Great game. Were you inspired partialy by Blame! ? The derelict giant structure that we explore reminded me of it. Love the setting and the mood. I wish there was no centipide chasing us, just because I wanted to explore the strucutre, and take in the sights.
Lucardo94
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Nice start. I didn't find any issues or bugs. Played the game normally, first the 3 minute shift, and then the 6 minute shift. Managed to get all the customer of both of these shifts. I've found the game quite relaxying. I liked the minigames. The clicking one, I holded the mouse with one hands, and used two fingers to click at 2x speed haha.
Got enough money to buy the two upgrades, then I level up. Tried the 3 minute shift again, and now things got a lot harder. Lost 3 customers. I would miss the new music minigame, which was the longest. Maybe when we are on this minigame, turn off, or dial down the background music, so we can concentrate better on the notes being played.
The memory minigame, doesn't this ussually first show you all the pieced, then they turn down? Not an issue regardless because there are only a few pieces. But if they get progressively harder, I think that would be at least an upgrade to buy.
Anyway, I enjoyed the game. You have a lot of room to expand with new machines, minigames, and upgrades.
Good luck!
Thank you very much for recording a video! The commentary was very usefull. You brought up many valid points.
That last bone you were having trouble with is very awkward to catch. There are many ways to get to the roof, but all of them will feel unintended. Also, I didn taught the mechanics in this build (my bad), but there is a "high jump" if you hold the Crouch button, and jump. That would help you a lot.
Thank you for playing! I saved your video for future reference.
Interesting comment. What do you mean by acceleration based on momentum? Like acummulating speed when going down slopes for example?
Oh, thank you for finding that bug. I'll make sure to fix it.
Noted. I need to add sounds, and balance the volumes of everything. Will come with the content phase.
Indeed. I'll be adding a toggle for the default movement speed. That way you can instead hold to walk, instead of running.
Probably the levels will be more horizontal, because my main inspiration is Spyro for PS1.
Thank you for playing!!
Good idea about the portal loading. I'll probably add the words loading, and other information about the level, while we load.
Noted. Maby players struggle to hit the button. And the hitbox it's kinda wierd. I'll probably rework how the button works.
Ground pound indeed has no reason to exist currently. I'll try to introduce some usefullness to it.
Yes, that bone is not very straight forward to get. There are many ways to climb up to that roof, but it was not very well tought out, so none of them feels as inteded haha. Hopefully better level design will fix these issues.
Thanks again for playing!
Game ran very well. I liked the visuals a lot. The map has great atmosphere. There is something about these kinda "elemental dimension" world that I love. This felt like the "Forest dimension". Thecharacter controls very well on mouse an keyeboard. I tried playing with controller too, but there was no options to invert the camera axis, so I couldn't get used to it as it is. There is not much to do yet in the game, but it was quite fun to just jump arround, defeat enemies. So good job there.
The big enemy seems a bit janky. It kept popping in and out of existance.
One think that I found wierd is that, the character has a big sword, and yet we attack by shooting? I could not find a way to fire the Firebolt. The other habilities worked fine.
Good work so far!
Very interesting gameplay loop. The shopkeeper experience is maybe even more high action than the dungeon one hahaha. Presentation is also good. Many elements feel like they are still a WIP, but the overall feeling that I got was of good feedback with all the menus, and interactables.
I had a bit of trouble understanding how would you display your items for sale. Maybe make the highlighted area on the furniture, where you can place the items, more stand out.I would keep it conisten with what you already do with all the other interactables, where you make a white ouline. Instead of manually going to each spot of the furniture to put the item, just open the furniture, and show all of the slots.
On the technical side, I hada big freeze each time I would step into the dungeon portal. Also got some stutters here an there, the first time something loaded, like when firing bullets.
On the shopkeeper side of gameplay, I was very confused about buying items from customers. I would assume I would have the option to not buy, but aparenty there is no way of not buying. You are forced to. Is that intended?
Keep up the good work!
Thank you for playing! Glad you liked it so far.
Interesting point about the button. Hopefully I'll be able to fix issues like that with better level design.
I will add this toggle, so you can change the default movement, to running or walking.
The skid right now does not serve any purpouse indeed. But I think I can expand it to enable a very high jump, like Mario's summer sault indeed.
The visual bug with the portal is very interesting. You are the first person reporting it. Does it happens every time you are in this level? It could be hardware related, but then I would have no idea on how to fix it ; _ ;
Thank you again!
Very fun concept. It is very satisfying to manually load and pump the shotgun. I know nothing about guns, so i thought it was strange that the shell was loaded when I scrolled up. But then I searched on youtube, and that is how they work indeed. Haha. I like how you can roll the wheel "1 tick", to check the chamber.
The only two issues that I found were, on the browser version, the game didn't captured my mouse at all, so aiming was not possible.
On the download version, when I press ESC to quit, it says to click to capture the mouse, but it didn't worked. Had to quit with ALT + F4.
No other issues than that.
Ohhh, I see. So what got me confussed is that I selected paddle, but then I did the Tutorial 0, which was specifically for fully mannual.
Maybe a solution here would be to have the tutorials for each mode in different categories, or disable them alltogether depending on which set up you choose.
I'll give the game another try know that I have this knowledge.
Thank you for finding that bug! I'll correct it.
The bone you didn't catch is a bit strange to reach. I'll rework it to make it more intuitive. As it's even kinda hard to explain.
And yes, the button has been missed by a lot of different player, from the gameplay footage I have seen. I'll be reworking those as well.
Thank you for playing, and the inputs!
Thank you for playing! I'm glad you liked it!!
I need for sure to include the controls for the game. I failed to do that in this demo, but will be included for sure in the next.
The small bones do have a sound when you pick them up. Was it not playing for you? The big bones don't have one yet, but will be included.
I will include a toggle option, to swap the default movement between running or walking. That way you will hold the trigger to move slowly instead of running (which is most of the time). That might make it more easy on the fingers haha. Or maybe a key rebind option, that way people can adjust to what is most confortable to them.
Thank you for the inputs!
First of all, fantastic presentation. This is extremely well polished. I really like the idea of having all the tools, including the game, as if they were phisical objects. Very nice.
The game itself is very pretty. Almost makes me want a proper version of this not-pokemon, to play properly haha. Good taste on the moster designs as well.
Now for the parent game itself, it is a very interesting concept. Having to glitch the game to progress. My opinion on how should you scale the game:
Right now, we have a guide, but is not a game guide, is a guide on how to perform some glitches inside the game.
What I think you should do, is provide an actual guide, on what to do to beat the game. Like where to go, what glitch to use when, etc. This will be "NG". The catch will be that, you will be following a linear path provided by the guide, but as the player begins to familiarize itself with the possible glitches, they will discover that there are a lot of other things todo, outside of the guide. So it will be maybe a "NG+" kinda of thing. Maybe even allow for glitches not present in the guide to exist, that the player can learn about somehow.
Anyway, it's just an idea. Maybe not the best idea...
But very interesting game. Keep up the good work.
Thank you for playing! And for recording the video. It is always very usefull! I'm glad that the moves come down to you naturally. I failed to include a "controls" section in the menu, but will in the near future. You had the right idea about how to collect the last bone. Where you playing on mouse an keyeboard? The controls for that are a bit worse than in pad, making the game harder. But you catched 6 / 7 big bones!! That feels apropriate on DD 67 hahaha.
About the camera being choppy, how do you mean? I have not experienced that, or seen it reported from other people. But I'll be reworking the camera soon, so maybe I'll inadvertedly fix wharever issues it had with that.
The bones and big bones are currently placeholders. The final colectables will be different. But to answer the questions, the little bones are neon energy because I was experimenting with some shaders.
Noted about the brown slabs and gap in the rocks. I will make sure to keep things consistentnd polished as levels get into their finalized stages.
Thanks again for the inputs, and for providing the gameplay footage!
Thank you! I'm gald you liked it so far! I've been told that the regular running speed is a bit too slow. I might increase it a little bit. Other people requested a toggle to make running the default, and then you hold the trigger to walk instead. I think I'll add that, but some friend raised a point that, it might be because there is no reason to walk at all currently, and he might be right. So maybe that could be amended with better level design, where you would want to walk, for more precision, or positioning.
Yeah, the rat looks at you in a T-pose for now hahaha (missing a proper animations).
This was my experience with the game: I truned it on, and chose the Paddle setup. Seemed interesting to manually put the gears. I hopped into the tutorial, and it was quite technical! A lot of terminology that I was not very familiar with (at least in english) made it a bit overwhelming to follow the first tutorial. The controls are not complex, but demand a bit of coordination. I had to get used to them. But I was able to complete the 6 stages of that first tutorial. Then I advanced to the second tutorial, and here things got strange. The first tutorial taught me to hold "L1" and then input the gear with the Right stick. Here on this tutorial, the game starts me at 1st gear, If I press "L1", the gear changes to Neutral, and then Reverse, and I could not find a way to get out of Reverse. It was very strange. I thought that might have been some quirk of that tutorial, so I tried stage 01, but I got the same behaviour. So I am really confused about how am I supposed to play this game.
Besides my inability yo play the game, presentation feels very nice. There is a good level of polish to the whole game. You obviously also put a lot of effort in the simulation of driving a car.
I guess my 2 cents here are to (if this is your goal) ease in people like me, a lot slower. Game is very technical, so it's easy to be overwhelmed.
The game felt very responsive and functional. I liked your tutorial, it did a good job explaining how to play. I think you did a good job on the technical aspects of the game. The AI was pretty good. All the systems worked as I expected. I guess I have a hero ability when I click that little banner button. I clicked it but it damaged me instead (using the archer). I think I should be able to select a unit I want to affect with my hability. And if I want to target myself, then I just select myself. Overall I think the most challenging part will be to find a cohesive visual identity for the game. The card art is well rendered anime style. The UI looks mobile, and simple in comparison. You will need to invest on having everything "match". If you go with this anime style for the cards, perhaps you could have an oriental theme to the whole UI. I like the map, where you choose where you want to fight. Reminded me of another card game, Yu-Gi-Oh forbidden memories for the ps1 haha. Those are my 2 cents. Keep up the good work!
For what is worth, you handeled the transition from "room to room" very well. The direction I was pressing kept consistent towards where I was expecting to go with each camera angle change.
When I got to this "room" here, however, there was no change back in camera angle, making it kinda impossible for me to go back to the beggining. So that is something you should be carefull with.

Other than that, everything is obviously very early in development. I must say that I didn't like the feel of the attack animations, and the jump. They felt clunky and unatural. I assume they are also WIP, but worth making that point, so that you make sure to improve them in the future.
Presentation was great Azur. You did a great job with the intro cinematics. Story was hooking me in, which is a good sign.
Now, I do select the New Game option with the mouse, but then, I can only advance dialogue with "enter". I think it would make sense to also advance dialogue with LMB, to keep things consistent.
There is a technical issue where some of the dialoge options had wierd "hitboxes". Some, I could not even select, which forced me to select the other option.
I got to this part, and the game locked itself. I could not progress the dialogue at all.

I restarted the game, and got to the same part. Chose the other option this time, but the game locked again.

I like the presentation a lot, and the story was getting interesting, but the game seems a bit broken at the moment.
I'll try it again when it becomes more stable. Keep up the good work!
Thank you Blorb! I'm flattered!
Good point on having a toggle for running. I'll implement that. The mouse and keyeboard controlls have been a bit neglected as of now, so they need some reworking.
And yes, good point on the controlls. I'll have them displayed on the options menu. thank you for the suggestions!
You are not crazy about the textures. It happens due to inconsisten texel denisity in some assets. I'm using an atlas with 64 x 64 textures, so I need to UV my assets as little squares over it. Some times if the polygon I'm texturing is too big, the textrure get's streched. But you are right, if it is noticeable, I'll take more care in the future.

About the loading screen, for sure, that is a good idea. I can put a placeholder "loading" for now, and later make a definitive one.
I'll soon rework the gamera, so hopefully that will fix the wierd "camera reset" movement.
Thank you for your inputs Blorb, and for taking the time for playing!! WAGMI!!
Dayum! Apologies for that! I can't believe I left this gap in the game haha. If you try the game again, and get stuck, as long as you thon't close the game, you can quit to the main menu, and back to the level, and it will remember the bones you have catched.
I'm glad that you liked the game so far! Thank you for playing!
Hahaha, that is right, you press Triangle to grind on the Tony Hawk games. Well, the diference is that, cactus scrimblo slams down when you press square while in the skate right? And we need to slam down into the rails. In tony, when you press triangle near the rail, the character will "magnet" towards it. Then you just controll the balance.
Curently I had trouble getting the grind working with cactus. Since you need to slam down, you need to be over a certain height, or it will just miss the grind. Also, even with the right height, the grind would just not happen some times. Like it would slide off it.
I think going with the winning formula, of, press the button, magnet towards the rail, is the best approach. You could keep the slam down, but whenever on the air, and nearby a rail (check with an 3D area/volume), if you press the button, you grind instead of slamming.
I think that's how I would do it. Hope you find a solution!
Hello Azur! Yes, I agree with you. Better skyboxes will come, I promisse. This one was more to test if I could do Vertex Color skyboxes like in the spyro games.
Oh, to push the button, you need to air dash to hit it. To air dash you press LMB (or Square, X, in the controller), in the air.
If by the pannel you mean you mean the fence with some bones behind, the button will open it.
If you mean the sign posts that say "Press Trinagle/Y", those currently only work on controller. Apologies. The mouse/keyboard controlla have been a bit neglected.
Give it another try if you feel like it :D
That's fine! I do wonder, you recomend to play the game with the mouse only, but I feel like using WASD might be easier, as movement seems quite important in the game, for doges and positioning. With the mouse, I need to click where I want to go, but then I need to move the mouse on top on an enemy to aim my spells. I think that's why I was having trouble. I there a reason why you disencourage the WASD controll scheme?
I was able to progress a lot more this time that the last time I played. Your game has a lot of charm.
How many endings does the demo has? I was able to get the ending where the admiral leaves the house naked.
Then I started my second playthrough, and already got some different results, like for example, making the brid break the clock, which I used in the main room, so the admiral would drink wine, etc. But then I got locked in this conversation here. It would just not let me get out of it.

I'm interested in keep playing, finding the other endings, but it would be nice to know how many are there.
I love the concept. I'm a sucker for "elemental worlds", specialy when they are kinda liminal like yours. I guess what I want to say, is that I like the vibes on the game.
The hub got me a bit confused. Does it loops on it self verticaly and horizontaly? it's kinda dizzying.
i tired the 4 chraracters. I think I have completed the Shark one, and almost completed the Floaty character one. But Cactus and Tounge felt a bit too clunky. I could not finish them.
On the cactus one, this respawn would keep respawning me below the terrain.
The grinding mechanic felt kinda buggy not gonna lie. Perhaps it would be better if we would just snap to the grind by touching it, tony hawk style.
You are good at creating interesting mechanics that changes the gameplay, so I'm interested in seeing where this will progress.
The game feels a lot more responsive since the last time I've played. Also, the key mappings feel more natural.
The AI did something wierd though, they would keep swapping weapons as if they were teabagging or something. This left them open to be attacked once, while they were locked on this behaviour.
As a fellow wagie, I relate to this game.
The game played well. I like the Pepsiman inspiration.
Right now, I think you could add a raking at the end of the levels, based on time you took to complete, coke/cofee collected, times you got hit...
Also, at the end of the level when it is counting the collectables, it would be nice an option to skip the counting.
Those are my two cents so far!
I am not sure about what to say about this one. I clicked the nodes, which took me to a card battle. It was fun and functional, but I guess not many options. I liked that the enemies had an indicator to their actions, so you could strategize acordingly. I defeated the boss, and It took me to another node climbing screen. I reached the boss again, but this time I dided. I don't know if there is more to it. Let me know :D

