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.La_Fafafa
Creator of
Recent community posts
Played some runs, the nun has no chill. Video:
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.
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?

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.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.
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 shotgunThere 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.
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.
sleeping toad
The sleeping toad has received some tweaks since the demo to avoid those scenarios. But yeah the dev console can create some pretty strange scenarios.
loading screens
The gallery is built manually, I forgot to add the picture for the demo.
test levels
The current demo has no test levels, so trying to open them defaults to the first level.
Thanks for playing!
Rise and Shine
Bonus levels are more difficult to regular ones, it is ok to skip them if you get stuck.
mobile
Not for release, first it will be for pc online
repeated offense
The timed jump is intended as a fun curiosity. The game wont require that level of dexterity for regular solutions.
Thanks for trying out the game! Odd issue, is the first time I heard about it. Try updating your gpu drivers. If that doesn't work try manually erasing your save files. Go to "C:\Users\<your username>\AppData\Roaming\Godot\app_userdata\Poke ALL Toads" (replace C with the hard drive where windows is) , make a backup of the files inside and erase everything inside the folder.
If that still doesn't work, do you have anything running apart from the game? There might be something causing a conflict.
Played the game until I ran out of things to do. Video:
Very fun! Super polished. I liked the mechanic of gathering items and crafting swords. I found the tongue sword to be the most effective since the range+speed was too powerful to pass up. My favorite weapon to use was the very heavy stone sword, it felt satisfying to land hits with it.
Some weapons felt redundant, but I can imagine this kind of game is more about getting a full collection rather than using that collection. Somewhere mentioned that there is a right sword for each situation, but I believe people will try to brute force every stage with their prefered weapon.
It would be nice to be able to heal while being petrified. You can heal in hitstun, so why stop the player from healing when they can't move?
Reading the comments, it seems I missed some content, so I will play a bit more later to try to find it.
Regarding the contracts, the current implementation is actually "Sell X at the same time". I feel like your read is the more natural one and the current way could be added as a harder tier. Still, it never occurred to me that they would read differently.
Oh ok makes sense, that does make the contracts much more difficult to complete.
Can you clarify the sound bug? I thought I squashed most of those.
You can see it in action at the 17:00 timestamp of the video. The grab resource sound keeps repeating..
Played for a bit. Video:
The effects of the game are pretty juicy. Hitting stuff with the bat feels good, although Im not sure how to make it work properly. There were times when I hit a vending machine from the side without breaking it and other times just brushing it with the bat made them explode.I liked the idea of the hat being a renewable second life.
It is hard to notice when you get hit. Sometimes an enemy exploded and all of a sudden I was dead in the other side of the room.
The 19:30 explosion had a much larger effect than I imagined.
The game crashed a lot on me. The abrupt end is from a crash.
Played for a bit. Video:
I have seen this game in others DDs and wanted to give it a try. The idea is interesting since sucking planets dry of resources is a neat sci fi concept.
First off, I did get tired of text quickly. From the introduction, to the tooltips, to the tutorial, I didn't expect to get walls of text every time. When there is so much fluff mixed with tutorial info, it is hard to know when something is worth paying attention to. And yeah that resulted in me skipping part of the tutorial.
Maybe you can get used to it after a while, but completing contracts at the same time as maxing resources felt too difficult, specially with the resource draw RNG. I tried to meet a modules contract but couldn't get any modules before it expired. Later on I had one that said "sell 10 resources" but I felt it never completed itself. Time advanced every time I did anything so there is an unclear time limit making things more stressfull.
I don't understand the atom smasher, when am I supossed to use it? It grows in power cost every time so if I use it on low cost stuff I end up earning little money, while also running out of time for contracts. I think that using the second ability to get power also increases the cost of the main ability, why?
UI feels a bit sluggish, every action locks all buttons for some time, slowing down gameplay.
I think I got a sound bug on the asteroid level, a sound repeating non-stop.
"Depart from planet" appears as the second row button, making it look like something that should be activated constantly instead of a "end the run" button. I should get special treatment.
I think the game has an interesting premiese, it is just the gameplay that needs iteration and more polish.
Sorry for the late response
Thanks for playing. Could you describe the crash in more detail? I can't pinpoint when it happens in the video and I can beat the level during testing just fine.
It happens when you lose a battle. You can see it at 1:20:48 and at the end of the video. I did say it happened three times, but maybe it was that I restarted the game 3 times (once for going before the respect bug). Maybe it has something to do with the swamp battlefield.
Thanks for the info about the pariah. It's like I imagined about bursting them down, I don't know much about MP drain since I must not have reached that part of the game yet. I don't think I have ever beaten a team with 2 of them, they just kill someone in the first 2 turns if I don't use an item.
About respecs, your game is more similar to a puzzle game than an rpg. In an rpg there is always the option to grind for items and levels to beat any encounter while in AG you have no way of gaining such an advante. The only thing you truly can do is adjust your skill points to find a better strategy. Giving it a hard limit to that is taking away options from the player. What if the player tried different builds, none of them work and they run out of respecs? Im currently stuck on level 7 and if none of the strategies work and if I run out of respecs, I would have to restart the game (I can just edit the savefile, but still).
Talking about that, the difficulty in stage 7 is brutal.
A way to forfeit a battle would we welcome since many times I know I have no chance and just want to restart.
Also one thing that I forgot to mention, if you look at 1:28:14 I do damage to an enemy but it is redirected to Finnegan!









