Thank you for playing.
I am really glad to know you liked it.
it's nice to know you managed to beat the first level and beyond, people usually stuck at the first level.
Animations and such would be good but that's my weakness. Maybe I could use free assets as place holders.
I had some QoL and similar ideas but no time to implement them. Though for now I guess I'll put this project on hold.
M_David
Creator of
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I couldn't make it in time, but still I played it. Hopefully you'll find this feedback useful.
I think you've improved things, it's more optimized now.
I wont say I like this new 3rd person command center but I won't say I don't like it either.
Deployment menu is much easier to navigate through and it's obvious what to do.
I can't remember how assembly looked like, but I think you've changed UI. Any way it's looks pretty clean and simple to navigate.
Sounds and music are decent.
I think you should concentrate on game play now. You have good game concept but there is not much to do. Varity of enemies and structure could be great. Maybe some terrain related challenges.
Bug report:
Tool-tip on both computers says "use computer to start mission".
When selecting and deselecting building like wall or a tower then switching to other droid he'll have that building selected, basically you forgot to clean current building for all droids.
Can attach any part to any other slot I want. I made a cutty with tower guns for all sots.
It works like this: choose body part, press edit, select pieces you want, jump to other body part and press select.
Here is droid I made with that bug.
Well good luck to you. Keep it up.
It's a generic runner can't give much feedback.
Character is too slow I'd say and I don't think games become faster over time like in similar games.
There huge input lag, means if jumped for about a second after landing I can't do anything.
I think it's a learning project so I'd recommend to make it a bit faster, and make state switch quicker.
Also I like how character jiggles his hands respawn.
I was not sure what type of a game this should be. But I played it and it was confusing experience.
I think clear the black holes card permanently remove them, totally breaking things.
I few times just stuck. Once I was just floating amongst endless rubies.
I think you should fix these bugs. Can't say much, good luck.
p.s. I wrote a comment before but it's either gone or I messed up, if there are two comments sorry for repeating.
I played it and I think it improved from last time.
I noticed some visual updates, looks good.
Also I like addition of tutorial like level, helps to smoothly progress. Although it can be annoying because there is not proper save and you're force to start from that level all over again. I'd suggest to let player start from level select even after giving up.
Rewind made it too easy, but for someone it could be useful.
I won't say it was frustrating. Some levels were tricky but I quickly realize what to do. Though I played about 5 levels, there could be some brutal levels I didn't saw.
It was fun, I even managed to reach the end.
Game had some creepy atmosphere, but I think in some parts it was too long. For example going to house then going back, then again.
I also didn't understood why we collect books?
When walking down the school corridor you could add screamer or just something to appear in a window or in class room when player tries to peek inside.
Also you could add some spooky elements in house. it's very claustrophobic but it's not used in any way.
Overall good game, keep up.
A lot of people told me that my game is too hard or there were confused on how to play, and they fail to pass the first level. I don't know if it's gameplay or game design issue.
If you could play it at least for a few minutes(there is option to unlock all levels) and tell me how it went for you that would be great.
Thank you.
Game: https://m-david.itch.io/pain-td
I realized I should find books, but I couldn't see anything, after first jump scare I just couldn't find anything, maybe I was doing something wrong.
Camera was literally rotating toward right, could be problem with my browser not registering position of mouse or something, because in full screen mode it worked fine, It moved by it self only in default windowed mode.
Thank you for quality feedback. I also like how you separated everything.
About economy, you don't exchange anyone. Enemies defeated by towers shall become prisoners if you have space, then you build torture devices in dungeon(bottom area) and they'll torture enemies to death giving you souls(money). If you read tutorial an it was not obvious, that's my fault, sorry. I hadn't update tutorial for a while.
I have very little experience doing light, that's why I'm trying to avoid it. I know it can make game look good, but every time when I tried to implement it in other games, I didn't had much success.
I tried to make some simple animation using code, but they looked sill so I removed them. I'll definitely check out youtube channel you linked.
About music, I couldn't find anything short and fitting. The problem was that music I found were like 3x time bigger then my game. I compressed them but engine had some problem with that, but you are right music can be very important for mood and how game is perceived.
Thank you again, and good luck to you with your game.
I never though that shooting fish would be that fun.
I managed to reach the angry octopus few times, but I never could beat him, maybe I chose wrong upgrades every time.
I can note that first level felt little bit unfair because some times there was not enough damage or fire speed to deal with enemies, maybe you make big fishes in first level more rare, or make fish a bit slower at least for that level.
Well the atmosphere was scary. However I couldn't get far, I stuck in corridor with room 3. I found room where path was blocked by chairs and tables, tried to pass through, couldn't; looked around in other rooms, nothing.
One more thing in windowed mod camera by it self was slowly rotating towards the right side. In full screen it worked without such problem.
No I mean I couldn't tell how far and how high he can jump, may be it was written in tutorial but I didn't looked tutorial. So I didn't knew how tall/far I can structure to be. I mean there is a ghost animation but I couldn't calculate it for a long run. Also the fact that character can not walk under purple blocks and need at least one block gape took me by surprise.
Tooke me a while to realize what to do, but I'd say it's a pretty interesting concept and I like it.
However the game is too laggy. Took really long time to load, and when I deployed first time it froze for a minute or two.
looking my units fight on computer screen was immersive, although they died without my guidance.
Also I'd recommend adding simple text in deploy menu such as "pleas select tile/sector to deploy to" that would be pretty useful, because it took me some time some to realize I can do that.
p.s. I just noticed there is downloadable version, I may try it later. hope it'll be less laggy then web version.
I played it I think at sprint-8, so this is second time.
I am sorry but for me it didn't went to right direction. I don't like smaller corridor.
The fact that I am now forced to look at box gives less control, since I have to always aim downwards.
on positive side I like variation of kick(if it's a new thing).
Also thank you for debug menu, I spent time kicking box around with low gravity and high up force. I think it can be actual feature in your game, or you could use it as randomizer to make levels unique.
Answering specific questions, yes new map is much easier to navigate especially with arrows.
Could I find any 'fair' settings no, only fun one, mentioned above no grav combined with high force.
Art style looks fine.
What can I say at the end; I spent about 10 minutes kicking the box around, that part of the gameplay still kicks.
Well it was quite fun to run around, the game was too short to give any actual feedback.
I didn't understood am I doing something wrong or dinosaurs are just too tough, took all of my arrows and rockets to kill first two.
One bug I found is that camera sensitivity will rest when restarting level. I think you just forgot to apply value from settings, because number there didn't change.
Played it a bit. To be hones it was boring. I didn't played many deck builders, but as far as understand the Idea of such games is that you have chance to get some strong combos because you took the right cards. Here you do almost nothing.
About translation, it's tolerable most of the time. Tutorial text is poor, I understand what it says, but translation there is not very good.
Little bug I found. In dialog with devil (after being hit by a bus) changing language will only change new text, and old text shall remain in previous language.
If it's important I was playing as policeman.
I would say game have interesting idea and some atmosphere, but I think you must work on gameplay, make it more engaging.
First I really like graphics.
Second I couldn't beat the game or go too far, I reached the locked door next to bunch of circular saws.
Game was too hard because I couldn't feel the size of a character and because of small FOW, I just couldn't see traps that were to close too me.
Also the jumping was too floaty, it might be intentional because it helped be in some parts, don't know.
Any way that wasn't bad. I think make you it more fair and polished, and It'll be pretty good.
I played solo, so note that.
Monster never attacked me, he was just walking around.
If player whistles while standing on stairs, monster will hit the stairs and stuck.
Foot step noises can be heard even when monster is stopped with 3rd ability.
I would say that old map was better, because new one is too big, but again I played solo maybe with actual player I'll be different. However new maps design with bright green maze is not very scary.
Thank you for playing and a valuable feedback.
I'll take a look at the button collisions.
I am thinking to add priority system but I don't know how implement if well.
I'll try to make change in difficulty more gradual.
yes the lack of necessity to upgrade is a known issue, I'll rebalance the game for the next update.
I spent more time playing this than I should have, it was fun.
Few thing I can suggest. Make Ai more aggressive, or have different Ai types with different level of aggression and aim level. Make pistol projectiles live longer or faster, when I shoot someone and he shoots back we both move in opposite direction and bullets never catch us.
Few bugs I saw. Weapon spawned in solid circle making it inaccessible. UI elements of phone for fire and movement remained on screen after the end of level.
It was pretty fun to play and I managed to beat one boss. Graphics looks neat. I like the fact that you can go faster by going forwards, usually in such games(that I played) you just move forward without boost. Music and sound effects were good. Ship designs looks good, but I'd suggest to make player ship more vibrant. Some times when I was looking at the right side I didn't notice how asteroids hit it, because they are similar size and colour.
One thing I didn't understood. What is the point of a 'fat' green ships, they don't attack.
I found strange bug but I couldn't reproduce it. Some times I'd stuck in upgrade menu and I couldn't jump to new dimension or exit to main menu.
The game was quite confusing. It took me a while to realize I should manually scroll the camera with a bar, ability to go full screen wold be nice. The fishing mechanics well they are pretty simple but they work. I think you need better collision system with items, I believe I can only access them from bottom. I spent some time fishing and bought few items, I am not sure how much it affect my luck. It would be nice to have log with all(or most) of fishes to know how rare they are.
Hello. The game looks really good, characters, UI, sounds. I think game play a bit boring because there is no much variety, you just shoot spells, there is no randomness or risk and rewards abilities. Although I can't say much because I stuck on mushrooms, I just couldn't deal enough damage.
One thing I'd suggest, is to add sound effect or text message when you're out of mana. Because I didn't noticed mana and thought it's bug that I cannot use cards.
About bugs. Once I stuck, 'end' command did nothing. The only thing I remember doing before that happened, was using heal item.
I noticed that heal item, at lest small one, it heals percent from current health, not max health. Is that a bug?
Thank you for playing, and feedback.
I am surprised it was hard, I tried to limit everything in the first level to make it tutorial like.
There is no save system, because there is no progression. For demo purposes all levels are unlocked, so players can check everything without spending time unlocking things. It's just some towers that are locked for first few levels.
With that knowledge I gave it another try. It makes more sense now. I guess I some how missed part in tutorial where it spoke about 25 minutes. It's nice to have little mage in corner as reminder of your tasks, but I would recommend to add some audio feedback to make it more fun, and work as a reminder.
I guess I just had no mana, the blocks seems to work fine.
some blocks like scroll are blue but they quickly gain their colour is that a bug?
knowledge is not spent? I placed watch and scroll and lost no knowledge, only mana.
I had a problem with cauldron, I managed place it but after some time game crashed, and when I played again I couldn't place it, it was just appearing inside the mage. Any way I deleted save and tried again, it was working fine. I even restarted game to see if it works, and did. But after I tried to check one more time progress was lost and cauldron was again appearing inside the mage.
I am not sure what I should do, is this like very long idler? The quest system was most confusing, I didn't understood how it work and what all the categories and subquests are for?
After spending some time I didn't understood how to place new blocks, I had knowledge but all blocks were locked.
One thing I can say is, graphics looks nice, little wizard is cute.
Well I finished the game. It was fun experience, although the fact that there is no rest and it just forces you in to fight makes it a bit boring. Having some kind of a trader of store would be good way to get ride of some items and get what you want.
I found a bug, If I'll click to many times on 'new game' before game actually started, slimes will stuck and tutorial will never start and there'll be no way to exit.
Reading one of comments, I can suggest to explain tutorial over several different battle. first explain how to attack and defend, when you'll get your first items after that explain how to use them and so on.





