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kurt_c0caine

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A member registered Oct 01, 2019 · View creator page →

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Loads for me, try refreshing the page.

No problem, thanks for the video link, man!

Hey! You used to go as "Caliebre le Liebre" on youtube, right? What happened to your old videos? "Welcome to the next gen" was very nostalgic, I decided to rewatch it recently, and it was gone.

Tried running it using WSL on windows, but it didn't work, sorry.

A better question is: can you make a scary 2d game that doesn't rely on jumpscares?

For some reason it barely runs on my windows PC, showing only 5 fps, so I edited the terrain a little and closed it. The way I see it, the feature I'd need the most would be the brush size, so that you could edit multiple tiles at once.

Don't have much else to say about it at the moment.

I think it became harder to deflect the projectiles now, I completed the levels as usual, but this time the boss nearly killed me. Didn't complete the Chamber of spirits, though, probably cause the wall-jump is kinda wonky. Or maybe it's a skill issue.

Anyway, keep it up, will gladly play more levels.

Vampire survivors-like, lmao.

I noticed two bugs:

  1. Sometimes after the level ends, you can't select upgrades. You can click them as many times as you want, but nothing happens.
  2. Sometimes when the level begins, it starts in slow-mo mode, and it carries on for quite a while, longer than you usually get when hitting an enemy with a bat.

Also when you go for an explosion-based build, it becomes hard to discern what the enemies are doing cause everything gets covered with explosions.

Other than that fun game, keep it up, looking forward to more content.

Yeah, except it won't work with TDS, cause it uses a feature that WebGL doesn't support: lines with rounded ends and thickness > 1. But that doesn't matter cause I'm building a new engine that will generate a texture atlas and will use instancing when rendering.

Oh, and I fixed the issue with it crashing when loading a JSON file with invalid content.

After you mentioned this, I decided to check it out again, cause I tried it out before, and it didn't work, but now everything worked fine, and I spent one more hour playing the game.

I have the thing

Yeah, I read it, but I didn't notice the "click on" in header, so I assumed that open padlock means "this skill is not locked behind any prerequisites and can be learned".

I've spent way more time than I should've on this game. On my first playthrough I got to zone 2 and got killed. On my second playthrough I decided to do a range build, reached lvl 56 and got to zone 6. Here're my observations:

  • Skill tree is uncomfortable to use, cause it's hard to get back to overview and select the subtree that you need. I'd suggest either adding a "back" button or turning it into one big tree.
  • At first I couldn't figure out how to learn new skills, cause normally you just click on the icon and not on the tiny padlock icon.
  • I think the game has way too many stats(compare that to other orblikes such as Diablo 2 and Torchlight 2, both of which have only 4 attributes) and it's not clear what some of them do(e.g: what does dexterity do? I kinda figured that it increase the chance to hit the enemy, but I'm not sure).
  • Ranged skills are quite boring. Mastery skills just increase the numbers, which is also what stats do. And active also often just increase the numbers(full draw, quick shot, focus shot, swift shot, etc) and for most of them it's not worth investing into more than one, cause you can't combine them together.
  • I had to backtrack a lot. Would be nice to have something like a portal scroll from Diablo 2, which creates a portal to last vendor area.
  • I had a bizarre glitch, which caused the player to fire at the wrong enemy.

Other than that it's a solid game, I'm gonna wait for more content.

Glad that you liked it, but I stopped working on it, so I'm not going to add/change anything.

Thanks!

Thanks.

I was too hard on Deynum when he streamed this game. It is really hard and frustrating and I don't feel like I'm getting better at it at all.

Defending someone or something with a gun is a solid premise. If you polished the game, added sound effects, animations, different enemy types and upgrades for the gun, it could work.

I understand that from the lore point of view it makes sense that the enemies blend in their surroundings, but from gameplay point of view it just feels like artificial difficulty. Cause I gave the game some more tries today and it's really hard to tell where the enemies and their bullets are, especially when you get a crew that has a big bonus to gems and the whole screen gets covered in them. I dunno, I would probably make enemy bullets a bright color(typical choice: red) and make gems a single color that's different from the color of bullets and bonuses(e.g: blue or green). And give enemies a white outline.

If you think that it's so important that the player is kept alert, maybe you could add crew members who have a passive ability of highlighting them? Or drones dedicated to that? And yes, I gave that cheat code a try, those drones are really useful(even if they tend to get stuck), not only due to their firepower but also the fact that they highlight their targets, which let me detect enemies that I wouldn't have noticed.

No, I'm not planning to add any other modes. In fact, I'm gonna abandon the game for a while again to work on other stuff.

Could you open the developer console of your browser and tell me if it shows any messages(and what they say). The keyboard shortcut is usually Ctrl+Shift+I.

I gave it a try, obviously it's very early, but it seems like the movement is rather clunky, I fell off the map, got dropped onto it from above and couldn't jump over a small obstacle. I now realize that it was probably just an invisible wall.

Gave this game a couple of plays and unfortunately I didn't enjoy it that much. It feels like the bat's inertia is too high, especially compared to the pedestrians who can do sharp 90 degree turns, you can keep flapping wings but you'll either lose speed or fly into a building. The physics in general are strange, cause I'd expect the bat to fly down faster due to the gravity, but it doesn't happen, gliding doesn't work, either.

The furthest I got was level 6, I think.

I've heard people praise the game on streams, but I never checked it out cause I figured that it already had enough feedback. Now that I've played it, I see that they were right, the idea is cool, it looks good(especially the lighting on piles of casings) and it's fun to play. However I wouldn't be me if I didn't find any issues:

  • Paradoxically enough, shooting itself is not very fun. You need to fire quite a lot of bullets to kill even a single enemy and it forces you to stand on the ground cause if you try it in midair, you're likely to eventually fall down.
  • What is fun, though, is parrying the shots, but there's no skill involved in it, you just spam jump in midair and the dude will kick all the bullets and enemies flying towards him.
  • Mountains of brass block your movement, but not enemies, so they will still fly through them or attack you from underneath them. This also kinda goes contrary to the idea of never releasing the trigger, cause you'll just cover everything in casings, including the walkways to the enemies you haven't killed yet, and killing them will become impossible(although I haven't tested the spirit form, maybe it can go through them?).
  • I never felt the need to use the spirit form, probably because the movement in the level goes upward, so I didn't want to have to climb back up.
  • Health orbs(?) sometimes get stuck on walls or will move away from the player for some reason.
  • Overall the game was pretty easy, I managed to beat stage 1 from first attempt, but I guess that was because it's just the beginning, and it'll become harder afterwards?

Can you get to 50k points?

Ok, I've been replaying this game regularly, trying to beat it and I got to the moment where the level stopped scrolling and the same enemies kept spawning endlessly, so I guess I could say I beat the game. Unfortunately, I didn't get to enjoy all the cool upgrades I got cause the game shit the bed and performance went down the drain(2-5 fps), and eventually it just crashed.

I didn't get this far due to my skill, though, but purely because the game provided me with good upgrades(staff + damage boost + father's mask) early on, cause often you will not get the staff before the waves of rats spawn and they can easily halve your health and sometimes you never get the chance to receive father's mask, so you can't even outrun the enemies in the later waves, and you're screwed. Some upgrades are garbage(alluring bone, poison, increased firerate for auto-firing weapons, why is there even a distinction auto-fire/non-auto-fire?), while some seem to not be working at all(temporary invincibility on damage, health on killing mini-bosses). 

Also when you're firing a lot of bullets and there's tons of orbs lying on the ground, you tend to lose the player sprite, and that's annoying.

I'm not gonna complain about the scrolling which causes the orbs to disappear before you manage to grab them, cause I guess that was the point, but there's also no tactics to minimize this. Sure, you could get the enemies into one bunch pull them to the top of the screen and kill them, but if you don't have a speed upgrade, you won't manage to get all the orbs.

I was wondering why this project has no feedback, so I downloaded it, and it turns out there's no Windows build.

Core i7-8550U

16 Gb RAM

Radeon RX 550

I've been looking at the task manager and it says that the gam maxes out my 2 Gb of dedicated video RAM, dunno if this has to do something with performance. I have a laptop with a pretty shoddy cooling system, so it starts throttling when the CPU temperature reaches 80 degrees, but the game runs slower even before it happens.

I gave this game a try, three playthroughs, most of the times died due to lamp running out of fuel, once got killed by the boss on level 5. Here's what I have to say:

  • The performance is pretty bad for a game where you essentially click on menus. It misses key presses or doesn't update the screen fast enough.
  • There's no reason to progress to the next floor, cause you could just run around on a lower level and grind, cause the rewards remain the same(why don't gold and scroll opportunities give you more money/XP on higher levels?) and the gameplay remains the same as well. I gave it one more try, and now see the reason to progress past the boos, cause you will unlock new opportunities as well as access the shop to buy upgrades. But before you have to fight the boss, you can still grind on lower levels so that you could kill him in one or two hits.
  • Overall don't see the appeal of this game. You almost mindlessly click on whatever opportunity is more favorable to you, but you first nee the game to provide it to you, and this is not a situation you can affect in any way, from my experience, it's easy to run out of lamp oil, and all you can do is click whatever, hoping that one of the next options will be oil.

No, I mean when the tutorial ended, I did what the game told me to: reloaded the page and started a new game, I picked a ship with high-medium difficulty, though, maybe that's why it was so easy.

I gave it a try, was flying around in circles for a while trying to hit my target, pressed space, but it didn't seem to have any effect, eventually managed to line up with it and fired off some missiles, then the game told me that my next target(I now realize I must've pressed Z along with X) is 78000 units of distance away from me, I tried flying towards it, but it was taking too long, even though I was holding shift the entire time, so I gave up.

The controls are very uncomfortable to use, I dunno if it's how they work in other flight sims, cause I never played them. Also, I had the same problem as SPECXHT, I ran the game in 640x480, windowed on Win10, Radeon RX 550. The starting scene with the hangar looked strange, too:

You should definitely add a preloader, it was weird playing the game with assets missing and loading up in real time. Also, does it really need to take up 200 MBs?

Secondly, it's not clear which elements of UI are interactive and which are not(e.g: the ship upgrade button looks just like a decorative element), I think it would make sense to highlight them or change the mouse pointer style, when its hovering over them.

It also took me some time to figure out that game speed is controlled by keyboard and not by UI elements, but after I did, the game became a lot less tedious. Speaking of gameplay, after completing the tutorial, I managed to coast through about 7 fights with 0 effort: you just assign the crewmates to correct rooms, target random points on enemy ship and speed up the game until the enemy is defeated. I had to extinguish fire once and one more time had an intruder board my ship, but other than that it was rather uneventful.

But I liked the graphics and appreciated the tutorial, even if it still needs some work.

I beat the game, replayed some levels with newly unlocked crew members, most of the times I got killed eventually, but just managed to beat one mission successfully, and I want to make several points:

  • The game lacks visual clarity. Enemies often blend into the background and so do some airships(e.g: black corporate one). And when they explode into gems, it adds a lot of visual noise, it gets hard to tell where the enemies and their bullets are, and afterwards they can be hiding behind the gems lying on the ground.
  • You feel like a bull in a china shop. I understand that this was a deliberate design decision, to show that you're piloting a big-ass airship in a cavern, but without the ability to make finer movements(e.g: holding a key that slows it down) it feels like artificial difficulty. It gets especially annoying when you run out of energy for the shields(cause apparently you can use it to pick up gems, don't remember that being mentioned in the tutorial), so you have to just let them be, cause otherwise you're risking your HP and it's often not worth it.
  • The levels after beating the demo feel kinda like a slog. First it's fun to shoot enemies and pick up gems, but then you run into another room with enemies, then another one... and it stops being fun. I guess this happens because you don't feel like your skills are being tested: enemies and bullets are fairly easy to avoid(as long as you see them), so the main hazard is running into walls, which as I've already addressed, feels like artificial difficulty, so you just hope that the game won't spawn enemies that are hard to see and won't cover them with gems.

I'm being negative, but I kinda liked this game, it seems like it has a lot of potential and the graphics are beautiful, especially the character portraits.

If I was developing a game like this, I'd probably allow the starting enemy types to get ran over, but then would introduce zombies that would damage you if you tried to do that, e.g: fat zombies, giant mutated zombies, zombie cows, etc. It would make sense from both the gameplay and logic standpoint(i.e. they damage your bus cause they're big and heavy).

No idea how I'd implement the scavenging part, it needs some more brainstorming.

I played it several times, but couldn't get past the part where skeletons appear that walk along the top side of the window and shoot crossbows at you, so I guess that was pretty early into the game. It's... alright, I guess, it's just that I don't enjoy the VS-like formula, even if I'm compelled to return to these games and retry them over and over again.

Lmao, hilarious. Real throwback to Deviantart ca. 2009. Loved the style, it looks good, fits the theme well and reminds me of flash cartoons and games I used to play. Boss was pretty cool, too. However...

  • The game is too easy, almost to the point of being a walking sim, you just hold the mouse button and look at the funny references, fujos that attack you are pretty rare and easy to deal with, especially cause the bullets can go through the walls, so they don't even know what hit them. I'd suggest: stop bullets going through walls, make the fujoshi attack you whenever they "hear" gunfire or "see" someone close to them getting killed.
  • The performance goes down the shitter(framerate drops to something like 5-10 fps) whenever I start firing in a room full of fujos, probably an issue with collision detection?
  • In the theatre area it's not clear which parts of the map are walkable, there's a path to go on stage, but it looks like a wall.

Hey, this is fun and the graphics look lovely. I beat it on easy and medium. Two issues, though:

  • Chicken bounces away too much when getting hit by an enemy egg, IMHO.
  • It doesn't feel like you're playing against someone else, more like you're just trying to outlive your enemies, cause there's more of these random white eggs falling down that ones shot by enemies. Sure, If I played against real people, they'd probably be shooting barrages of eggs, but I think white eggs would still outnumber them. I'd try to also show the enemy above you, but I don't know how to fit it on the screen.