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JuicyChicken

122
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34
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A member registered Feb 29, 2020 · View creator page →

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looks nice

ok

shitpost simulator gives me idea for next game

uwu that what senpai said baka

it got issues.


perhaps you can play with the concept of the government shutdown

Daniel Trompas always found me.

The communist manifesto didn't work to repel republicans.

It said I found part1 and returned to main menu, is that it?

unplayable jank.

cutscene / dialogue was ok.

maybe you can activate some kind of pogo stick animation to show that you will bounce higher.

really hard to say anything. it could be neat but I didn't understand how to update the party, get skills.

controller wasn't working

ps

It's nice cute and fast platformer.

I kept thinking it would be more intuitive if jump in the air was double jump which used up one of your stars. As is it now you can kind of cheese some obstacles by spamming up shoot. Like neutral jump in the air would be the current up+action, and side + jump in the air would be the current action in the air.

Also if the stars came back with landing or hitting a powerup, it would be more satisfying and puzzle like instead of you can kind of grind out a big gap with jump spam.

It would be nice to see the cutoff time for the stars in the results screen even if you exceed it.


it's ok. felt a little slow and clunky.

that's what she said

nice platformer cool use of water orbs.

I didn't like that the controls reversed in water. also jumping out of water was very jarring and disorienting. It seemed like it turns you 180 right when you exit or something, I would prefer the cam to be unaffected and if you are dashing out the water just auto dash the player in the direction they are facing.

The combat was ok, but I never figured out how to take out the furnace.


kind of hate this game. best part is the jokes and the dialogue.

the platforming and combat feel very bad.

I think the cropping was just a recording issue.

why so many Europeans playing this game lol. do they even get the joke?

thanks

some things could be sped up I guess.

didn't realize the times were gonna change based on environment lol.

thanks for playing.

great game it feel like a nice combination of sokoban and slide puzzles.

the only gimmick I couldn't figure out was the flame thrower and the trapped ghost in the middle of the park. I thought it was "Kill all red laser guys" but it didn't seem like that.

future puzzle idea. 

puzzles where the way the character is facing matter, he turns into a 1x1x2 block and has to fit somewhere. or like his face has to touch a certain square.

one of those puzzles where you have to trace over an area and traverse the squares exactly once.

those slidey puzzles where you have to collect all the coins like in those mobile ads.

Major issues with the main menu and level select. The controller bugged out the cursor I think.


I love this game. The setting and the writing are very intriguing mysterious and have me at the edge of my seat to know how it will play out. How will I (protag) cope with her new life, where will my choices lead? etc.
Also what kind of CRIMES is this chinese man into? What are his plans for you? When there was a choice of easy feed in the cafe vs hard feed in the alley it was a very tense moment.

The systems give me a little anxiety on the amount of branching there could eventually be, but the first hour which I played was very linear and just started to open up. 

It would be a nice QOL if hovering over the different quest icons would remind me of the type "main, side, blood, skill etc.". or like a legend on the map reminding me.

There are unfortunately technical issues which prevent me from going further.
The hair dye event doesn't go away after doing it. and the last few missions I did the game soft locked and I had to quit out and restart. Replaying these missions always softlocked and I could make no more progress.

It might make for a nice game if there were save slots and quick save/load. although it could encourage save scumming. it would let players who want to explore all options through multiple playthroughs get what they want.

I was filtered by the tutorial. I don't get a sense of If i need to go faster/slower in terms of the engagement and micro. I was constantly wondering if I need to charge in/back off or do I need to adjust aim more or let things play out.  All of the keyboard buttons confuse me.

it's ok

bonked some crates. It's nice but I felt like I ran out of content? as I could not figure out how to get to floor 2.

It's a very fun tight platformer with great art. Especially the character looks very nice in the game.

the difficulty is very high, but it felt "fair" until the ice level with the penguins and the hot floors. At this point I couldn't even figure out how to progress and gave up.  The trailer showed off some jumping off of penguin head tech which i saw after I quit, but even then bouncing off of penguins was very inconsistent and frustrating. Sometimes you get a big bounce and sometimes you don't.


It would make a world a difference to give some input leniency as many times I swear I landed and jumped off a platform only to use up a double jump. You should be able to initiate a twirl in the air after walking off a platform.

I don't think it mattered for this level but I didn't notice there was a charged shot. maybe there could be a door which requires it at the beginning?

Also a level select.

Nice dungeon crawler. Made it to the end of the demo.
I was fumbling around to figure out how to learn skills, I thought I had to find someone in town, but it turns out it was on the hero menu itself. I didn't read much into the abilities for this run. the fireball seemed weird to aim.

Major issue. sometimes crashes when loading dungeon.

I wish I could play totally with mouse and no keyboard required or even controller.
Potion/Mana potion buttons are great but they should display the count.

I was excited about managing a party but it seems you only get the dwarf so far. I was looking for a way to tell my party member to take a potion.

It isn't explained anywhere what death penalty was, if there is any. (I didn't notice)

Could use a lot of little polish, sounds, when things happen etc.

I think the bridge orc charged me twice?

It was starting to get repetitive, but I'd imagine the skills could keep it interesting going forward. Maybe even like epic boss fights or narrative stuff to break it up.

good.

not sure if it says "Kill a fish" or "Killer fish"

It definitely works, and implemented well.

But during playing I felt it was an overwhelming amount of variables to try to think about during combat. After 30 minutes of play I still didn't' feel like all the fiddlyness with the elements had a significant payoff.  Only made it to the big titty item lady once.

Almost wish the elemental menu was a full pause. Even after playing I'm not sure what element is meant to do what. Standing around and healing with the heal gun feels pretty bad. Why would I want to fire healing shots at the enemy? (if that's even what happens)

Very stylish and action packed, but I couldn't beat the first level. Wasn't sure what I could be doing different. I realized you could knock bullet away with your bat, but are you supposed to try to? It was hard to tell what is visual flair and what is meaningful game state in the UI.

After reading some of the other comments it seems you can pick your hat back up for another hit, I never figured this out.

I guess big questions is. "How much would you pay for this" and "Would the joke get super old if I added like more content."

very nice super polished metroidvania. Great controls, art, sound, levels.

at the demo end screen. I was wondering if I could use the slide to get past the pillar with the 1 space gaps crawling with worms.

some targets like the red orbs are super small, i would prefer them to be bigger.

some of the entrace/exits aren't distinct enough visually to remember. I kept thinking, "was there where I came in?".

In the boss fight I wasn't sure if I had to aim for the mouth and the orbs were optional, but it eventually died.

I thought the gun would let me break the yellow blocks since it had yellow bullets, but I guess that was a misunderstanding.

I did feel lost after dash, not sure what could be done to better guide the player.

nitpicks

The controls are displayed in keyboard when playing on controller (ps controller btw)

would like to be able to close map with O

the game over screen I had to navigate once to select ok

I think the control scheme reverts to keyboard for a second when respawning.

I DIED!

demo

up
update

update

A lot of stuff happened. I never figured out how to build a bed to expand the guild.

I wish the UI was 3x bigger. The slots and icons are so small. I kinda want a maximize on a windows to do 1 thing at a time.

nice game

It works. It kinda has a lot of dead time.

I think I got a big gun at the end but wasn't sure how to bring it up.

I wasn't very immersed or excited.

Very stylish fun action packed game.

I was immediately looking for a mouse sensitivity as I wanted to crank it up. Also I don't think you can collect the power ups by walking into them?

It is definitely "one note". more enemies could be like. flying enemies, small fast swarms, big damage sponges, ranged missile shooters, enemies that explode on die, etc...

like the cultist theme immediately conjures up visions of demons, flying bat/eye things, demonic dogs, homunculus. Maybe if you let cultists bunch up too much they merge together into stronger foes? This would alleviate enemy count.