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M in the middle

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A member registered May 23, 2020 · View creator page →

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(1 edit)

Game still feels great!

before .34:

Tutorial was a lot more informative, not as fun as the previous one, but I finally understood all grab interactions and was able to extract new characters to the village. 
First level is good, it has several items, no crazy types of enemies. Simple and linear. 

Found some bugs:

  • Crouch-shooting is animation based, so you can throw into the roof or you cant aim with the bow and shoot completely down. 
  • Roll overrides stealth status, even if you are in the bush, so you can roll in the grass and enemies will see you for a second.  
  • Enemies don't react aggressively towards maids, not sure if it is intentional.

The fighting is much better than it was previously, when you could just spam attack and break opponent's stance.
I love how every enemy has the same-ish move set as you, how they can grab, choke, break your neck in the fight. 

But it still has some interactions problems, with witch fight flow feels sluggish:
  1. They always prioritise pulling out things to critical idiocy. (no hiding, no alert, ect.)
  2. Grab is too op, not sure if it was possible, but when you are fighting 1v1 you can always grapple anyone and break their necks.

.34+:

Tutorial 3.0 is cool, it teaches same things as 2.0 but cuts it in sections, so you can feed information in small bites.
Not sure about auto-crouch, maybe you could make it a toggle?
New target kill sound is cool, but kinda loud.

vid of some bugs: 

https://files.catbox.moe/t0bakz.mp4

Fun challenge run that I decided to make to show how cool it can look with little tech: 

https://litter.catbox.moe/ewq0hvvkpv3za89k.mp4 (will die in 3 days)

Good luck with development of your ninja village!

Congrats on new version.

Can't comment too much on new stuff, tutorial was wanky didn't teach new tabs/windows.

mostly about bugs:
You need to redo some things with your action controller or something, because you can spam use (f) key and break a lot of things in the game:

  • If you spam use (f) on the window in the prologue you can crash the game.
    If you do it more slowly, it will apply always blur effect.
  • In the playground level you can create invisible infinite ladder. You are pushing character away on the school level so you can't use ladder immediately. It fixes this bug, but this is a hack.
  • You can sleep thought weeks by spamming the bed.
  • If you spam vent you can generate velocity and die on exit (only this vent)
Can get through the wall with in the kitchen.

Can't consistently replicate, but you can ride downed enemy that you are kicking.

If you exit while in dialogue, dialogue still plays in the menu, at the end it crashes the game. 

Dialogue is bugged, any FIRST dialogue launch doesn't eat inputs (either new game or loading a save), all other inputs work fine, alt+tab fixes it for some reason

vid: 

https://files.catbox.moe/kpxlo2.mp4

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I completely forgot to put a check on slots, you are supposed to put one post per slot. I wanted to show names when you hover over slot, but desisted not to.

Using green to signify filled slot was a bad idea, because you think it show you that your guess is correct.

Hard-hatted one is engine dev. 

Devilish looking one is a lewd dev.

Thank you for feedback.

Thanks you for kind word. 

Yeah I wanted to put some other gimmick where you wouldn't need to choose any posts. so I left this thread always true.

password - /agdg/

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Yeah, if you guess everything right you "win". In the ending it shows where you made mistakes.

Music can be turned off in the menu.

Not sure what kind of music would be "/agdg/ appropriate"

Yeah, it is kinda joke game. Initially I wanted to just put all system that were ready into more cohesive experience. While doing so I understood that original game idea not gonna be fun, so I glued together this demo.

Posts where supposed to be placed and resized algorithmically, but it wasn't finished, so I tried to paste them by hand and only post's resizing was working.

Could you provide more clearance about overlapping? Posts where overlapping each other? If so, then that is probably resizing function on small screen. It supposed to recolour post that you are dragging.

>"At the end it just says "Your post's are banned, no progress is made." and you're stuck on that screen."

It's an ending, completely forgot about exit button.

Thank you for the feedback.

Pretty fun, but really easy even if you are alone.

Not a fan of rotating item shop (you get what's only being sold, buy to re-roll), but you don't have that many items to rotate to.
Items are meh, you can possibly clear whole dungeon starting "naked" (you definitely can get "weapon", excessive ropes and torches)
Maybe you could add tiers for those items and make ropes and torches in dungeon non pickable?
Either you could buy bad items in the hub or find ancient tools that are better (maybe event add levelling system for shops, that you could spend gold to upgrade and buy higher tiers)

Night didn't became harder, only once I saw mage enemy.
Zombies feel too dumb, as I can understand they do not hear you, only see. (I can hear them from the room away and they don’t?)
There where times when I could chase them into several rooms to fight them.

I think stalactite-crab being able to be damaged by anything is kinda stupid, maybe you could agro him only by hitting him with a pickaxe?
You can go through bottom side of the crab, but if you hold jump you can jump on top of him.

  • Maybe add some anti-utility enemy (cut ropes that you are on, extinguish torches, move dropped items deeper into the level ect.)
  • Definitely needs some kind of end mechanism, you can clear whole dungeon and not feel a sweat because 4/6 zombies run into one place to party or you can get yourself stuck and wait for enemies.
  • No ambience, like wind near death-pits, fire cracking from torches it could definitely help if you are running with no lights.
  • You can spam wagon several times and exit->enter dungeon->exit->enter with a lot of loading screens

Good generation, I do like how rooms have more or less pretty straight forward indicators where you intend to throw ropes/climb.

Once I got stuck in the death pit and couldn't move. (all items were deployed after I got stuck)

   

One room collisions are wrong on stairs (always)   

Arch in the tunnel doesn't have collision


  • Weird how coins are the only items that's auto picks up
  • You can start climbing rope before it gets fully deployed

It is a relaxing game right now, you jump - collect - extract.


Good luck with your quest.

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No problem, even if I didn't get the rules, I did enjoyed the game in the end (couldn't beat 19/10 bcz my win was so high game lagged and crashed ~356k on ~14:1 field bet without counting all multip.)

Additionally not sure why you can place chips anywhere:

Could also recommend:

  • to signal what bets are winnable/losable when you hover over bet with chip in hand, not after you placed it (like little glow over numbers)
  • show all betted money on any number
  • repeating previous bet (for one tricks :) ), maybe even auto roll if you are bold enough.
  • maybe add turns to beat so you can't slowly beat level (especially in endless mode)

Good luck with your gamble!

Cute game.
I do like how the game looks. Sounds and music are nice.

Why you lock some rare rooms, but not the others? You can easily just run through sublevels, just dash and evade.
You can loot chest if it contains a key, you do not need to clear the room.
Some damage feels cheap, you enter a room, enemy was already near the door and hits you.
Found out that you can slowly enter a room and just stand in the door frame, not alerting the enemy. Not sure if you are intended to peek like that.


  • When you dash into the next room you may push yourself back into the previous room for a moment. (Rarely)
  • Additionally you can even trick the game into not moving camera into the room you entered. (Happened once, I was receiving damage from other room)
  • Map and compass suppose to work for a level or a sub-level? They are working at all sub-levels.
  • At sublevel 5 - cutscene breaks with white rabbit character receiving damage from something invisible, after witch he just stands there.


Game plays well. I didn't find any broken items. All of them feel like simple +1/+2  buffs, nothing critical, but I am not sure how differently it will play in the whole run.

Good luck with your Alice-like.

pass -> /agdg/

At first game sounded too complicated.

I never played craps, so i used tutorial, didn't understand anything. (less wordly explanations, maybe some infographics of the round?)
Maybe you could unlock new types of bets/mechanics while beating levels (rogue-like progression?)

After that I played 2 times, 1st one I tried to think and analyse my chances (lost on 8/10)
Second run I got chip where 5 get's into field bets + low numbers dices and turned my brain off with only field bets.

Playing endless I am starting to understand some rules, but still not quite sure. Still playing it for ~1.8 hours. Kinda cool but I am one tricking the game right now.

Not sure about paying to access bet upgrades. (Maybe this system works only on endless)
Isn't it easier to just inflate those upgrades in price? (Because before/10 you are most likely not gonna spend your little gold on bets that you can't control, you would rather get yourself a chip or dice to manage the odds)
Same with some terminology, what is considered "Rare"?

I like the juice in this game, sounds, music are not distracting. All little things and movements are good. (Even if it takes 50! seconds to count chips on ending level screen on 6x speed, maybe add 50k and 100k chips?)

I sold special chip in tutorial and the game soft-locked after payout(that wasn't enough for next level)
For some reason could not buy 10$ dice when I had $10
Sometimes snowball didn't reset on 7

Hey, as I am getting this is remaster of your old project.

I love different characters, but I wouldn't say that Rosemary is easier, because her special doesn't clear the screen as Lucie's and doesn't destroy the bullets. Dialogues show only Lucy no matter the character you chose.

Some times bosses brain completely turns off if you continuously hold fire button throughout the dialogue.

After looping 3-4 times the game crashed, but it saved my HS.

Right now there no music implemented into the game and the sounds are spammed a lot so even with low volume it becomes quite loud. 

Good luck fellow witch-dev!

Strange, I am sure I was on the latest version, but today I couldn't replicate that dialogue break.

But, I found a spot without any collision, it's a window near the crate.


I found a new way to hard-lock the game, if you enter the pause screen in any dialogue, you lock any interaction and you can't exit.

I checked "new game" mechanic, it saves a lot of data of your previous playthrough, but saving - buying stuff/hurting yourself - loading different save, looks stable with no inventory changes or energy difference.

Bonus, if you run vault into the bed, you can get easily stuck and receive fall damage. :)

I like the sprites for the characters, story bit is intriguing. I love all the movement that you have here, but jumping and vaulting is clunky.

You can vault over ice cream chests into the wall. You can vault over a lot of things, it's just here I could get out of bounds. On some counters if I would stand between a cups and the wall I would start to fall and get stuck.


The far part of the bed is bugged, I can crouch near the wall.


Doors that are open by the guard can still be interacted and the character will say that the door is closed.


I wasn't able to finish the demo, after downloading the files I wasn't able to talk with Evie.

I started a new game after falling off the roof and immediately died in this new game (checked more, I am dying every time I load or start a new game, its a hardlock). It still spawns more and more tutorial tips. Relaunching the game fixed it.

I love the style of this game, interested how the full mission will look like. Good luck with your game!

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Those game are actually funny.

  • Ending for the fisher game was funny, but previous level wasn't that polished, it is hard to catch the target because the model is bigger, but the line of sight is still the same (I placed the cursor to find it)
  • JRPG one was really funny, I first timed each level and last one made me audibly laugh.
  • I loved little tunes for wizard's danse, but I was never sure if I hit the note at the right time, little circles over the buttons weren't making me sure and each time I was surprised how accurate I was in reality.
  • Shooting mini game could become a pretty funny story.
  • Shoot-em up has an interesting parry mechanic.

I finished all games, platformer is the worst one, mostly because jumping and falling are too fast and platforms that are dragging the player.

Good luck with your mini-game collection, hope to see more fun and creative levels that are subversive in their design.

Yeah, sadly I wasn't able to even partly realise what I wanted for this DD, so it was quickly glued together.

The jank is truly more visible with this level design, it is probably because I use box shaped trigger for ground checks, gotta raycast capsule for more accurate checks.

If you collected all 3 and talked to her, there should be portal behind her. I just didn't wrote dialogues after that, that's why she uses random ones.

I used one of other tunes that I wrote, it is not finished. I still plan to use older one in some way or another.

Thank you for your feedback, I will return with better demo next time.

Error messages are a joke. A lot of things broke closely to DD, so I played into it.

Not sure what you mean about camera controls. I have sensitivity settings in the settings menu. Maybe you mean that the camera shakes on character movement?

Yeah, I was always postponing this bug, finally gonna fix it.

Thank you for giving my demo a try.

The whole level was build from scratch and wasn't tested, not sure why you couldn't move, probably dialogue script broke something.

Character easily collides with anything, probably removing ability to move in air will help with that and will make controls "weight" more.

Yeah, camera shakes mostly because I remade movement script and now camera and movement not in sync, will look into it.

Thank you for testing my game!

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The melee combat became much harder, they block/parry and attack you endlessly. You don't want to fight 1v1 right now. (it is good)

I LOVE how you can jump on walls, I started to to tricks into drop-kicking enemies and landing on them afterwards.
I am not sure since when, but I like power attacks with melee weapons, but it is hard to use if you are not kiting.

Really love the kit that you have right now, sadly only truly usable item with this map is banana for health, bow>suricen in any scenario, caltrops and smoke are only usable if you don't want to fight, but it is easy to outran+jump away from the enemies, maybe if there would be some enemy that you don't want to fight into their face (fully metal samurai) or someone that can't let you simply ran away (dogs/cavalry).

  • If I kill anyone with the bow, my after image spawns over the dead body.
  • A lot of times enemies prioritize removing arrows/suricens rather than doing anything, so you can spam them with the bow easily.

Good luck with your game!

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Music is great. Really cool to see all UI physically in the cockpit.
I love those boosters and how landing makes an impact.

Mirror match up vs Nayla felt really good at first, but you can easily overpower her when she tries to retreat to heal up.

  • On tutorial map "The construct" jump booster doesn't work. (edit: it works, I am dumb-dumb, you need to jump on the jump-pad)
  • You can't select primary weapon while sprinting.

Each DD game is getting better and better. Can't wait to fight some kind of metal gear.

Really like the concept, the game looks great!

I love how grand and empty the world feels. How pits don't let you just mindlessly press gas. Scavenging/surviving aspect of the game. 

I hope you would add more item shapes for that Inventory tetris gameplay.

It is hard to read the map, a lot of times I couldn't understand where are pits/hills. The highway is too linear, for some parts it feels like it has only one entry point and million up's&down's into another highway.

Enemies look great, but they lose you really fast, don't see me when I am close or agro when they can't reach me. Hope to see harder variants (no radar/mimic ect.)

One time I was riding for a long time in search of the items that were above me. Maybe you could show if item on the radar is upper/lower than you?

  • If you enter the inventory while moving your camera, it saves the velocity and continues to rotate.
  • Sometimes when I try to place things item starts shaking.
  • Some roads are generated with sharp drops/climbs.

I really enjoyed the atmosphere of this game and would love to see how it will turns out.

Nice, you are now can't jump high like crazy :D

But there some other problems, it's now harder to jump with high frame rate -https://files.catbox.moe/okcnr9.mp4

Some stuff I got only by playing on weak pc, like how you can jump over invisible wall on the end of 1-st demo and fall out of the map - crash the game.

I wasn't able to replicate it on my main machine (but I didn't tried to change FR on monitors to the lowest, maybe later)

There are some inconsistencies with dialogues, some are skippable by pressing Interact or Cancel, some by only Interact (like roof exit in 1st demo).

Blorb easter egg dialogue is bugged, if you press only z - you will never exit dialogue and it will just reset itself on last message.

If you pause mid air and try to move, Dirk visually starts to stand in air (after pause he will fall normally)

You need to accept your new key binds and they don't reset if you didn't, I stun locked myself for some time thinking "why my jump button didn't change, it is changed in controls)

Sadly, I didn't have a lot of time, so again, nothing about 2nd demo.

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Well, I do not know Love engine, but maybe you could check how high you are from starting position and stop immediately after getting over normal jump high?
If second demo wouldn't block me as much, I could bug-hunt it more :)

Forgot to mention this typo(?), when you give bird back and ask about "admiral's quirks". (masself - myself)


Thank you for playing my game!

Gonna work on readability of my dialogues ;)

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Ok, I played a little bit more with combos, you can even press M2 and hold it, after that choose what button for combo you want to use.
It made it a little bit easier fighting 1vX.
Falling attack is fine, but maybe you could add some air-ground attack (like dropkick) and make "falling axe kick" by holding button down?
Want to point out this again - I am fine with being "one shotted".
It only feels unfair to me because I never got any chance after getting ragdolled. (maybe they could at least hit me hard enough to ragdoll me away, rn they just place me on the ground)

Good luck with combat balancing!

A little bit late one.

I am not too sharp with quests, so I walked around for quite some time.
Maybe you could give a little bit light around the player, because slowly rotating flashlight or running into object to correct the flashlight direction isn't smooth.
Light flickering kinda bothered me, I could finally roam around without hitting every object, but lights were out quite frequently and for a good time. (maybe you could keep the whole flickering, but please make the dark times short)
TTS use is interesting, it's the most scary part right now :D
Interactions were always getting me, I always thought that after text description it will close the interaction box, but it didn't and I inspected (or took) something immediately.
You have second plant in cafeteria (right-up) that doesn't have ANY interactions, but it opens the interaction box.
Flavour text is fun.
Not sure where I got code for elevator (probably didn't read hard enough)

ZCRPG (Zabroshka Communism Role Playing Game) is interesting, would love to see more of it in the future. (hopefully with more light c; )

hedges that are big enough that they probably should block the camera
Not sure what do you mean, right now camera pans closer only with the house, in the previous version it was triggered by any tree and rock. I could make camera move closer with big and unique objects only (to not make it shaky again). 

I removed delay for camera panning back already, now it is instant.

"Evil sorcerer" has badly made custom collision, I guess it has some holes where character could get into.
I moved pumpkin spirit interaction box higher to make it not overlap with item interaction. Maybe I could move dialogue farther back.

Shadow blow was fun to implement without any tutorial.

I do not understand what is choppy about camera movement on the platforms, could you provide the example? Plus to that, not sure if you could control update method for cinemachine.

Thank you! 
Your last feedback made my game better :)

It looks awesome!

Really love the whole medieval caste became cyberpunk slums style for the level.
How snow gets thrown around if you roll in it, after water is flowing down the character.
Sound is great, really like the music.

Sword attacks quite far, some hits looks unfair (to the enemies)
Health save really weird, each time I launch the game, UI shows some empty bars in the middle or I die in one hit

I just launched the game and I died in one hit.

Item wheel really sensitive.
I fallen out of the map, reset the level thought the console command and all chests broke (everything else works just fine)

Really interested to see full level.

I see hologram girl. I do the funny.


Huh, I do use custom fonts, I guess they look default.
Camera and characters turning are instant, right now I use LookAt, would write something myself in the future.
Dialogue marks were drawn by me in 2 min. Originally it was 3d model, but it looked bad, so I changed it.

Thanks!

Wouldn't say I wanted it to look psychedelic XD
I totally understand models/materials, but what do you mean "stock interaction ui"?
Yeah, probably would remake the whole map with less dependence on the moving platforms.
Glad you liked my direction oriented ledge animations :D

That's a really good quest/adventure game!

Love the art, some areas are obvious WIP, but it looks great none the less.
I read all text, but still, some placeholder music/ambient would work wonders.

If you spam down button on stairs, you can push the camera a little bit down, but not move at stairs, so you can throw the camera as down as you want (it only works down, going up the steps doesn't work, camera resets when you finally start moving on the stairs).


I could fall over the map here, if you walk he will go over and fall over the map, you need to jump over to get to the next screen.

looking at some items in the inventory break the game randomly. (looking at the flower with 3's in sneak and agility):
player.lua:486: attempt to get length of global 'equipList' (a nil value)
Traceback
player.lua:486: in function 'update'
main.lua:244: in function 'update'
[C]: in function 'xpcall'

For second version:
You can get "stuck" in some geometry (got here by jumping, you can jump out but still):


Jumping as the whole is kinda broken, oh, you have problem with refresh rate of the monitor, with higher rate you jump much higher (every animation becomes faster too?) - https://files.catbox.moe/mhjlbo.webm

Only in the second version, sometimes game takes your movement away, you could still jump and use inventory/menu, but not move.

Overall, combat feels wonky, you can easily launch enemies on ladders or other platforms and it becomes weird fight if they are not gonna go down themselves.

Game is great! I do love the different paths that you could make either with your stats or your items.
Sounds crazy to scope, but you done great for this slices.
It has a lot of content already, I enjoyed the dialogues and puzzles, some objects have quite a big/small interaction box (like cell door in the first demo could be open with the key from far away or bird nest could be interacted only from the right)

Good luck Dirking around with your game!

Thank you for playing!

Yeah, a lot of models have standard blender material after exporting, I should re-export some flat models + make materials for them.

Hmm, I thought I nuked all platforms that required syncing, you can easily jump over several stone platforms at a time, but sure, will look into that in a new level.

Ok, I think I got what you are saying, I will look into redoing character control to have some weight, maybe it will play better.

Yes, I do have consistency problems, I understand the thing about taste, but I am not satisfied with how the game looks too.

Thanks for idea, will look into that after some time fiddling with my plans.

Thank you again for providing your opinion, good luck with your projects!

I loved it!

  • For some reason it freezes at first shot, but after that everything is good.
  • It is really fun to tear through horde of enemies.
  • Game really likes to spawn enemies on any "action" map, after ~100 seconds it starts to spawns them so much, that the game starts to lag really hard (I could reliably kill enough enemies on "Ol' Reilable", so I played it much more than arcade map)
  • Text tutorial didn't work for me, I am still not sure why sometimes C re-buys selected item (even if I have it), sometimes when I hold C it heals me.
  • I am not always sure if something is hitting me (red mark on UI doesn't show melee hits?)
  • It is cool to break some small items in the arena, would love to break something more impactful (like blow up road bridge to block some path)
  • I do like the art and music/sounds in game.
  • It feels cheap, but you can fast swap all weapons and increase your DPS a ton.
  • I do not like how explosions launch enemies around, most of the time melee enemies launches closer to me and rocket enemies get stuck high on walls.
  • It is cool that most of the UI is in mech. (but you can't see what weapon is next)

Small bugs:

  • Fullscreen option just minimizes the game.
  • Dialogue still plays even if you pause the game.
  • If you still hold LMB and change from machine-gun, sound will still play.



Thanks!
For some reason image with shader didn't loaded for you.

It works fine in my browser:


Probably need to make small tutorial or write all player actions in description :)

Some item interactions have several connected dialogues, like mushroom or several random lines, probably could show it better.

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Delay before it moves back
I am still not sure how to make better camera with cinemachine, I can make it snap instantly, but I feel this would be too shaky. (okay,  it's fine, now it snaps instantly, thanks for tip)

Animations, playermodel
Its my first game animation/model originally made for gamejam so it is really junky, maybe I could make better model in the near future c:

Flat Shaded
Yeah, two day before DD. I for some reason wanted to make models smooth shaded, but didn't do it with all models. (trees, rocks, platforms)

Scarecrow
It's a new model and I didn't make a good custom collision for it.

Web, Application.Quit
Probably for web version next time I need launch player to the main menu XD

Controls are Wonky
What exactly is the problem? I am still not sure how you need to work with Rigidbody, rn I just setting/stopping the velocity.

I don't like the Artstyle
To be fair, I don't think I have any style right now. I do everything in random bursts - "now code, then make one model, then sit and play some tunes". Probably need to make everything and after that sit and make all art/models, it just helps me not to overheat from doing one thing.

I could see it being expanded into a full 3D Platformer
Since my last DD, I am still not sure where to take it. My plan right now is to make a bigger map, fill it with random stuff. Make some kind of atlas for all items/interactions in the game and small and simple puzzles for each spirit. I don't want to scope too much for my first project.

Thank you for your feedback!

Sadly, I am not skilled enough to win it fairly. (beat it by telling my convoy to ride off road)

It is a fun game, don't like the default pathing, that mosh is killing my speed and all my plans.
Maybe you could swap default path with the fast pathing and just make "shortest" path keybind?

Controls are fine, easy to understand and use, but I wasn't sure if I could micro ammo and other guns.
Without debug I couldn't play, I don't know how far my tanks can shoot.
If I Q+LMB on enemy outside of it's range, tank wants to come close to the enemy, not sure if it's intended.

Art is really cute!
Maybe you could draw drivers and add vehicle as a background in portraits?

Would love to try more missions after understanding more mechanics :)

Yeah, I am not sure what I could do with them after picking up, thinking about making some kind of atlas and making it into more of "explore" type of game

I am really bad at making good levels, I even want to make even larger world, just more interaction thingies and some kind of small puzzle for every spirit

Yeah, I wanted to make it more cartoony, her model is too primitive right now to make any fluid movement.

Thank you for playing!

Thanks!

Yeah, model doesn't have any loops in arms, so I made her wave them around happily.