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La_Fafafa

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A member registered Jan 01, 2021 · View creator page →

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>all the lines blend together
I will try making the sub-tiles one dotted so the zoom level doesn't mess with it. A different color is also an option though, I can do both.

>autoname
I should consider that. In the proper final version of the editor there shouldn't be a file dialog at all, so making it create a name based on the title would be better.

>save file
If you started a new game after closing it, yeah the file got overwritten. It is a short game so you can get back to the last place you were in 10-15 minutes but I know it's annoying.

>can't delete
Maybe you deleted by pressing "Delete", since from what I see the UI button was broken. I should post an update regarding that.

>last location you loaded a custom level from
The current way to load levels is a placeholder, I don't want a file dialog system. It is good enough for a demo level editor though.

>skip the level from inside a custom level
Thats reasonable. I should remove it, but later on I might include it again if there are custom level packs.

>atrocity
It is in the shape of a fairy's head! I like it

The game had a pretty nasty bug regarding saving, sorry for that. It should be fixed now, please let me know if your past save files are there when opening the last version of the demo (0.28c). Also the button to load custom levels was accidentally hidden! Go to the EXTRA menu when starting the game.


I found the bug, thanks for reporting it. The save file is still in your pc, if you haven't started a new playthrough in the same save slot you should be able to continue from where you left form. Sorry for the problems.

You are right! Sorry for the ping.

Wow thanks for such an extensive feedback! Really appreciate it! I will answer point to point

>level editor while the game wasnt out
I needed some fresh air in deving and felt I was too quiet, so my goal was to give something to people so they would could have some fun while I worked on the rest of the game. It didn't take that long, almost 2 weeks, so it wasn't a very big commitment of time.

>undos
Yeah I should. This is the demo level editor, the full one should have undos. I didn't apply them because I wanted to work fast and I have no experience doing them.

>fixed size
It is the size of the game, but it should have variable size for the real thing. Or at least add a "fullscreen" button for the demo

>zoom levels
From my experience it is better if levels are small, but I know that people would appreciate a far zoom so I put it in. Making an even more extreme zoom wouldn't be too helpful I believe. About granularity, maybe. I do like to have the default zoom be easily accesible since it gives the designer a good idea how it would look like on the final game.

>bug
Thanks, I will give it a look later.

>cursor icon
Nice idea! I will try it out.

>label pallete hotkeys
eah. communicating hotkeys is something I have to put some thought into, it would be more convenient than having them hidden on a help menu.

>decoration
I'm unsatisfied with how decoration is used currently, but also because Im disatisfied with how it works in the game. It is something I will have to revisit later on. 

>object menu
Yeah, it is usuable but awkward. I have seen a lot of people not understand how to use it or turn things around. It will need a complete redesign.

>visibility menu
I need to figure outa better way to do it.

>hiding decoration
Sounds good, I can add it.

>landing location of launchpads
Right click drag or when you place it, hold left and choose the position. I should add a dedicated button to it though. Toad range is a bit more difficult since the dragging change their facing direction already.

>moving the game area around
It is something that I wanted to add but ran out of time. The whole "changing level size" option is something I have to revisit.

>grid
I have an idea how to make the subtiles more visible that I will try out next time. For a darker grid, there is a toggle inside the menu. The X/Y offset move the grid one subtile up or the left. Designing a level based on full tiles is something very useful for me and something I mess with regularly, so I felt it was something nice to add in case anyone else needed it.

>line from the object to your cursor
Thats a nice idea.

>unable to save then play
The editor is a different application because I didn't want to mess with putting more spaghetti in an already spaghetti-ed game. I will add it once Im happy enough with it.

>which fairy is the first
Yeah, it is something I left out since it requires coding an entire system that I didn't had time for. Is on my todo which includes the order that fairies ar

>not being able to test them
Aggggh I forgot to make the button visible! I updated the demo, it should be visible. It is in the EXTRA option in the demo's main menu.

>automatic name
It's on purpose, the name you put on there is the title when loading the level. I don't want it to necesarily be the same as the file name. I plan to get away from the file dialog system on the final level editor.

>back button not clickable
Thats odd. If you move your mouse directly down, it works. But if you move it from the side it doesn't. I will need to check whats going on.

>click to choose level
It is something I want to add, it's in my todo list.

>no save
It is a bug, the file exists but the game doesn't recognize it as valid. Sorry for the problems, the last version of the demo has that fixed.

Thanks again for all this feedback, it is really helpful!

Thanks for reporting it, I have fixed it for 0.28b

It has a couple of new levels if you want to try them out and some new graphics, but it is very minor. Thanks for your suport!

Thanks for trying it out! Yes, you can play them! In the main menu, go to "EXTRAS" then "LOAD CUSTOM LEVEL". The project took me aproximately 10 days for the functional part fully dedicating myself to it. It is still very incomplete, like lacking sound, undos and having ton of inconvenient tools. It is good enough at least to give an idea of what I will do for the final level editor.

Thanks for playing! Yeah it is close to being finished, I will be releasing on march. The transitions screens are there to add some lore and be flavorful and there are a ton of them, so I'm happy to keep them simple.

Thanks my dude and yeah we are so close!

Haha happy that you got to play! Thank you!

Thanks for playing and the kind words!

Yeah, that issue was a  bug on my part, thanks for reporting it. There is a new version with the bug fixed,, if you haven't started a new playthrough in the same save slot from last you should be able to continue from where you left form. Sorry for the inconvenience.

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Thanks for playing!

One thing that confused me is that sometimes the flag takes a really long time to activate and other times it doesn't and it wasn't very clear how long it would be until I tried

Thats a fair point, it is based if you are safe on the flag or not. Maybe I should explain it with something.

Also maybe saving isn't added yet but my game did not save progress when I tried starting it again

The game autosaves so this is strange, I will need to check if I changed something. What operative system are you running? Do your system ask for permission to save files on your pc?

Thanks for playing!

I was expecting some sort of face expression when falling or being eaten

They do make an expression when that happens or do you mean something else?

Using the keyboard felt a bit weird at the start, have you thought on making right click and left click replace or work at the same time for character swap and action
The game was designed with a controller in mind so the keyboard is closest to it than mouse controls. I will have to add mouse-like controls when I do the smartphone release though.

Completed the game. Video: 


I like the new protraits and the little things the enemies say! I also like the new levels with the cementery. A highlight of the run was that a ghost somehow possesed the gun I was carrying, when I dropped the gun to hit it immediately started shooting homing bullets at me (which killed me).

About performance, I experienced slowdowns and stutter more than the last time I played. One thing that bothered me a bit was that in one of the animations her whiskers were on top of her arms in such a way that it made me feel she had a white sweater on.


But also when you look at it in terms of board space, a splitter to duplicate movement is the same as another entirely different movement module - so in the end it doesn't make much of a difference unless you want the modules to move in the same pattern.
Thats true if we see only movement, but a splitter can also work for anything else, it's basically a duplicator and you can repurpose them through the run.  In games like balatro or slay the spire duplicators are always worth a lot and here they would be too.

Also it seems like the game was having performance issues on your video, what browser and screen size were you using by chance? It's not planned to be a browser game after this DD but for some reason it doesn't run very well on firefox haha.
It did? I didn't feel the game was experiencing any performance issues. Here you go:  Windows 10 x64, firefox, 1920x1080

Thanks for playing! I'm a bit busy now so I will watch the video later to check for things that could be improved.

Thanks for trying the level editor out! I see that some tools are not as intuitive as I thought. Erase is right click button for example. Thanks for the video.

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I played a couple runs. Video: 

Like I said on the streams, it is an absolutely amazing concept for a game. I would repeat myself about the movement modules becoming not important as the game advances, it surprises me to see your screenshots, where you have few or none splitters/merger. I haven't tried playing like that, for me it feels like it makes much more sense to have them in mass to use duplicate movement and support modules and have a huge network.


I hope your game does well, great work so far!

Spacecraft of Kalemonvo. Video: 

Very early, but promising. The enemy deaths are juicy as hell and the game has a nice atmosphere. It is way too early to give feedback on gameplay since it is a proof of concept, once there is a challenge it will be much easier to know what adjustments to make.

Played some runs, the nun has no chill. Video: 


First time I try the game by myself, it has a lot of energy! At first I didn't get how to play until I realized that just moving backwards and spamming dash was the way to go, I hope you don't get motion sickness watching my video. Also I found important to never stop shooting. I was going to mention that I didn't like to spam the click button that much but later on I found the auto-shoot option. In the last run I did get almost all hourglasses, couldn't find the last one. I did get the one in the moon and was happy to see some high tier enemies spawn there to avoid cheesing.

It is a fun game, I'm very happy you are succeeding in finding an audience and all the attention the game has received lately. Keep up the good work!

I played a bit. Video:

It has been a while since the last time I played, it feels like the same game as always. The bomb mechanic could be interesting but from the levels I played it is only used to make the player go through the level again. It is a bit awkward to use the bomb on the exit door and then having to press up again, it isn't as snappy as just pressing up.

I found a softlock where a gate closed and I couldn't escape or restart the level in any way. This could happen on more levels without you knowing, a way to pause and restart would be appreciated.

Hey /agdg/, long time no see. 

The main thing is the level editor, but there are many changes on other things too. No new levels this times.

Hehe yeah there is nothing to explore there. I will check whats wrong on the demo.

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There are no test levels on this version so you wont find anything important there. Which version of the game are you running? You can check it on the bottom right part of the screen in the main menu.

Happy to hear that! I wish I knew what the image is since it isn't loading for me :toad_happy:

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Played some more, this time finished the full demo 

Disclaimer: I was on the call when the game was being played on stream so I knew what to expect for the most of it, except the rat fight. Like I said last time, a lot of charm. Most of my notes will be about difficulty, I think that the current difficulty is alright for a player who is very experienced in  this kind of games, but not so much for a player who is just starting to learn the controls.

-Game starts difficult. The tutorial just ramps up incredibly quickly from reading textbox and simple jumps to tightly timed downward swings in the air and a boss fight. Some small enemies with simple patterns to give a player a taste of combat first and simpler platforming methods would make it more gentle. Also a boss you have more time to hit and doesn't require as much jumping.

- The rat with scientist boss fight is a lot of fun!

- The chase sequece has a long restart time when it is failed and having it before a boss fight makes things cumbersome for the boss fight. Maybe if the player is caught, damage the player and restart the sequence right away.

- I feel I kinda cheesed the rat fight. On the other hand, I wouldn't want to be on the middle of the stage having to spam the roll key non-stop. 

- As far as I can tell it is not possible to tell when the rat puke attack is coming.

- It is difficult to change the direction of a roll after a roll. If you are rolling, hold the opposite key of the direction you are currently rolling and spam the roll key, you will keep rolling in the same direction. This makes it complicated to chain rolls together to better position yourself during a fight.

- The wall jump needs an arrow key press on the wall, chaining wall jumps requires rapidly changing pressing the arrow keys A lot of games lets you jump without pressing any arrow key, just checking if you are sliding on a wall. It makes chaining wall jumps easier.

Very good job with the game! Im looking foward for the progress you will make on it.

I beat the game, very fun! Some levels required a lot of finesse. I believe I cheated the coin count. Picked up every coin in all levels, but the final count said I was missing 4. 

Then I noticed the very last coin you can get  wasn't being saved by the flag checkpoint, so I collected it, went to the flag and respawned for a while, effectively farming that coin until I reached the final score of 120/119. Is this intended? and if it isn't, can I get a tip on where to find the remaining coins or how to check the amount of coins on each level?


Played this on stream. Very faithful adaptation of early hearthstone decks, very impressive! I hope you manage to draw attention from the hearthstone folks with it.

It's funny seeing someone die to a rage potion (sorry)

Ah no worry lmao, I should have read the description and not just chugthe potion. Also how did I randomly die on the first long playthrough? I just exploded all of a sudden.

Defeated the final boss. Video: 

Very charming! I like the humor a lot. I wasn't expecting the game to end after that battle. I couldn't find a way to exit and ended up closing the game and finding out there was no file system, so I would need to start my mushroom collection all over again. There is some jank, but thats expected from a game so early in development.

Played for a bit. Video: 

It is a fun little game. Dual cast going exponential growth is very, very powerful. At certain point I couldn't buy any more equipment and I'm not sure why.

I played with a human rogue and recorded it, then a fairy rogue, fairy warrior and human assassin off-screen. Video:

I like the idea! Dominion but in a roguelike way. Dominion is an excellent game I think the way you are aiming towards making it a single player video game is very interesting.

I know it is a very early version of the game, but the cards are way too small on the screen. Even in fullscreen I had to go very close to my screen to read them. Also a lot of the times I was hovering over a card, clicked it and another card was selected. I noticed the undo function later on from the menu, but there should be a way to "confirm" that a card is going to be used in such a way that it doesn't disrupt the flow of the game too much.

Difficulty is a bit wonky. I managed to win with the warrior though it was a struggle. Meanwhile rogue was too difficult and I haven't found a good strategy yet. Off camera I played assassin and that was a breeze, you have everything at your disposal with +action, +card, trashing, card duplication, a lot of damage for cheap and even healing on top that cycles.

I hope you develope this game further, since it has the foundation for something really fun.

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I have two since I'm on a laptop, Intel(R) UHD Graphics and NVIDIA GeForce RTX 2070. It should automatically pick the nvidia one though.

Reached the second level. Video:

I have been following in twitter and was looking forward to trying the game. It has a cool aesthetic and a nice way to handle the inventory,. Some things to note:

The camera can give motion sickness. I don't think you should allow to twist the camera in that way while in putt mode.

I'm not good enough to beat the levels, specially with such harsh limits. Having to wait after dying made things feels even more punishing. I did want to get to the part where there was the conveyor belt and the furby but I just cannot see myself going through the golfing part.

I managed to start the game and beat the first level without the shotgun

There were many situations where the physics felt wonky. Sometimes I couldn't hit the ball, either because it was too close to a wall or because there was a moving wall that changed where my shotgun was.

There is no options menu, which is understandable at this point in development, but ppressing escape shouldn't take you to the main menu without telling you in advance.

Aaah I imagined something was missing. I did have fun, I will give the more complete version a try later.

Watching you fail the captcha until you selected the mirror reflection made me laugh, I hope it was a good joke on your end.

Yes I found it funny! A very nice small puzzle.

It doesn't work for me sadly. Tried both version, loading the debug version gives me this error while the fans of my pc go mad and the computer becomes unresponsive. Hopefully it helps.


Completed the demo, I think. I didn't find the final place where I was supossed to go. Video:

I have seen videos from this game for ages so I was really looking forward to try out this game. Amazing pixel art and animation. I loved how the main character moved and how the boss attacked with words. Also the general atmosphere of the game is top notch. 

It took me a little while to get used to the controls and I believe that having played hollow knight helped me to understand what I had to do. The down swing bounce is kinda an advanced technique to put on a demo. The enemies aren't knocked back when they are attacked, a bit of it could be nice.

Played this on stream and had a a lot of silly fun. Here are some screenshots I took while playing.





I'm happy that it solved your issue! I want to investigate the crash, how it corrupted your files so it doesn't happen to other people. Do you mind if you share that folder with me?