Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics


A member registered Jul 06, 2016 · View creator page →

Creator of

Recent community posts

(1 edit)

The gameplay is starting to shape up, though so far the combat is lacking, mostly due to the enemies not doing anything interesting. You can just hold down the fire card to deal with the whole bunch.

There seem to be some issues with chaining moves too fast  into each other, or holding multiple buttons. For example, using fire -> earth in a quick succession while standing in place results in a fireball followed by a punch animation without the huge stone fist appearing at all, while holding jump + earth results in a repeated pattern of empty punch -> small leap forward -> aerial earth attack. Also I feel like holding down attack buttons shouldn't prevent you from walljumping.

Doing a fully charged lightning move on a slope flings you up ridiculously high, that's probably something you should look into.

On a technical note, you should add some sort of (optional?) framerate limit. I noticed some coil whine from my GPU while playing as the game was running at roughly 1000 - 4000FPS depending on situation.

The black bars are still bugged if you switch from windowed to fullscreen, but the game at least remembers the setting now, and the bars work properly if the game starts in full screen (and don't alt+tab out), so that's progress.

Also, while messing with alt+tabbing, I noticed that after pressing alt in the chat part of the intro sequence, you can press X to quit the chat and hide the phone, and then you'll be unable to do anything and have to close the game. Is this a debug feature or some really weird bug? Also, the FPS Counter option in the settings menu is mislabeled as Full screen as well.

Sorry about the late response by the way, I've been away from my desktop (and will be away for a good while again).

Yeah all the problems seem to be fixed now. Seeing the actual cutscene for the 3rd bug now, in the previous version the bloodthirsty slime was always spawned next to the left side wall of that area instead of the ledge it's supposed to jump down from. Since this is now fixed the cutscene will also proceed as intended.

Also, I think I reported this issue with fullscreen mode on a 1920x1200 monitor back in DD20, but it's worth mentioning again since it's pretty distracting. The black bars only work when the game starts in fullscreen, but it forgets about fullscreen setting on every run after the first one (starts in fullscreen for the unity splash, then always switches to windowed). Switching to fullscreen in-game causes this blinking garbage to appear, and going back to windowed mode doesn't restore the window size either:

I should've probably noted that I'm on Linux, so I'm not sure if the Windows version runs better. Every now and then I run into some games like that, most of them made in Unity. It wouldn't be that big of a problem if it didn't make aiming that much more difficult though.

As for the sprint, I did notice you can't sprint backwards (without a perk) but still ended up simply holding down the button 100% of the time because why not. Good to hear that you already have plans to change it.

I've been playing this game a fair bit now, and although I've yet to beat either of the final bosses it's been pretty fun. That being said, there are quite a few issues worth addressing too.

First of all, the performance issues and their effects on gameplay. While the game does look pretty impressive, I think the system requirements are still out of proportion. I'd expect an RX480 to be able to run the game smoothly at 1920x1200, but the framerate varies wildly (between 80 and 35 FPS or so) depending on where you're looking, and there are even bigger spikes occasionally. Normally I might be able to tolerate that, but the mouse smoothing seems to have issues with lower framerates; the slower the game runs, the more inertia the mouse seems to have, especially during spikes this translates into tiny flicks of the mouse resulting in huge turns. I ended up choosing a much smaller resolution to make sure that I absolutely never fall below 60FPS to keep aiming consistent.

Next, the visual design. I'm not sure what you're going for here, but most of the game looks something like a survival horror or such, but then there are things like the slimes and some weapons that look almost cartoony with their glowing bright colors, and the styles feel like they're clashing.

Finally, the gameplay. Unfortunately the combat falls a bit short in my opinion. The guns don't really have an impact on the enemies, who are generally slightly faster than you, resulting in fights that mostly consider of backpedaling while trying to shoot whichever enemy is closest, and running in circles with them once they inevitably catch up. There's no penalty for indefinitely holding sprint, and jumping is only useful for dodging very specific attacks designed to be countered by it, so I'm left wondering why those buttons are in the game in the first place. As for the boss fights, I'm not really a fan of these ranged attacks that have markers appearing on the ground; it might work well in 3rd person where you can see slightly behind you, but in 1st person perspective it's quite easy to accidentally back into an attack you didn't see and taking massive damage for that.

Anyway, that was a lot of complaining and ended up being more harsh than intended. Despite the issues (some of which are subjective anyway) the game does feel pretty polished already and is good fun for a while.

(2 edits)

I was about to report the same issue as below but you fixed it already, so instead I have a heap of other issues I ran into with the updated 1.1 version (Linux):

  • After you return from the cave with the data chip, the game gets stuck in the following cutscene on the screen with the message from god of binary; time is still passing but there's no way to advance the cutscene, so the only way out is forcibly quitting the game, which leads into the next issue:
  • After quitting the game and restarting, the story continuity is broken as Kat behaves like you haven't gone to the cave yet, but the data chip is already in your inventory so there's no way trigger the bugged cutscene again.
  • Continuing to the east, passing over the spot with breakable ground seems to trigger a cutscene but the game gets stuck again; black bars appear around the screen but that's all that happens, and there's no way to regain control
  • There's an odd, invisible platform right above the starting spot when you load the game, if you fall on it you very briefly enter the standing state and then fall through it.

I've deleted the save and settings folder multiple times, and all these issues seem consistent. Not sure if there's anything new gameplay-wise as these issues won't allow me to progress. Somehow the game feels a lot more buggy than last demoday.

Also, a small quality-of-life complaint about the prompt to look around with the right stick; I use a keyboard for games but because of a software called SC-Controller, I have a persistent fake 360 pad "attached". It'd be nice to have keyboard prompts show up even with a controller available, ideally by detecting which device the player is using at the time, but a right stick / shift key -prompt would be fine too.

  1. I think this is the 4th time, I started following the game after the first native Linux builds, 0.62 in DD19 I think? Pretty sure I was the one to request the port back then.
  2. About 1 hour maybe, I wanted to clear the game but died a few times at first and then got almost killed at a boss and had to use some cheesy strats to beat it, which took some time.
  3. After clearing the game, as in getting to the sandbox level at the end. Will probably play a bit more later to unlock at least one of the other breeds, as they seem to be locked again.
  4. I think there's more freedom in the creature design now. Before the change I was usually placing that one obligatory eater somewhere safe, usually the rear, and ignoring the skills they provided in fights, as losing the eater would often result in a situation where you'd need to break down your creature (usually mid-combat) just to be able to eat again. With the new changes you're free to place them wherever you want, or where you need those special defensive skills they provide, like protecting your melee combat zooids with electricity and such. Overall it's a positive change, though the eating part feels like a secondary function now, so the name "eater" feels now a bit misleading maybe.

Yes, this seems to fix it. The rest of the game also seems to work fine without issues, though I'm seeing some minor glitches in the menu button borders.

Also, I tried testing the game on some other (older) systems, but the game refuses to launch, producing the error: Illegal hardware instruction (core dumped).

Getting invisible menus on Linux / Radeon RX480 / Mesa 18.1.3 because of shader compilation error:

Error compiling fragment shader: src/shaders/text_frag.glsl
0:15(33): error: sampler arrays indexed with non-constant expressions are forbidden in GLSL 1.30 and later

The game's starting to look and feel really polished. Nice work. I like how you've changed the eating, it's a lot less of a chore now.

One issue I ran into was a nearby enemy regenerating parts managed to get tangled into me, and the only way to fix the mess was to use the growth mode to move my parts. You should probably be a bit more strict with when and where parts can be regrown.

The physics seem to be highly framerate dependent; forcing vsync off (resulting in about 160FPS on my system) made the character slippery enough to move around just by waving the mouse, while extremely low framerates made her unable to move at all. Additionally, pressing esc to pause the game and then resuming occasionally makes her shoot high into the sky.

This is gonna be one negative post, but here are some things I think could use some improvement.

I played through 100 waves, though around wave 30 I already felt like I had seen everything. The difficulty never really ramps up, the waves got longer but not any more difficult. I spent the last 40 waves walking around and deploying turrets without firing a single shot myself.

The upgrade system could use some balancing, right now it feels like maxing damage first is the clear best choice, while health is pretty useless.

Turrets should actively look for better targets instead of switching only when their last target has died. This is especially an issue at the beginning of a new wave, when all the turrets lock onto the enemy that was spawned first, and if that happens to be on the other side of the screen then they'll waste a lot of time doing nothing until that enemy is dead.

Some other things to note, the option to buy ammo should also get cheaper if you're only missing less than one clip instead of letting you waste money. Also, replenishing all your ammo when you're all out also reloads instantly. Not sure if this is intentional, but it lets you deploy turrets a lot faster than usual.

Finally, I started experiencing some framerate issues after wave 90 or so, with CPU use at a constant 100%. Might want to check if everything is cleaned up properly when destroying objects and such.

This is the playerInfo-dd20.dat, I think that's the only relevant file?

Yes, I have a 1920x1200 monitor. Also, if you want the save file from my other issue I still have a copy of it, if you want to look more into that too.

The Linux port is much appreciated. I have some feedback to give now.

I like the platforming mechanics you're going for here, though they feel a bit janky perhaps. Having only two jump heights instead of finer control, and the dash killing all momentum, even when done downwards, are pretty odd design decisions. Also it feels like the dash loses its wall breaking properties a bit early, making me bump into walls instead of breaking them. Especially getting down to the debug room I ended up just dropping back on the breakable tile a few times. Besides these, I like the game so far, though there's not much content to play around with yet. Also assuming a good portion of the graphics are placeholders still.

I ran into a couple of issues too while playing. The game doesn't seem to like running at a 16:10 resolution, instead in fullscreen it renders the 1920x1080 game canvas in the middle surrounded by blinking bars of some corrupted garbage from video memory or something.

Another and more severe issue, I seem to have managed to partially corrupt my savefile, whenever I start the game and check the messages on the phone, the game freezes and starts consuming massive amounts of memory, until I either kill it or my OS does it for me to avoid a complete system crash. This doesn't happen on a fresh save though.

I haven't used Unity myself but I think you need to export it separately for different platforms, or at least manually enable exporting to them somewhere. It should produce different binaries for all the platforms, for example the Linux executables will have an .x86 or .x86_64 file extension I think.

Please do not mark Windows-only files as multiplatform. I did give it a try in Wine since I had already downloaded it, but was greeted by a black screen.

(1 edit)

A quick bug report on the Linux version instead of any actual feedback, sorry. Selecting Usherbot's stage breaks the game, leaving the selection blinking forever, with an endless wall of errors repeating on the command line - see pic:

EDIT: I just noticed the background parallax issue was already known, so removed that part of my report

(2 edits)

Is it just me or has the run speed been toned down too? It finally feels reasonable instead of making you run headfirst into wallspikes. Anyway, here's a bunch of things that caught my attention:

  • The turtles reset their annoyance timer the moment you jump off their backs, so you can just keep tapping that jump key to be able to ride one for as long as you like
  • Holding the run key makes you unable to perform an airjump (not sure if intentional, but if it is then it can be circumvented by briefly releasing the key before pressing jump)
  • Personal opinion, but I feel you should be able to do an airjump after falling off a ledge too, and not only from a jump
  • There's a small spot in the main menu screen where you can hit both resolution and controls at the same time
  • I managed to get semi-stuck below a ledge, though pressing down released me. See pic:
  • Running sometimes allows you to tunnel through spikes and grab the wall behind them, though there's no way to get out without dying

Well, this turned out to be mostly a bug report, but hopefully it'll be useful. I'm enjoying the game so far and the art is super cute, although I must say I'm not a fan of the 30fps limit, especially in a fast precision platformer like this.

You guys work fast, I didn't expect the Linux version so soon. That said, I have some issues with it using the fullscreen mode; I can't do anything in the main menu, none of the items even highlight on mouseover and clicking doesn't do anything. Another issue is that picking lower screen resolutions just makes the menu smaller and anchored in the lower left corner. Windowed mode works as expected so this is mostly a minor inconvenience though.

Also, I ran into this funny bug, when I removed the parent nodes of my spikes the spikes themselves didn't get removed since they were apparently also connected to my head despite not even touching it.

Fair enough. Well, I hope this has been helpful, definitely looking forward to future versions of your game.

By the way, are there any chances of a Linux version in the future? I ended up playing the Windows version in Wine due to the WebGL crash, but had other issues there like missing text (common to many Unity games it seems). I'll probably give the game a proper try in Windows later, when I have the chance.

Well, I managed to get through the end-of-demo level and loop back into the tutorial with it, where I had trouble squeezing it through the spot where you need to break the rock so I broke it down and tried some other build styles after that.

That's a thing I forgot to mention too, I expected the last level to be endless but eventually it offered me whirlpools to go down and loop the levels. Was this intentional?

Nice concept, and quite fun to play. The balance feels a bit iffy right now though - after a few tries I ended up making something with a few flaks in front and lots of turbines, and the game never threw anything at me that could counter it. There wasn't even an incentive to keep expanding because that would've only added more attack surface for little or no benefit as well as making navigation between obstacles harder.

Also worth noting, I ran into an out of memory error with the WebGL version:

Getting some Nitemare3D vibes here. Very nice. There's a surprising amount of monster variety and enough guns for a game this short, although I'm not really a fan of having straight up upgraded versions of the same weapons. The sound department is somewhat lacking, and the lack of feedback when you shoot the enemies makes the combat feel a bit unsatisfying sometimes, especially when fighting enemies with lots of health. Other than that it's a really solid game - and runs well on even ancient toasters. Great job.

Cute! The persistent trails are a nice touch. Physics-wise the game is a bit of a letdown though, it feels like there's an absolute limit to your speed that's set way too low. Especially the huge downhill part at the end is just a disappointment, when it looks like something you should gain lots of speed from and then you just slowly slide down. If there were some tricks to pull off, it might still be interesting, but right now most of the game is spent waiting for you to slide to the next obstacle. Still looking forward to where you'll take this game though.

Also, there was some odd looking flickering of the ground as well as the player character's eyes, and they seem to get stronger the further away you are from the start (the issue with the eyes only appears around the first checkpoint or so). Linux version btw, if that's relevant.

(1 edit)

A nice little game in the making, not sure if you have further plans for it or it's just a practise project for Godot.

I found some bugs regarding the delta timing; forcing vsync off made the game run at roughly 2k FPS which broke the screen transitions, making the player character walk faster out of screen than the screen would scroll and never returning control. It would also make the chef boss' knives move at extremely slow speeds, completely changing how the boss fight works. Of course the opposite issue is there as well, running it in software rendering mode on an old laptop made the knives so fast they were practically impossible to dodge.

Also, it'd be nice to be able to customize controls, or at the very least make the left analog stick on the controller work as well.

After the previous (DD15) demo I spent a good while tweaking the gameplay, since I felt the game was slow and dull. I think I'm on the right track, but I haven't been able to bring all aspects of the game up to speed yet, such as the enemy design.

As for levels, it's probably just lack of practise. I'll keep making new levels as the gameplay changes and hopefully get better at level design in the process.

All the moves can be canceled into special attacks if you hit an enemy - including the specials themselves. Interrupting the roll with a dash like that is a good way to stay safe.

I actually place some enemies in the player's way to aid with the movement; the special moves can be chained if you hit enemies with them so there are some enemies that are intended to work as links between attacks in the air. I know I should reserve things like this to late levels, but since the gameplay still isn't finalized and I need to make new levels for every demo, I like to put in a bit of everything. I'll try to make the levels easier to approach in the future, at least the early ones.

About the fullscreen issue, that's odd. I don't think anyone has reported that before, but I'll look into it if I can reproduce it on some system.

Thank you for the feedback.

I'm aware of the visibility being a problem, and I've tried to mitigate it the best I can. Things like the camera scrolling further forward the faster you go and such, as well as invulnerable special moves that you can use to quickly change momentum. I'll see what I can do to further mitigate the issue.

I've also tried out doubling the screen resolution but that made the game look really cluttered in my opinion. It also made me run into some performance issues on really weak hardware I'd like to keep supporting.

As for the picnic, full healing and magic restoration is indeed what is supposed to happen. This is the first demo with multiple levels (in the main course) so I simply forgot to add that in. There's also going to be a level summary screen there in the future instead of instant transition to next level.

Very cute game, but unfortunately very short right now. The view feels a bit too cramped, and especially running is just way too fast considering how little you can see in front of you. It's basically only useful once you know the level layout.

I like the playable main menu, but the items are too close to each other so the game occasionally highlights resolution and controls at the same time. Space them out a bit more or make sure only one item can be selected at a time.

I played an earlier demo and see you've already addressed the spike visibility, which is good (although the red bits make the spikes look bloody and gruesome, not sure if that was the intention). There are also still some hard to read spikes that are inconsistent, such as these:

A nice and clean looking game. The combat mechanics are pretty barebones right now, and the magic attack is too weak to really have any purpose. Also while charging, the magic swords should probably not have collision enabled as they disappear immediately if you have your back against a wall. Key rebinding is a must, I found the default control scheme really awkward. Not really a fan of WASD in games where the mouse isn't used. Also, I noticed some horizontal, 1px tall gaps between the tiles a couple of times when the camera was moving vertically.

Some other notes: please don't flag your releases as multiplatform regardless of whether or not the exe works in Wine. Also, the .pdb files in the base directory are generated by Unity for debugging purposes and are not needed to make the game work, but they make up the bulk of your file size.

All in all, the game shows promise. Looking forward to seeing more of it.

Hey, thanks for playing. I'm glad you like the visuals, even though looking at your recent spritework I feel like I'm far behind you. There was actually going to be one more background layer in front of the others, but I didn't manage to finish it in time for this demo, and there's a slight perspective issue with the current layers that's bugging me which I might attempt fixing first.

I've got lots of similar feedback on the controls, and since I want to keep the combat pretty similar to what it is now, I'll probably reduce the inertia a bit more to allow for more precision, and perhaps reduce the max horizontal speed to previous demo levels. There'll definitely be tweaks to the attacks too, and perhaps a few more of them; there's already a simple autocombo implementation in the game but no attacks to combo into yet.

There's indeed a kind of simple 3D effect for some sounds, it's a built-in feature of SDL_Mixer and quite easy to use.

Thanks for playing. I'm not entirely sure how you'd get out of the starting area with the dashes, besides wasting all of your energy in multiple consecutive ones. The point of that cliff blocking your path is to teach the player the alt attacks which you can use by holding up/down while attacking, and the intended way is to use the flipkick (up + X) as a double jump. Very few people found those attacks in the last demo so I figured there has to be an obstacle that forces you to use them.

The difficulty curve is rough right now because as the gameplay keeps changing between demos, I need to make new levels to match, and I need to cram all the features in the new levels. If you play through the old levels in extra mode, you can find numerous shortcuts and bugs because of the new movement options. The "real" levels will have a much smoother curve eventually, though expect the last levels to be at least as difficult as the second half of this demo level.

Recharging magic has been suggested multiple times now, I'll probably implement it in some way but I don't want to reward sitting idly waiting for it to charge, or having to backtrack to some magic fountain, so I'm still thinking of ways to introduce it.

Kinda nice little game, but needs some mechanic to force you to actually move. Right now you can just stand on the last half tooth you have left and hold up+x indefinitely and the enemies can do nothing about it.

Also, what the hell made you decide on this theme out of all things?

Excellent work as usual, the game is really starting to shape up nicely. The combat feels quite satisfying and the movement feels smooth. My only real complaint is the lack of new content, as it's still the same single level as all the previous demos with some new tweaks. I'm looking forward to what you can come up with on that front.

As a side note, I think this is the first time the game has worked perfectly on Linux (besides the flickering lock panels) without any tweaking for me, so props for that as well.

Not much to say about this one, being as short as it is and completely trivial in terms of difficulty. Movement was surprisingly smooth. Not sure if you're planning on going further with this, but if the enemies actually had the means to fight back it could become a nice little game.

Quite an interesting little game. After the 7th level the game booted me back to level selection screen, so I'll assume that was the end of the demo. I had quite a bit of trouble in the 6th level and stumbled into the solution more by accident than thinking; I managed to get out of the main level area through the far right wall before actually solving the level. Starting out a level feels a lot like trial and error when you can't see the goal, or even your next objective.

I'm not really a fan of this artstyle, but it serves this game well enough I think.

Also, I liked that there was more to the first level than met the eye - although I was left wondering if the purple square had any other function besides the cool music.