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Lucardo94

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A member registered Sep 08, 2024 · View creator page →

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Is the demo very short? I walked a bit to the bonfire, fighted two enemies, and the demo was over. Well, despite the length, you have made an interesting battle system. But if attacking the enemy finishes my turn, and I need to be in mele range to attack, then there will never be a reason to move? I think you need some kind of "Action Points" system, to balance the strategy out. Do I want to use all my points in a more powerfull attack? Do I move arround more? I don't know, but something to think.

Also, your walking animation is wrong. Left arm is moving foward with Left leg, and Right arm is moving forward with Right leg. The way it should be is Left leg moves with Right arm, and Right arm moves with Left leg. 

Interested in seeing where this goes. Keep it up!

Very good start. The art style you are going for is very nice. One thing that might be a challenge though, is that if you are comitted to use only black and white (and gray for that matter), I believe you will have visual clarity problems, so you will need to plan very well how are you going to display everything. I think the enemies can end up easely "blending in" into the background. Kinda of an issue already with the slimes. On battle two I didn't even realized there was one with the skelletons.

About the UI, I like it! I didn't see anywhere you displaying the enemy health. I don't know if that is intended, but I think you might want to at least, when I'm selecting the targets, show the same stat box as for the party, but to the enemy. They do that in FF Tactics:


 Of course it's early yet, but I would like to seesomething "tangible" about what reducing enemy DR -1 does. Like maybe a negative % in damage increase? Show me the numbers! Would be nice also, if you figure out a way for us to check what the current status are doing to the characters/enemies. Like burn, blind, etc... I see the icons, but I don't know exactly what are they representing ingame.

Good job, keep it up!!

What a ride!! Ok, I completed the demo and got Ending 3. The story really hooked me. The art direction, and music are amazing as always. I really like your style. 

At first I thought the story was too dramatic, but it really started to grow on me, and got me hooked. It was very enjoyable to see the development of it, so good job on that. 

I belieive I completed all the quests, but the QUEST menu bugged out and is no longer avaliable, so I coudn't check if I missed anything. From the top of my head I remember: Boy, Boy Ball, Cocaine Elf, Ghost Gun, "Main Quest", Crab Hunter, Keylogger(ish), Defeated all the enemies, including the post sign and the bastard. 

The Keylogger quest, after I finished the Ghost Gun, I went back out of bounds, and talked to the NPC but nothing happened. This might be bugged.

The Crab Hunter, I don't know if this one bugged as well. It told me to defeat 6 crabs. After talking to him again, he tells me the quest is completed, and talk to him again to hunt bigger crabs, but nothing happens.

I feed the cat arround 84 pieces of bugless catfood, but nothing happened. I don't know if anything was supposed to happen.

I got the snake from dicegobo, rolling a 14. The keylogger NPC told me the witch would want to buy it, but nothing happend when I talked to her.

I got Spaceship parts A,B and D. What do these do? They change the endings I get?

About the gameplay, I found it enjoyable. My only feedbacks are that, it's hard to distinguish if a skill uses SWAG or MP, and I got a bit confused by what was an enemy attack or mine attack. One thing you could do is change the color outline of the skill graphics, when it's from the party vs enemy. If it's from the party, keep it RED. If its from the enemy, make it yellow or some other color. That would give visual clarity.

I might play it more to get the other endings. Overall very good job!!

Thank you Glyph! Inch by Inch I'm progressing :D

Thank you Tada! Glad you liked it so far. To reach those bones, climb this wall, from the outside:

Also, I wanted to try your game, but it is password protected :,)

That is a good representation of the intended experience. 

Thank you for playing! I'll try, but that is a big call!

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Everything worked as I expected. I pressed TAB, I got the map. I pressed ALT, I got a pop up for the pickable items. Gameplay feels as it should. 

On my computer at least, I am getting big stutters, which I know is a godot thing, but maybe look into how to pre-compile shaders and stuff like that, beacuse the stutters are quite bad (again, godot thing sadly)

I managed to find a bug with the portal to Mines/Town. I enter the portal from the town, and it takes me to the Mines lvl 1. But when I enter, I am on the Mines lvl 2. I enter the portal to the Mines lvl 1, and it takes me there, I go back to Mines lvl 2, and now the portal takes me back to the Town. So there is something going on in there.

Other than that, I don't know how it was on the original Diablo, but I feel my character is kinda slow. It would be nice to have some option to run, maybe at the cost of some kind of stamina ressource, even if is not in the OG.

Edit: I tried to swap my equiped weapon with one from the inventory, but I had to un equip mine first, and then equip the other. Make it so that I can just select the item from the inventory, and "drop" it on top of the equiped one, and it get automatically swaped.

Keep up the good work!

Looks like it can be quite fun. Seems very inspired in One Piece. The pirate crew is wholesome. Solid RPGMaker game. I like the sprites and the music choices. So far I only went as far as the first town, and got the quest from the Mayor. I know the NPC tells me the house is at Noth-East, but even so I think you can make it stand up more. Inside the house, make the Mayor NPC also stand out more, as I was talking to every NPC trial and error to find out who to talk to. I'll play more later, right now I am quite tired haha. 

Ah, and as pointed out by other people, the lore at the begining scrolls up too fast. I'm not a native english speaker, so I coudn't keep up with the text.

I didn't noticed any major difference in relation to last Demo Day. 

Played thorugh the whole demo. Still excelent. not much to say. Looking forward to it :)

I deleted my original comment, since I coudn't manage the combat system. 

I gave it a second go, and found out that the reason I was having trouble, was that whenever I have two weapons equiped (in my case, an axe on my back), my montante would hit the weapon on my back, making the game impossible. So that is a major bug for you to fix. 

But now, with that knowledge, I managed the combat, and it felt surprisingly smooth. I actually really like it. 

I don't like that opening the inventory is " I ". Most games have TAB as the standard inventory key, since it is close to WASD. You should probably rethink the default mappings.

The sound effects for when an enemy dies are a bit too loud.

The notes, It is very cumbersome to pick them up, and read them in the inventory. A QOL would be to, be able to read the notes in a big window, and then prompt the option to pick them up.

Other than that, game is progressing. Keep up the good work.

Hey, thank you for the video! I'm glad you liked it so far.

I climbed up to the 5th floor. After I got the hang of how the game works, I liked the idea.

I like how the game focuses me on managing my movement, to minimize the damage I take from the monsters, and that If I position myself eficiently, my allies will follow up with atacks of their own. In my opinion it shows promisse.

I was a bit confused about the weapons. At least up to floor 5, they seem to deal the same damage, and there is no durability, so I did't see any reason to pick new weapons up, or scavenge. But that might be something that changes on higher floors/ with more development.

the bump traps also consfused me. I think they make me drop stuff from the inventory?

I didn't find any major issues. I think you should keep developing the idea, at least a bit longer. 

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Amazing progress Osh! I loved the new level. Your level design is really great!

I was able to find 12 goals, and beat the boss. I didn't picked up all the yellow coins. So maybe there was an extra goal for 100 coins? Let me know how far I was from 100%.

Things that you are probably aware: The camera is still a bit jittery, and geting stuck on things ocasionally. 

I had a bit of trouble with the yellow bounce pads. The air control is, how can I put it, the character needs to go forward to turn, like a car or a plane. Maybe increase the rotation speed in the air a bit to make it easier. 

Also, the game needs Coyote Time. The hability to jump a couple of frames after starting to fall, to make jumps more lenient, especially since Osh can move so fast when you tap the (on PS4) square button.

Those are mine 2 cents! Keep up the great work!


New Level to test out the entire art pipeline.

Also revised Jump and Wall/Ledge grab logic for better consistency.

Thank you as always for the feedbacks and for playing brim! I've taken notes from your gameplay. I'll need to address a couple of issues with the move set, and inconsistencies with the jumps. Probab also making them a lot more different, as you are right that, what's supposed to be a high jump and a lower jump look basically the same. 

Look forward to the next update!

Thank you for the feedbacks! I'll polish the keyboard controls more. I didn't gave them enough care, as my focus was the controller.

Also, yes, there are plans for a bit more, but not much!

Very cute. Extremely polished. Not much to say here. Maybe since there are enemies arround the level, we are missing an attack of some sorts? Doesn't need to be something phisical, could be "throw an oniguiri" or something like that. Maybe hit with an umbrella?

The other thing that I've found odd, is that Circle button (PS controller) does nothing, however, I cannot use it as a "Back" button on the menus, like when I pause, or in the vending machine. Since it is kinda standard, you should add that.

Fantastic work!!

Thank you Havic! I'm glad that the keyboard & mouse controls acceptable! The game was created with controller in mind first.

I'll focus next in adding content that feels finished, and impelmenting remaining mechanics!

Thank you Osh! I still have a long way to go in terms of implementing stuff, and adding content, but at least it's moving forward

It is!! It really is haha

Thank you addictive Toothpaste! I'm glad that you liked it so far!

To answer you question: I do not know. In fact, I think Banjo is by itself a lot more than what my game has. I'll see what I can do to keep developing the game, and taking feedback from the good folks of AGDG.

And yes, the level from DD 61 had music, and I thought that it would be repetitive to put the same music on DD62 haha. But I didn't had the time to search for a good free copyright music for this DD, so instead, it has none. Probably that was the wrong move haha.

Anyway, thank you again for playing! 

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Hello Briar! Thank you for playing and taking the time to write feedbacks!

I've taken notes of your points. Also good catch on the bugs. It seems that there are a lot of inconsistencies on the jumps that you can do, that are throwing people off. I'll try to address those. One feedback that I got was that even though there are jumps with different heights, they all look the same. So I'll see if I either make the jumping heights standard, or I make the differences more exteme, and provide more visual feedbacks, like different animaitons and such.

I agree with you that I need a fully fleshed-out level to really have a gauge of the game feel, and the direction to take.

Another friend also commented the same thing as you, about a stand out mechanic/hook. I still have no idea what that could be. I'm open to suggestions hahaha. So far, I'll try to develop the visuals, and see if they get good enough to "carry" the game (yikes!)

Thanks again for playing!!

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Thanks man! I'm glad that you liked it so far! 

I'll make notes of your points here. The game still has A LOT of stuff that needs to be worked on. The things you have pointed out are for sure some of them.

I think I get what you mean about landing with momentum. I do not know if I have the knowledge to implement it, or if it will affect the current gameplay (falling from plataforms?), but I'll see how the game develops!

Thanks again for playing and giving feedback!

Game is a certified Kino. Gampelay is fun and interesting. Love the mechanics, having to stun the enemies with the gun then using the drill attack to deal more damage. The spritework is amazing, especialy the animations. Holly Wacamoly. 

Just a couple of things:

This plataform is very hard to spot. I thought I had sloftlocked myself or something: 

The pause menu bugs if I try to select options with the controller. (I'm using a PS4 Controller):

And there seems to be a couple of visual bugs in these stones. I think it's due to the ressolution of the screen (my monitor is a standard 1080p though) :

Other than these minor things, the boss felt a bit hard/bullshit to me haha, but that might be skill issue. I always got trapped at one side of the screen. If I did a drill attack on it, it hited me back (I felt like I should have some invulnerability when I do the drill attack? ). I could not break free of the tounge attack. Not even a single time.

Fantastic work!! Looking forward to see more!

I don't have any feedback that I could think off. The game is very fun so far. Keep up the good work!!

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Hello! Tried the game. Honestly, the sheer amount of stuff and menus was very overwhelming. I had no idea what 99% of the stuff was, and I got very lost.

Gameplay wise, seems to be missing some default stuff that the touhou games have, like displaying your hitbox when you are in focus mode (holding shift to slow down), and an indicator of the boss position, at the bottom of the screen.

I think the bullet hell, gameplay part is good, and it's just missing a couple of things, that I've pointed out above. 

The main problem in my opinion right now is everything before the gameplay. The menus have too much stuff, and feel all over the place. Wierd word choices. Why does it says LOAD instead of start? What's up with the LOAD PROFILE thing? It all feels very unintuitive to me. The Catatonia, Revelation etc. is the dificulty choice? 

You have a good bullet hell game here, but I think the menus need a rework. 

I didn't played much to be honest, but one thing that I spoted was that, playing with the controller, I aim with the right analog stick, but when I let go of the stick, the mouse pointer is still in the screen, and Cirno then aims at the mouse pointer. 

It would be nice if you deactivated the mouse, if you identify that I'm using a controller. 

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The game is very fun! Kinda addicting really. I think you need to really lean into the dreamcast aestethics. Levels 2 and 3 grass is not very pretty to look at in my opinion. (of course that is subjective). 

Well, I've almost beaten the last level. I got up to the last stretch, where you need to jump the rings section in succession to have enough speed. 

The only feedback that I have, is regarding the camera. I understand why you made it so that you can only move the camera with the left and right bumpers, and only in increments of 90 degrees. After a while, I got used to it, and it was usefull to lock the camera like that. BUT, it is anoying that i everytime I press one of the bumpers, I need to wait for the camera to get in place, in order to move it again. Let me press middle "animation", and have the camera "continue" to the next position. I think it will make for a smoother experience that way.

Oh, and I felt like the 1st level was a lot harder than the 2nd level. 

Other than that, I think the game is shaping up great. Keep up the good work!

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Hello! Great game, I'm having a lot of fun playing it. I'll write below what I find as I play:

There are some open doors. At first I thought I coudn't walk through, but then I realized is a probelm with the colisions. If I force myself in a particular way, I have access. So maybe polish this part a little bit?:


There is a small grafical bug with the owl. A line under it? But that seemed to be because I selected ressolution 720p. It was fixed when I changed it back to 1080p :


On the Map, it would be nice to show, a little indicator on rooms, of the existing doors, so that I know where I haven't explored yet:

My magic powers are on the X button (PS4 controller), but my confirm options are also on the X button, when talking to an NPC, or opening a chest, so I always end up mashing, and expending some MP unintentionally. It would be better to Swap, the normal slash atack ( Circle button in the PS4 ) with the special attack ( X button on the PS4 ). That way if someone is mashing X they wont mistakenly use any resource.

I got into a door, but I didn't progressed to the next room. A bug? 

PS: It happened again, and i manage to go to the other room by moving me. It was a collision problem as well.

I don't know if this is intended but, I died at the rabbit boss, and restarted. I lost my items, but seems Like I kept the map, and golden compass abilities, plus my gold. Should I have kept those?

I've reached the boss again. But this time, the animation where it bumps into Alice, "spawned" in the wrong position. Afterwards, the game froze. I had to ALT + F4:

Well, I think I'll stop here for now. The game is indeed very fun, and I think I'll play more later. I think if you keep fixing bugs, and giving it some extra tweaks, it will be a great game!

Keep up the good work!

Music is fantastic! Are these all free to use? 

On the menus, I tried both mouse and controller. There are a couple of bugs, like, If I highlight the option with the mouse, the bone hands don't move with the selected option




On the character screen, If I go down, I can't go up? Neither with the mouse, or the controller:



Regarding the Gameplay:

I tested with both mouse and controller, and it seems with neither, I can aim my atacks. I can only atack horizontally. I never played the original VS, only some clones, where I could aim my attacks, but I believe aiming is a lot more fun.

Also, I see that you made the game on Unity. Some games made on Unity detect a drift on my controller stick, and others don't. I checked with a friend who is

 knowledgeable about unity, and he told me is is related to the "unity default controller plugin". Apparenlty, it is shit. Are you aware of any of that? Indeed, the games made in unity that don't catch any drift on my controller, are all high quality games, so they probably have custom controller solutions.

Finally, when I defeat a boss, and it drops a chest, It would be nice to be able to skip the "roulete animation", as it get's old fast.

That's about it :)



I gave it a try. It seems like it can be a very fun game. I like this type of puzzle games. 

I could not advance past the frist flag part though. Maybe the game need a gradual ramping on the dificulty. Start with very simple puzzles to introduce mechanics. Easier said than done, I know, but for this type of game I believe is required.

Also, the game might be a little buggy on the change of direction walls. I managed to clip into the floor and into the cubes:



Also, I thought the Flag was supposed to be a check point, but it is a teleporter? Kinda strange. You might want to change the visuals for that. Make it a glowing square on the ground, the classic sci-fi teleporter.

The game IS FUN. It just needs to keep being worked on. Gradually adding into the dificulty, and fixing bugs and stuff.

Keep up the good work!!

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I've given it 5 stars ;)

CTR was the superior kart racer of the PS1/N64 era. On your build here... I can accelerate with the analog stick of my controller, but can't do anything else. So please, add full controller support

I must say, the game is shaping up to be fantastic. It really got me intrigued, and I have already Wishlisted it on steam. The atmosphere is great. I love the art direction you have taken with it. Looks very retro, in a nostalgic way.

I think i have gathered all the clues I could possibly find, because the game let me "enter" the museum (not enter, but told me the demo was over).

I really like what you have so far, and I hope you can deliver on the quality!

I can only think of two feedbacks here:

Whenever we talk to a character, and we select an option that opens up to questions, after I select one of the questions, if I want to ask the other possible questions, I need to select the same option that opens the questions again. It would be better if after the chracater answers one of these questions, the game put's me back at the questions menu, so that I can select the remaining. If what I'm saying is a bit confusing, I'm refering to the questions as in the print below:

It would be nice as well, if there was some kind of indicator, to know if a character has something new to say regarding one of the questions that I have already asked.

The other feedback is that, I think I've noticed some typos here and there. Since this game is dialogue heavy, it would be worth to run all your dialog and text under a program to check for any typos. Could be chat GPT for example.

That's about it! Game is great. Keep up the good work!!

I got filtered hard by the boss. The game is great though. Love the art direction you are going for. It is kind of like a source game, but with Quake 1 or 2 chraracters. Honestly great. I don't have any feedback. What's there feels and looks great. Sadly I suck at your game. But keep up the good work!

I only managed to reach arround 18%. I feel like this game is missing an animation windup for the frog's jump. It charging up the jump while I hold the Space Bar. 

Well, I played it for a bit. I can see it being quite adictive, due to the arcady nature of it.

I have only two feedbacks, based on the couple minutes that I played:

When you grab a dot, it shows you a grey arrow, to the next red dot, to keep the combo. The arrow is a perfect equilateral triangle, which throws me off regarding in which direction should I actually go. So, make it not a perfect triangle. Make one of the points longer, or a different color, and that is the point that should point to the next dot.


The second thing is, when I hit something, and loose, give me some "explosion", some particle effects. Basically some visual feedback.

That's about it. Hopefully it's usefull :)

Very strange game. I played it for about an hour. What I got is that it is some kind of frogger (sealer in this case haha). I colect coins to buy stuff after the level, and the blue thingies make me faster, so that I can avoid the sharks better. But what do the colored rows of tiles in the ground do? They get grey, and red. I could not figure that out. I think they had something to do with the shark spawning?

Managed to get two sharks, but died, then everything resets. I guess I would have to catch at least 5 to trade at the  Town Hall? But then if I die, would that reset?

Game is very interesting, and quite fun. But also very hard. I coudn't understand if there is some kind of progression (maybe with the sharks), but I guess not.

The game is super fun and addicting. I'm not very good at it, but kept trying to go. I only managed to reach a high score of ~40K. 

My only feedbacks so far would be:

I've found it a bit hard to keep track of my ammunition. At first I thought the +0 on the weapon slots was my ammunition count. Maybe if we had the counter in the middle/bottom of the screen it would be better, since the middle of the screen is our natural "rest view".

I got myself using the Shotgun a lot more than the other weapons, because the reloading times seemed a lot faster. I would shot a couple times, reload 1 or two shells but already been able to shoot again. Felt like i never had to relaoad. Compare that to the ricochet, where I would fire 20 shorts, then it would have a long reloading time that would more often than not, kill me. Add that to my dificulty in checking the remaining ammo, and then you have me almost only using the shotgun. I don't know if this is comething you can balance, or if this is a Skill Issue, but I figured it was worth pointing out.

Maybe a reloading animation would help with this, because currently there is only the sound, but no visual feedback to show me that I'm reloading. It threw me off at first. I didn't understood why I was not shooting all of the sudden.

Other than these points, I'll keepplaying and try to get a 100K highscore, because the game is very fun. 

Keep up the good work!

Movement is responsive, and works perfectly with my PS4 controller. Visuals are spot on. So far we don't have much in terms of the level, but what is there, and the characters, shows a lot of personality. I like it.

Only feedbacks regarding this demo are that, the crate holding is kinda broken if you have it in Toggle mode. Works perfectly if you have it on Hold mode, so probably that should be the default option, or remove Toggle all together, because on controller, it is broken.

On the main menu, there should be an option to quit game. I know it is there in the pause menu, so it would be nice to have it on the main menu as well. Also, I see that you changed the way you select options in the menu, to only work with the D-Pad. Nice touch!

Othat that that, the boss fight is a bit janky at the moment. Seems like her grab reach is too far reaching. Maybe nerft that. Or even better, give her a windup animation preparing to grab Dingo Girl, in which you have a couple of frames to get out of her reach. It could even be an strat, to bait the grab to give you time to jump on her head. Check out Zangiuef's Command Grab in Street Fighter for reference.

Regardless, I managed to beat the boss and the demo. Great job!!