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Lit_Kale_Chips

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A member registered Oct 08, 2020

Recent community posts

Oh! I think I should clarify, I don't necessarily mean a permadeath system. Moreso think how the video game Changed displays what happens to your character post-death then you're sent back to your saved area. This keeps the implied threat without actually creating an annoying problem for the player.

I think the game is very nice to play. I really appreciate the cold opening that let's you bathe in the game's initial atmosphere so that you can build anticipation. A lot of games tend to be front weighted with very heavy exposition but you were able to avoid that while implying a story/scenario so big kudos to you!

The gun play is very fun and dynamic, might want to add the tip that you can combine ammo to the tutorial.

I think the biggest thing that I would like to see worked on is a reason to fear the monsters. Knowing stuff like deadspace and similar type games you start off with the initial fear of not knowing what's going to happen except you know things are bad. You meet the first enemy and struggle to get past em' leaving you filled with adrenaline. The general suspense continues until you encounter your first death where you just kind of flop over. Once I realized there was no consequence to death and no more implied threat I became unsure as to why the main character fears them (especially considering their behavior in the cinematics)

I think a good solution to the threat issue is to create an aftermath once you've been caught three times:

-I imagine you could do this as an infection style (where you're building up some kind of disease/corruption that will eventually lead to the player being mind controlled/transformed/some punishment to the body)

-Or you could simply have the plant capture the player permanently and either imply no escape or show it

Basically just something to establish the aftermath as something "undesirable" for the main character is enough to establish the plant's ethos as a threat instead of a mild inconvenience.  

I hope your game goes very well for you! It looks great so far!

Yes I'm trying to move stuff around. I posted a question to Stackoverflow to see if I could get  yelled at  a more specific response, so hopefully that works out. Is it alright If I try contacting you through the discord later tonight if I am still struggling with this issue? I'm hoping to do something ambitious and look at adding Riptide multiplayer to Pandemonium classic with zero guarantee on actually being able to make it (seems fun).

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Newtonsoft json is actually kicking my butt. I'm trying to fiddle with the controls to try and access the package but it's not actually on my computer so it's immutable! I need to change AOT, Standalone, and Windows to be configurable with a windows computer but in order to do that I need to find the exact package you used. That or I'm dumb and there's an easier way to download a windows copy of the source code.

Also do you have an email? I can send you my discord

I'm playing around trying to import your project into Unity. I'm currently having an issue with the text due to the project having stuff for Mac, Linux, and Windows. "Multiple precompiled assemblies with the same name Newtonsoft.Json.dll included on the current platform. Only one assembly with the same name is allowed per platform." Is the specific error. I'm gonna see if I can fix it but if you know what this is I'd love to hear! Also do you have a discord by chance? It'd make it easier to communicate.

Also curious, were you ever able to win as a human with default settings? I always find the NPCs spawn way too many monsters for it to be beatable normally lol

How cool!!! Well I'll have to check out some of your other work as well once I get through looking through this one. 

Sounds cool! Also my dumb brain just now noticed there was a manual. I've been playing for six hours stupidly.....

That aside do you care if I pull it into Unity and play around with it for a bit? Not really sure what I'd end up doing but I've had such a blast with the game it makes me want to peak inside. Regardless, phenomenal game, absolute cinema.

Hey I saw your work on Pandemonium classic and thought it was really cool!!! It's quite impressive to see a 3d TF game, not to mention a finished TF game, and at that one that is chock full of gameplay!

I was curious though why it isn't on itch? I really would want to share it and toy around with it or something. It's such a good implementation. Heck I'd wonder if it could even be routed to have multiple players via a remote server though that's a headache I certainly wouldn't suggest.

I'm not super familiar with Unity but maybe at some point I try opening up the source code, somehow. Certainly it would be cool to look at/work with!

Fine but I'm not playing dark souls at 3 AM when I'm already tired so I'm just gonna move on

Also I was bored and was playing around trying to learn godot just cuz I had nothing else to do trying to make a similar project. I don't think I'm gonna finish it or really do anything with it but it would be nice if there was a way to help contribute to your code base somehow just as a noncommittal optional thing for funsies.

I definitely enjoy these types of games as transformation dungeon crawlers are my kind of jam. This was a pleasant experience to play around with and as such I've developed a few thoughts

I like the auto-move and its general ability to navigate past small nooks and crannies , movement feels very smooth as a result and its easy to tell the speed of enemies. On the note of speed I don't really understand what the dexterity spell was supposed to do? In general it felt like my speed stayed consistent throughout.

I like the dungeon layouts, I think the sharp jaggedness of going down very thin corridors makes encounters much more interesting and the larger rooms flooded with enemies can also be very intimidating in a good way. On the note of navigation I do think some sort of indication you are going in the generally correct direction of the exit may be a good idea especially if you're already starving and dying in gridlock really bad and need to get to a new floor ASAP. Also you could have multiple exits as a simpler solution to hard to find exits. Also maybe a small reward for getting to the next level so that way you don't just book it for the exit and die anyway?

Leveling up is a pretty consistent way to stay alive until the 4~5 level where you don't level up for a long time and have to rely on other means. Maybe make it easier to heal or recover MP and decrease the amount of HP and MP recovered from leveling up so that way you aren't dependent on it to survive. Could go nicely with a cooking system from the monsters you kill in the dungeon. 


On the notes of transformation it was a little difficult to tell what transformations did what to the body beyond just being flavor text. I'm not sure how but stats or general descriptions of their abilities may be good for that. I like the idea of only being able to check on your body at a cost of MP but I do think the current price might be a bit high especially considering you have other much more important costs to keep up (like the magic blade, health, ect.) So it might be worth considering lowering the price of the check self to 2 or 1. Alternatively maybe checking yourself can be free (including your hunger, health, xp to next level, general appearance of parts of your body) but specific information about what curse you have can be locked behind the 4 MP paywall. So maybe you could actually see what percentage you are until you fully transform and game over. You could also display when curses have worn off so you know when you can safely stop suppressing the curse.  On the note of suppressing the curse while the spell did feel useful it felt difficult to know when it was actually safe to turn off. Usually this ended up with me turning it on and resting until my MP dropped to 0. In fact a lot of my deaths came from running out of MP to work with and trying to rest to get it back but then starving before I could get it back. I then found out if I just alternate between what creatures I died too I could elongate my life until I fully transform.

As a sidenote I think more environmental traps would be cool. Like a TF dart or boulder or something, or maybe a chest mimic if you're feeling devious.


I think it was cool how the enemies got cataloged when you die to them although I wish I could see their stats and weaknesses so I could know what I could do in the future to help fight against them.

I did wish I got to see more shops. I was able to meet one person but I had no money and no idea where to get money so I couldn't buy anything :/  Would be good if I could get items from enemies to sells or craft with, or just straight gold to buy things with. Towns and bonus levels could also be cool. I think a good game to look at for a lot of these things is Barony as it contains a lot of similar mechanics to draw inspiration from.

Music and particle effects were a good choice, even with the simple art style it felt atmospheric.

I hope this feed back is helpful to you, I'd love to see more games like this get fully developed so message me if you have any questions or want help :D

Kicks butt

Dude this is so funny! How'd this fly under the radar when it has so much 

C h a r m

Sounds cool! I might check it out. Thanks for inviting me! :D

Ya It's quite interesting. Maybe I try cracking it open with Phaser 3 some time. I'm incredibly bored because nothing is happening and I don't get out enough so I don't know maybe I find some places to work there or something

I'm actually getting so nostalgic looking at this code. I remember writing little pygame applications and some scratch stuff too with these huge overarching systems. Also I like the way you're handling your level design. It reminds me of when I was writing an Undertale-esque game that used a black filled variant to act as collision for ground that got pasted over with the colored visual variant. Good stuff.

Neato. Also found how to look at the code. Looks like javascript, could be fun to play around with :D

Newest version

The crashes seem specific to the testing zone, or the dream area I guess. No problems with the slime zone itself.

Got another crash when grabbed by the male variant too.

Got a crash with Evan when grabbed by full sized female humanoid slime

I believe it was the full sized humanoid. Specifically when using Evan. I'll go test.

Cool stuff. Checked it out the other day. Few bugs here and there especially following when the fed tigress enters its animation. Also Evan crashes when grabbed by either the male or female evolved slime (Not sure which one). This would be a pretty fun game to crack open and see what parts I could piece a part and test its limits. Also found out the little mushroom light in the big blue friendly dragon is proximity activated. You can get on to one of those two platforms and get close enough to turn on the light! So that's pretty fun. Maybe I see later if I can actually find some way to look at the code but that's pretty tough when compiled. Anyways I need to stop putting off my compsci and bio labs.

Had to switch to a google doc for security reasons. Doc link should be attached. 

Hey Tevazi. I went ahead and sent you an email containing details on a larger script plan. Same tevazi@airmail.cc email as before. It contains some join links to some microsoft documents. Hope it helps and let me know if you got it!

-Kale

Hey sorry if I've been a bit inactive. School's been kicking my rear so I'm just about back on my feet.

Sounds good.

Also on that note do you have somewhere else where I can potentially send contributions? like maybe a discord or a dropbox?

Hello again, having sent the email I think I might also start working on designs. I'll keep you posted if I come up with anything interesting.

I went ahead and sent an email with a PDF to tevazi@airmail.cc

Hope it helps!

Got it.

Sounds Cool! I don't know how, but if you need any help I could help around somewhere. Best of luck!

I've been analyzing this game and I think I really like the sterile environment that the personal version adds, how we are able to show how a person's day to day live changes so drastically as we intervene. I think it would be cool to have some kind of opposing force that you'd have to manage that would try to slow you down. I'll probably keep looking for similar idle games like the one you've created.

seems cool potentially

Could you add a sensitivity setting for the mouse? Its quite sensitive as it is now

So I did the instructions that you put for the Mac version and it worked well up until when I tried to open it. It says UntitledDungeon is damaged and can't be open. I don't know what is wrong with it but it will not allow me to open it.

So, The Mac edition of this game does not work. When I attempt to open it says that this game is not optimized for Mac and gives options like the screen ratio and inputs. When you hit play and try to start a new game as usual after selecting a king or queen, the game runs but nothing happens. Your King/Queen just sits there and nobody appears to greet you or ask questions. You can still move your mouse around and click to make sounds but nothing else happens. There also seems to be a background error, both sides the buildings are cutoff. If I had to take a guess about what is happening it would be that the game works, but when you select a King/Queen it doesn't run whatever script that causes people to start appearing and the game start as a result. It would be great if you could fix this bug because it seems like a great game to play.