 1 v 1 TFT game. Trainers seem kind of OP. Having some items to give your team different boosts or mechanics would make it even more interesting. The monster design is great too

I like the combo of into the breach + XCOM. For the amount of depth with abilities and management stuff, the tutorial does a good job of explaining the core stuff right off the bat and it's pretty intuitive if you've played either of those games before. The 3 order limit places a good constraint on being smart with your turns, and the variety of moves gives a lot of options for approaching the fight. That being said having the full 7 guys on the field at once feels like a bit much; it seems like you can cheese it by just bringing 3-4 guys and moving out of danger each turn - without immovable buildings like into the breach the number of things you have to protect is just limited to your team. These kinds of games can be UI heavy but the shortcuts and clean menus made things clear. Stylistically I think the art + fonts + color can be done better; the target selection/move indicator colors clash with the dark red everywhere and a more "space age" font would probably look better. Would be interested to see how the 7 deadly sin theme fits in with the different armies, are you planning on having more unit types between them?

Thanks for the tip on the loot, I must've missed a tool tip. I like the philosophy of ability mattering more than raw numbers; I found that instead of dodging attacks I could just kite most enemies but having different strategies is certainly interesting. 

Thinking about it more, I think you're right about the chaos being more enjoyable than otherwise. Getting a quest from a guy who immediately walked off a cliff was a memorable gameplay experience to be honest. In general there aren't enough games that stretch the sandbox open world concept to these kinds of scenarios, so your direction is really appealing to me 

Ah, I haven't tested higher resolutions than 1920x1080 but have had issues with font scaling so this is probably an issue. The feedback on highlighting targets when hovering heroes is a really solid one - this information should be accessible as quickly as possible. I'll clean up the menu and tutorial text as well, it is misleading.


The node not being walkable is a bug that I haven't figured out yet. Thanks for sharing the bug with dying - I'll need to check that out too.

Thanks, this is helpful feedback. I'm going to redo the map generation altogether most likely. The attack pattern is something that is essential so Im still working on how exactly it will work. Hotkeys are another good idea. I'll figure out what's going on with the broken drag, it is still buggy. I wanted hiring heroes to be pricy since they seem like the coolest thing to buy but simultaneously there isn't any safeguard to stop you from bankrupting yourself right now, so I need to work on that balance.

Unique puzzle game with good level design for the mechanics. Despite the name there is no cuck stuff 

The style, music, and sound effects are all really solid. Really satisfying thug'em up. I'm also conditioned to expect a parry mechanic or at least a sort of enemy stun lock on a successful block. One issue for me was that approach in each scenario was strategically the same. Maybe more enemy types that do things besides run directly into you with a pipe at the same time

Needs sound for weapons/hits and better feedback when you get shot. Projectile sprite3ds should probably have billboard mode on always facing the player so that they can be seen more easily. I was taking a lot of damage without realizing it or even seeing enemies shoot. There were healthpacks literally every where though so it didn't matter 

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Really enjoyed this one, hope to see how it ends in the full version. Really liked the detail in the world building, Too bad about those centrally-issued libers. I would slightly increase the player move speed. Moving from the gardener to the parking lot felt slow after a few trips. 

Interesting combat system, though it can feel like the variety between the different moves can be short. For example, when picking between moves that are both "high", the small variations in shock and haul are a little too granular IMO to be interesting. Chaining moves together to build special combos though could make them more meaningful. Game crashed when I went with Leon to help with Rory - index out of bounds exception for the dialogue apparently.

I liked the first game and I like the ambition of this game. Right now it feels pretty janky; after I spawned the nearest village was right on a hill and both villagers walked immediately to their deaths, eliminating their faction . Meanwhile I can see the text for battles going on several km away from the player. On one level it's cool to be airdropped into a world that is "happening" absent of the player but on the other hand it can be pretty chaotic and unbalanced. I'd like to see some more nuance in the combat; I get that the player is slow and weak until you level up but it stills feels bad to have morrowind style combat where you just kind of click and watch a linear and slow animation that hits like a sponge. The levels also seem a bit random; I went into a dungeon level 1 and handily beat a level 5 and level 11 bandit. Meanwhile level 25 and 50 merchants are running around beating on monsters of even more different levels, so its hard to gauge what the power level of a specific level is. There are other small things like having to max out the coin quantity when looting (should default to all coins instead of 1). That being said, the amount of stuff you can interact with and interactions between all the different things in the world is really engaging. Horse taming, fishing, crafting, settlement building, stealth, etc. leaves open a ton of stuff to do, especially in a proc gen context. The concept sells the game for me and  I'll be following the project.

Pretty satisfying endless hotline miami clone; maybe a bit strange to have a wizard guy but then only have one "magic" feeling spell (chain lightning). The voice lines are great.

The concept of running around in a semi-open island world with a boat and guns is actually really fun. Enemy death animations are well-done and the combat is satisfying. There are a handful of things I would critique though:

1. Hitscan weapons have no spray, so I could cheese enemies from 1000 yards away just by clicking on them with the pistol

2. All sounds seem to be audiostreams setup on the player camera; since its a 3d game you should use 3d audiostreams and place them positionally where they make sense. All the sounds of enemies making noise or throwing spears is always perceived as though it were next to the player's head no matter how far away the enemy is

3. Player movement and speed is nice and responsive though I think the jump physics should give player more control in the air and have less momentum

4. The mash up of enemies with 3d models and 2d sprite models is jarring. the color schemes aren't coordinated and the theme is inconsistent. 

5. Auto-save when approaching islands can trigger at weird times and leave you in bad spots for reloads.

Overall I think some touch ups on the worldEnvironment would go a long way; more dynamic lighting/commitment to one art style/brighter blue sky/water etc. A shader effect on the water to create some waves would also give more of the feel of being on open water rather than in a big swimming pool.

Satisfying visual feedback and controls - freezeframes on hits, shaking the guy on powerful hits, the feeling of speed, etc. all well executed. The upgrades didn't feel all that satisfying however and it seemed to get repetitive pretty quickly. Agree with the guy below on the mash mechanic kind of disrupting the momentum of going fast.

Kino atmosphere. Not a huge fan of requiring 3 wins to advance to the next rounds. The physics of the putt also feel too inconsistent for what I feel like should be a more controlled way to hit the ball - either it didn't have any power to go anywhere or it would go out of the course even for small inclines. I think it's a great idea that the shotgun can be used in the level besides just hitting the ball (moving props, hitting enemies); really creative use of the mechanic.

it'd be nice if there were more visual feedback on the frog to know how strong the jump is going to be

Thanks, appreciate the feedback and stream. I think the core idea is good but I wasn't sure where else to take the game beyond a scripted short narrative. Might return to this game down the line and flesh it into a more procedural and open-ended experience.

Just watched it, yeah there's a lot of polish to go. Most likely will abandon this game since I can't think of making it anything beyond a 10 minute novelty.

Didn't think about that with the trees, that's a good point. 

Why don't you try putting the demo out on steam as well?

very minor but can you make the dollar sign position consistent? for shop it should go in front of the number. otherwise immersion is ruined


Really like the sound effects and music, and the premise is unique and cool. Nice work on the art and models, they fit the theme very well. Can't say I love dodging projectiles with tank controls + static camera, as the perspective throws you off along with needing to re-orient after every attack. The input remapping was a big bonus, the default controls for keyboard were too dated/non-standard for me. Additionally I understand that for pacing the tutorial the standard enemies take some time to kill, but it makes the pistol feel very weak and IMO they have too much health. The premise is cool enough that I don't mind if the combat feels clunky to me

Should work now

Uploaded a new file that looks like it works now

Think I fixed it in case you wanted to give it another try

There was an issue with the dialogue system where the dialogue end signal was silently failing, reupload should work now

Some of the art is a little rough around the edges to me but it lends itself well to the style of the game. The unique style and environment definitely pull you into the game, which is what RPG maker style games are about for me since IMO its hard to do much with the combat systems (renaming health/mana and the equipment system are novel and do big favors for the game's art direction but don't change the underyling formula). Not to say that's a bad thing, for this game I think keeping the combat aligned with regular RPG expectations is a good idea and pouring the rest of the focus into the world, characters, and narrative is the right approach. And this game definitely draws you in with its aesthetic, nice work!

minor thing also - icy is mispelled as "icey" on the enemy wraith description

One day I will be able to run your game, unfortunately the game crashes in the opening area with the priestess. Here is the log in case it helps:

USER ERROR: Node not found: ".." (relative to "Node").

   at: get_node (scene/main/node.cpp:1620)

USER ERROR: Node not found: "visuals/man/Human_Skeleton/Skeleton3D" (relative to "/root/main/loading/ExpositionRender/SubViewport/frostspirit/frost_spirit").

   at: get_node (scene/main/node.cpp:1620)

USER ERROR: Node not found: "visuals/man/Human_Skeleton/Skeleton3D/CHANNEL_ORB/ChannelOrb" (relative to "/root/main/loading/ExpositionRender/SubViewport/frostspirit/frost_spirit").

   at: get_node (scene/main/node.cpp:1620)

USER ERROR: Cannot open file 'res://scenes/items/weapons/Claymore.tscn'.

   at: load (scene/resources/resource_format_text.cpp:1638)

USER ERROR: Failed loading resource: res://scenes/items/weapons/Claymore.tscn. Make sure resources have been imported by opening the project in the editor at least once.

   at: _load (core/io/resource_loader.cpp:273)

USER ERROR: Node not found: ".." (relative to "Node").

   at: get_node (scene/main/node.cpp:1620)

USER ERROR: Node not found: "visuals/man/Human_Skeleton/Skeleton3D" (relative to "/root/main/loading/frost_spirit").

   at: get_node (scene/main/node.cpp:1620)

USER ERROR: Node not found: "visuals/man/Human_Skeleton/Skeleton3D/CHANNEL_ORB/ChannelOrb" (relative to "/root/main/loading/frost_spirit").

   at: get_node (scene/main/node.cpp:1620)

USER ERROR: Node not found: "visuals/man/Human_Skeleton/Skeleton3D" (relative to "/root/main/loading/fire_spirit").

   at: get_node (scene/main/node.cpp:1620)

USER ERROR: Node not found: "visuals/man/Human_Skeleton/Skeleton3D/CHANNEL_ORB/ChannelOrb" (relative to "/root/main/loading/fire_spirit").

   at: get_node (scene/main/node.cpp:1620)

Error. Could not load Resource: res://scenes/items/weapons/Claymore.tscn

USER ERROR: Index p_index = 0 is out of bounds ((int)data.children_cache.size() - data.internal_children_front_count_cache - data.internal_children_back_count_cache = 0).

   at: get_child (scene/main/node.cpp:1511)

USER ERROR: Node3D node not defined in the pinned point, this is undefined behavior for SoftBody3D!

   at: _update_cache_pin_points_datas (scene/3d/soft_body_3d.cpp:719)

USER ERROR: FATAL: Index p_index = 1095713294 is out of bounds (count = 2614).

   at: operator[] (./core/templates/local_vector.h:161)

Really like the visuals and 3D/2D pan effect, very nice and pleasant. Sound effects and animations are on point and the controls feel good. Having a timer with the actual time in the top corner might be nice instead of just the bar since its a time trial style game. Having a setting to change the mouse inversion on the break jump would be nice but is more of a small QOL thing. One problem I had was that the levels and targets in the background could muddle up the real targets in the foreground. Would prefer not rendering those targets on the next level at all or bringing their alpha down more.

mobile kino

I was using keyboard/mouse and would tap x repeatedly, did I miss something obvious?

Appreciate the feedback, yeah I really need to rework the early game to get off the ground faster. Balance wise more enemy variety and stronger enemies are needed, will have to create more varied rooms as well to run around in. Dismissing heroes is planned for later updates for sure