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KeronCyst

357
Posts
29
Topics
7
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138
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A member registered Nov 16, 2016

Recent community posts

Impressive for just 3 hours. If you are looking to improve it, it needs two things, maybe three:

  • Fairer enemy generation (so that if you're right at an edge, an unavoidable enemy doesn't spawn right next to you)
  • Slowly auto-heal over time to really turn it into a marathon game
  • A very gradually expanding map, so if you're very deep into a run, the map has zoomed out to be so large that you're basically a pixel among an ocean of enemies lol. That would be crazy!

It was in the Bundle for Racial Justice & Equality.

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It was very nice. I like the educational aspect of the game as a novice to cooking. However, there was a text bug in day 2 that caused all of Nainai's responses to immediately display off-screen and force me to scroll down to read them, and then the next ones would all appear at once the moment I picked a reply.

Then I took a photo of my food while eating it and was able to restart the entire conversation beginning with naming the food. So there are conversation bugs, but the cooking was amazing and very fun!

Oh, was it the pricing? I already had it through a bundle that mixed free + paid titles so I didn't realize. In that case, mosey on over to One Finger Death Punch 2!

Something was updated 13 hours ago; was the game updated?

Something got updated 7 hours ago but I don't see what it was; what happened?

It doesn't seem to allow me to buy any of the spare weapons on the ground despite me having the money for them.

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Incredibly smooth programming. I've never played anything quite like this, except maybe Dungeon Maker. I'd love to play this more if more features get added!

  1. It seemed to have forgotten my home environment, so I had to draw it again. A save button would be great.
  2. After I mapped out my home, the menu moved to the middle, which was far away from where I was, so I didn't even see it and was waiting around for a long time until I finally walked around (since it manifested horizontally to my position and was almost invisible from the side). It would be nice to have the menu spawn right in front of you, regardless of how large your fenced area is. (How do we get the nice, larger fences shown in the screenshots here, by the way? I only got small ones...)
  3. Being able to upgrade/change to double handguns or a shotgun would be great, because I found the one revolver too slow to keep up with advanced waves. Upgrading corner fence posts to self-defending towers would make for awesome first-person tower defense, à la Sanctum.
  4. I would strongly suggest swapping the controls: use the trigger button to pick menu options, and set walls/objects with A/B instead. Every other Oculus game goes through menus with the trigger, and this one confused me at first and then I forgot again later.
  5. Lastly, it would be great if we could draw a tiny trench/line on the ground to indicate where carpet changes to tile and back, since it's not fun to step on that divider.

In that case it's missing the Play Store link in this itch.io entry. Many games with mobile ports have store links in their profiles here.

All right, I now see that the downloadable PC version works just fine; it's the browser version that's at fault (either that or Edge 99.0.1150.39 or Win10 21H2). Thanks and sorry, I should've tested that earlier!

Okay, I thought there was a bug because I acquired multiple spells across all of my playthroughs but have never been able to trigger them. Perhaps some sort of reactionary "This spell won't do anything at this time" or something might help, because I've never been able to get any to work. Anyways, interesting game! I'll try the spells again later.

The spells seem to do nothing upon pressing 1, 2, or 3. What are they supposed to do?

That's the weird thing, though; I had a gamepad connected and P1 was assigned to the keyboard and there was no evidence of P2 existing nor being able to control it. I guess I'll try a disconnect and reconnect later.

I can't figure out how to get into 2-player mode at all anywhere in the game. Does it have to be unlocked by a certain number of single-player worlds first?

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It says v1.1.7 but the ZIP file contains a folder that says 1.1.6; was there some sort of version conflict? The actual game shows 1.1.7 in the upper-right corner, at least.

Did not know that Nifflas worked on this game. Is there by any chance some kind of dark mode for the color palette?

Is there any trailer or gameplay footage available?

Do you have any video footage of the game available?

.RAR files are a type of compressed folder, like .ZIP. The most popular program to extract all compressed folders is 7-Zip: https://www.7-zip.org

Is there no way to turn off the music?

I don't think Yankai's is allowed since it's for non-free titles only.

Sweet update! But it looks like I found a bug:

Oh, okay. I saw no official Android button link on this profile to that which was what made me unsure. Thanks!

Will there ever be an Android version?

It sounds like you came across a possible bug. Were you able to figure it out?

But then what prevented it from being a 10/10?

Looks great! Looking forward to its release!

Steam keys are excluded from bundle purchases all across Itch.io.

Why are the health bar and level number in the middle-left of the screen instead of a corner?

Use AutoHotkey!

Cool game! But is there no way to move diagonally by keyboard?

Oh okay, because I couldn't find any the-end screen. Maybe one being added at the door if you could leave the building after that would be fitting.

Use AutoHotkey to remap the keys.

Okay, you've got to come back to this game nowadays lol.

Fun and cute. I'm not sure of what to do after getting the lock's power/game made.

Very interesting demonstration video. I could see this easily being turned into a roguelite with an expanding board, power-ups, and procedurally generated patterns…

Unbelievably polished real-time puzzler on all levels, from sound effects (especially the block-dropping contact sound) to music, graphics, and smoothness of gameplay. I only have 3 comments:

  • The middle mouse button/scroll wheel should speed up the game.
  • You should be able to leave the play-mode selection screen by pressing Escape (which currently does nothing).
  • Some sort of Thinker/Zen mode in which blocks fall based on rotations made, instead of on progression of time, would really rock.

Wow. That's crazy. Thanks for sharing this. I will not be playing this game.

Found another: "We'll have to do something about that, don't we?" ► "won't"

All right, I figured out what the game's biggest weakness is: it's that non-shield cards are attacked randomly instead of from left-to-right, right-to-left, or any other predictable order. This makes it comparatively impossible to plan out multiple turns, versus the turn-stacking that you can plan in Slay the Spire and Monster Train, which is what made them so popular. It would be a major game changer if attacks could be made predictable.

There are also no events that allow you to remove cards from your deck, which can be critical to helping make a worse hand better if you miss out on good synergistic cards.

Interesting presentation, but Shaloc alone is way too freaking hard. This game would be a lot more accessible if there was a speed modifier to reduce it to even just 90% or 95% of the current speed.