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katfish-whiskers

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A member registered Jun 29, 2022 · View creator page →

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it needs to be hacked again so i get another couple weeks of peace in a compulsory vacation. never have i devved so hard in the past year

i liked the theme and the vibes and how the vessels kinda spread their state, averaging out the mood and i like the premise also. i appreciate how you can build without the annoying `pick one from 3` interruptions, but the gameplay didn`t really grab me.. i think its the movement that is kinda difficult to steer but at the same time steering is all you can do(about movement anyway)

eventually a green enemy started to tilt me cause he would get near me so insanely quickly i had no way to dodge

maybe a change in level design would make it easier to maneuver...

i liked the sound design and the ui also. the level background is a bit weak and too `flash game from 2000s`

>clicks abandon

>mfw no nibbana, still in samsara, utterly bored and unsatisfied

played the linux build

    actions sometimes take too long to execute - characters will have their hand with the magenta particle effect, but the game seems to halt while still animating. this is especially annoying in the enemy turn. my laptop is old and weak, so maybe its doing some `thinking` in a background thread ?

    dialogue should be a bit slower, preferably only advance if i press something
    

 the game seems high detail enough that i could zoom in a bit to see the characters and demons better, or even let me see the demon models if i double click or click on the portrait

    there is a bit too much of a tutorial dump in the area with the buildings and a green background. it seems that a lot is taught all at once.

   so i kinda liked the game, but having only 3 actions means that more people makes the battles harder, which is very strange. this is especially strange considering that the first 3 available missions require me to take 7 or 8 characters already. the only game i played in this genre was Wakfu and i don`t really see why this mechanic could be making the game more interesting

    i liked the aesthethic of the hell/battlefield, but i can see it becoming boring over time

the player characters could use a bit more of identity in their models so i can identify more easily what they can do...  

  game is a bit too loud, i saw it that playing the game sounds should peak at the -6db in the audio bus scale, i have been using this rule and it seems to work for consistency with other sounds in the system

  i wish i could attack and then move

    units quite often get stuck with the run animation

i think the game could start with easier missions, or perhaps losing/sacrificing units is kinda expected ?

thanks, I was able to fix the jitter before more people tried the game. still, half of the download was from the first build, unfortunately

thanks. there is a mechanic that you can start with near-instant acceleration if the lights go white while the velocimeter is going up, maybe this is what happened

thanks for trying. you have to hold hop while steering to power-slide

the download is an example project with 2 different example car setups, you can import the entire folder into godot. admitedly, i should still write some sort of short tutorial.

thank you very much. voice is a bit low on the mix but i could still understand you 95 % of the time. video feedback is very appreciated

i think i killed the joy of sliding by adding too much lateral grip in an attempt to make it more easy....

funny that you think the car flyes off too easily since gravity is at 1.2X already ... maybe the chassi bounce or high speeds are  too misleading. the track has a lot of sudden changes in height and the speeds are also very high. for reference, the velocimeter max out at 300 kmh

i`m thinking of adding different tires to allow for more slidy or grippy playstyles

>playing with mosue is miserable

indeed it is

i`ll add custom tire characteristics for sure. trying to obsses about some perfect handling is probably pointless when people will want different things

the mipmap is my custom shader thing that stacks textures... i`ll try smooth the transition as no mipmapping looks too noisy for distant geometry. the shadows also need some  cascade blending... i can`t use aniso mipmaps because of the unfiltered low resolution look i was going for...

i supose i could bump the contrast a bit, but i think most indie games overdo it for outdoor scenes

it halts a little bit at the beginning, specially if your computer is slow. you sure it really got stuck?

the idea has potential, but i missed feedback in the `main screen`.  did i use the heal? nothing happened. oh yeah, there is this report textbox on the bottom right, and i need to keep hovering a unit to see its health on the right side of the screen.... so its like real time but also turn based but you have to keep pausing to parse the different UIs

adding skils on WQER to the VS formula is a good idea IMO. the UI presentation is great. didn`t play too much because the VS gameplay dosn`t grab me so i cant really comment on balancing

pretty cool. seems to be something off with the way it self aligns back to a neutral position. it will sometimes remain banked and sometimes correct itself to remain leveled and sometimes `correct` itself to remain at a strange bank angle. its weird because you have the logic to proper banking already as pressing QE does the thing you expect it to do automatically. you can try adding the blackout effect during high G manuevers and high roll rate manuevers, instead of having it tied to the EQ input. overall it feels pretty nice with how easy it is to control and the camera work. at low speeds the illusion of flying is broken though, but low speed feel is probably not important.

the echo sound on the bullets are nice, but maybe a bit too much delayed. you should destroy them on impact because spraying a wall seems to reduce performance a bit

lmao at the new voice lines. they definitely feel more alive with the new bahaviours. flying is still a bit strange when diving. i was really expecting to find something on top of the tallest building. the camera frustum depth is too small for no reason... maybe you plan on adding fog? if not just crank it up.

wanted to mouse fly but didn`t know how to enable it... is it not available in the browser?

maybe it would look more rad if they shot a stream of disperse elongated projectiles instead of a big ball

hey, thanks for trying and sorry for taking so long to reply, i was going through my old games and got embarrassed for not having replied. i made this game to try to understand the fun in the survivors-like game-loop.  i did not liked it very much, but its nice that people found it fun. piercing does make a difference, but I wont be updating this game anymore

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bz bz bz bz bz bzzzz

bz bz bz bz bz bzzz

bz bz bz bz bz bz bzzzz

buzz on

downloaded for later consumption. been listening to jesse welles lately and this song reminded me of  the aggy dev who likes bugs https://youtu.be/6cbrmyg1UTg

battydev also complained about weak brakes, maybe I need to increase grip, that would also help steer more.

did you play on the blue tarmac(map 9)? it has a lot more grip and thus braking and steering are both `stronger`

can you elaborate on your expectations of weight transfer? right now the behaviour that I get is an increase in steering when you lift from the gas and a good chance of oversteering when braking slightly. braking hard causes understeer.

very strange that the steer assist won`t stay off for you, I can`t reproduce this...

played on linux, no problems as far as I can tell. Kinda expected since its java.

transitions to menu and inventory are slow, but you already know that

menu navigation could wrap around

dev dialogue is soul

there is no problem solving in using items since it just shows up as an option when interacting. i think having to open your inventory in front of an interactible and then using it would give the player more opportunities for problem solving

not sure how the attributes would have changed gameplay

the atmosphere is nice, i was always expecting needing to run away from some monster or something, like in amnesia

torch should not be allowed to go inside wall

there is a cooldown for blocking and attacking, but it does not match the animation, so it just feels unresponsive

difficulty spikes too soon, just more of the same enemy clumping

my sword seems to have less range than their machetes, which is very strange

the choice of attack did not seem to matter

nice music
cute art and characters

should not need mouse to navigate menus

checker background boring, but I assume placeholder

should be a little more obvious that i can't dodge poo poo shots and that they are a puzzle element, not a reflex skill test.

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the fruit effects could be color coded and presented as a list or table. a single line string is difficult to parse every time. the color instead is used for each fruit, which is redundant since we can already see the fruit.

forage bush could look better, even though it`s a button
since health recovers fully, it seems like keeping the last enemy alive and the battle going to gather fruit is optimal 

nice silly music matches the goofy creature design, although a bit repetitive
can't see the poison and armor effect on enemy (unless hovering)
stopped at 60 health - 4 actions

lacks a sense of progression, seems like just a grind for more health or highscore type of thing

linux version worked fine for me. the spellcasting mechanic is interesting, but there is just not enough content to really explore it. not a fan of battles popping out of nowhere. how did you get the game to be 400mb with such small amount of content?

better than tetris. got 20k score. it`s just very solid already and the polish is great. only nitpick is that there is a strange delay when a column gets filled. i understand that you can`t just suddenly reset the game when the player loses, but this delay is strange and uneventful. really curious about where you want to take this because it already looks finished to me.

>They're working but I'm noticing there's a big deadzone on the brakes I can't get rid of even when I set the brake deadzone to 0.0. I did some testing to see if I could hold the brakes at 50% or any value between 0% and 100% and it was nearly impossible. I could sort of get some progressive input on the brake but it jumped from 0 to 100 so fast and suddenly.

this is definitely a problem, accelerator and break inputs should be the raw values from the triggers.

I found a problem where setting the input method from the main menu was not working, and had to be set while playing a stage, so maybe that`s what happened to you...

either way, thanks again for trying it out.

oh, crap, I fuc*d up the gpad mappings again... the bumper mappings for  shifting were gone.

damn, I  was hopeful that the new assist would  make it easier to handle. so,  just to be sure, did you select gpad mode in the steering method in the Controls menu?  I suspect you could be using the keyboard assist but with the gpad input(pressing the stick was  also  not setting the enum correctly). what did you mean when you said that the steering was too fast? the wheel  response itself or the vehicle  response? there  is a linearity option that should help if it feels too responsive, you can lower it a bit. The triggers for accelerator and brake were working,  right?  the orange and green bar on the GUI should show you the inputs.

I could  not reproduce the crash when changing the brake options,

I remember that last time you told me the brakes were  too weak. you can disable the ABS by setting both to 0.0,  then if slamming brakes still feels too weak, that means my tires dont have enough grip.

did you change the `slippy tiers` setting? don`t change that, somewhere  along the way I broke the  `normal` tires,  so keep it at default, which is `on`

thank you very much for trying it before DD, I really need to get myself a f*ken gpad

AI is outside the scope of this project. This is something that would change too much depending on what features you use and what type of game you are making. You can make your own AI by setting the vehicle steering manually, check the kv-inputHandler.gd script, it serves as an example for input handling and how an AI agent could interact with the vehicle. I do plan on adding configurable automatic gear shifting.

i used a refined version of this method mostly.

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saw in the bread that you already updated the game, but if you still want to know - what I meant is that the FPS counter did not seem to match the complexity of what was being rendered- a scene full of particles could be running at 120 while a scene mostly empty, with barely anything in the view frustum could be running at 50. it did not feel like a measurement bug, the smoothness seemed to match the displayed FPS

Im not familiar with how winged animals work, but another idea could be have a button for forward flap and one for upward. and perhaps one for dive, where you tuck the wings and make yourself `sharp`... just spitballing some ideas

looks like the gameplay is pretty much the same... since we are meant to flap so much, and repeatedly, then why not let me hold the button? i think going greyscale is an improvement. gives the idea that its dark and this is your night vision. wish the humans had some reaction to my presence once im close enough. when i read your post i could not believe that so much time has passed. your song is nice, and fits the `chill ` vibe of the game. and of course, Tomo`s models are full of soul(the good kind). i think you can still make controlling it more responsive while still retaining the physical feel of flying by adding a bit more of sideways force, especially when i`m activelly trying to `steer` and the bat still has some roll

liked the music and all the sfx except for the asteroid explosion, the dust particles and their trails are really nice. cant really decide if having those circles and lines connecting to the `ground` is a good idea or not... menu navigation and sticking to the center of the window even when changing sizes seems to work fine. framerates are very strange, it seems to be trying so hard to smooth things that once it dips, it refuses to get back up. i could be on a simple scene with 50 fps or blasting everything and particles everywhere at 120 fps. played on a craptop iGPU. gameplay itself is basic but nice,  losing makes you play the previous level instead of unlocking the one that you are playing. did not like the visuals of the cubes, the rgb  dont look very nice to me

really dig the concept of mixing elements. took me some time to realise that i need to go after the element rune ammo thingy to unlock the spells. terrain interaction is nice, im assuming this is inspired on the game magicka, but if not, you should check it out. reading other comments i don`t think i played the full demos, since i just left the `main square` and found nothing around it so i thought that it was over

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sfx are good. using Q while controling with WASD is not good. the main mechanic could work, but im not sold on mixing it with VS-like. the screen gets too crouded too quickly. marking enemies seems kinda pointless, could just shoot the closest and use marking as a way to force focus on a higher priority target.

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thanks very much for this feedback!

> Overall, a huge issue for me in this game is how weak the brakes are.

>I'd bet that your programmed max deceleration is way off.

the brakes where not tuned properly. what determines acceleration deceleration is ultimately the tire grip. the breaks where just set to a low value because i tuned it to my liking and got used to it.

>Do I need to threshold brake? Is that the issue?

there is an ABS system, but its not great, since the breaks were so weak, that was definitely not the problem

>Also, I find that I can't use forward-rearward weight transfer to my advantage at all. This leads to frustrating understeer.

this is interesting. i was worried that the whole weight shifting thing was too strong! the way it works now (probably not corect judging from your feedback), is that a little bit of of braking gives you oversteer but slamming it does not. the reason is that under heavy braking, the tires will `use up` all the grip applying a `backward` force, while little grip is left for steering. so most of the weight shifting steering benefits happen when your stop accelerating and improve only slightly by braking a bit.

> That seems to be a physics modeling issue. It shouldn't be whether I'm hitting the brakes, it should just be how the chassis is shifting weight front or rear that is affecting handling and grip.

its for the reason above - its not hardcoded, in fact, its all emergent behaviour from the physics model. the things that are hardcoded are the biases to make the physics more arcady. you do get a grip proportional to the weight(under heavy braking it can get like 80% weight on the front tires). its just that all of the gained grip ends up being `used up` to do the braking. now, this is how rigid body friction works, but tires are stretchy and sticky so i`m probably missing something. i have a few ideas already on how to fix this issue, or at least tune it in a way that the more you break the more steering you get(assuming thats how it works)

> And then I get gobs of unwanted oversteer (basically a completely uncontrolled rear end) upon touching the brakes at all while going high speeds.

this one is a bit tricky, im not sure why it gets so much harder at high speeds. could it be just that my surfaces dont have as much grip as other games? im using values that are slightly higher then real general purpose street tires... another thing is that the car has a lot of maximum steering, so small inputs could be doing more steering then expected.... finally, i need to try out aerodinamics. there should be a small self-aligning effect when air is hitting the side of the car, but i have no idea if it would make any visible difference without testing... street cars barely make any downforce, but something with a big airfoil would be more stable at high speeds

> FWD and RWD handle in this.

i should probably have added a toggle... from my tests its too easy to lose grip when accelerating, so i think ill need to write some sort of assist for keyboard controlling. the clutch is also too fast, so changing gears is like a clutch kick and makes rwd go sideways quite easily on some tests that i did