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korpiroot

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

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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:


Was having fun up until the airplane level boss, gave up after he flew permanently out of screen for the 6th time with a seemingly empty healthbar and kept attacking me from out of bounds.

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.

Pretty good game, reminds me of 90s free- / shareware games. However, it doesn't really have much personality; enemies, weapons and graphics all feel generic and unmemorable. Gameplay-wise, the enemy hitboxes could be smaller. Currently you die from the tiniest graze (the flamethrower at the start of the lab level is one of the worst offenders). It's better to let the player feel the occasional "oh wow how did I survive that" than "how the hell did that kill me". Also, the enemies are occasionally hard to see. There's a lot of things going on in the game and every now and then I failed to notice an enemy that had spawned behind me. Finally, some technical issues:

-Can't hold a direction when respawning with a continue.
-The fullscreen mode doesn't cover my status bar (Linux, XFCE desktop)
-Encountered a crash at the end of Hell level. I've mailed you the crash log.

So yeah, the game has potential but doesn't stand out. It's something I'd play, but probably not buy at the moment.

cont'd

  • Giving extra lives for extra villagers is nice, but giving one for each of them is too generous. I got to 20 lives in level 2 which killed all the challenge.
  • Some visual glitches, like the hunters being occasionally invisible, characters drawn behind the houses while being in front, and the player character sticking around after transforming into a bat.
  • Finally in the 19th level, the exit never appeared after reaching the target. I tried multiple times but eventually had to give up and kill myself 25 times to reach the game over screen. Perhaps this has something to do with the level goal of villagers being the same as the threshold for extra lives?

Anyway, sorry for the rant. I like how the game looks and plays, but on the technical side it still needs polish, and lots of it.

A nice looking, fun little bite-sized game, which is unfortunately plagued by several small and some not-so-small issues. Here are some of them:

  • Pressing left in settings when scale is x1 seems to set it to 0 in the background, which will then get saved and the next time you start the game it will open in a tiny window with nothing in it. Also, if fullscreen mode is enabled the next startup will result in a black screen, requiring manual editing of the config to fix.
  • In the later levels where villager spawn rate was lower, all the villagers seemed to spawn from the same door. The whole level was about me running laps around the house with 2 hunters chasing me on top of each other, and trying to time the lap to pass the door when the next villager spawned.

There isn't much of a game here yet, but I find the idea of making a DOS game interesting enough to keep an eye on. The music and the graphics gave an oddly nostalgic feeling too.

One of the most impressive demos, while there isn't much content yet I have high expectations for this game. I liked the level, lots of small, optional areas to explore.

If I had to name some issues, the wall collision felt occasionally a bit jittery, and on the visual side there was some Z-fighting on some surfaces.

Pretty nice game, needs some variance in enemies and their attacks though. I don't really like the random spray patterns of the shots. There should also be a visual indicator when your helmet breaks.

I think it would be better if you could shoot up/down the same way as left/right, simply by flying in that direction and pressing Z. Having to use X to aim felt a bit awkward.

Compared to your screenshots, I'm missing what I assume are health bars above the numbers (Linux version, the font also looks different so if you're using text rendering for the bars that might be why).

Very impressive game, the graphics and gameplay are both great and the difficulty is just about right.

Some of the room layouts could use improvements. There was a time when I entered a room full of explosive blocks with razors equipped and the whole room immediately went up in flames for example.

An option to remap the mouse controls would be nice as well, I would've wanted to swap the boost and bomb controls.

I actually did some more testing and got some rather nonsensical results. Just setting R600_DEBUG=vs,ps makes the game run, even though all that should do is make the driver print debug info on the vertex and pixel shaders. Another similar option that works is R600_DEBUG=check_vm. Yet enabling some other options at the same time breaks it again.

I honestly have no idea what's causing this, or why the different debug options work. If you guys can test the issue with the relevant hardware and see if it can be worked around, that would be great. Older demos used to work without a hitch.

As a side note, I meant to report this back during DD13 already but forgot amidst all the other demos, sorry about that.

Can confirm this issue, segfault on startup with very similar output. Happened also with Demo 4, older demos of Monolith and other GameMaker titles work fine.

I did some testing and it seems to only affect certain AMD cards (namely those using RadeonSI, so HD7000 series and newer). Trying with RX480, HD6450, Nvidia GT710 and software rendering all on the same system, the game only fails to start with RX480.

With some trial and error I've found a workaround, starting the game with the environment variable R600_DEBUG=mono seems to work for me. Alternatively you could try official drivers from AMD if your card is still supported. If all else fails you can try to force software rendering with LIBGL_ALWAYS_SOFTWARE=1, although it'll probably be too slow to play.