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Madness_Inside

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A member registered Jun 11, 2020 · View creator page →

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I like the aesthetics, the area we're in is pretty mysterious and fun to explore, a lot of nice details here and there, makes me wanna think what happened, why that happened, why are we here? And why does feeding your tamagochi refills your weapon?! I like aiming and rolling, enemies are... weird? Why skeletons use brooms? Why futuristic mecha ninja? Why big green glowing skeleton that looks intimidating but has no attacks? 

Tamagochi part is pretty cute, but I'm wondering about the necessity of it. Obviously that's the main thing you want to incorporate into the game and reloading is simple enough but I had to go couple of times to wash the thing. He gets dirty very fast, I don't know why should I do it, it uses no resources and right now seems like a waste of time. If it's necessary and your gun can jam (for example) then washing shouldn't be a thing that happens every 3 minutes. I see you have additional options in it, like a map? I hope that your pet can grow and will add offensive power to your gun and extra options can help us in finding secrets or navigate the terrain. Also add a chance to make him sick! Imagine a scenario in which you can't shoot when your pet is sick and you're looking for a specific item that can cure him. 

The scarcity is something that you'll have to balance, right now the vending machine spawns everything for free (I presume it's for testing) I think that enemies dropped something once or twice. You can eventually add items that are scattered around the gameworld and that would incentivize exploring. 

I found a bug that removes level geometry when you're aiming and you have obstacle behind you.

Your game has a lot of charm, I really liked low-poly models, animations are very good, the flashlight is neat, works as intended and adds more mystery to this world, music and sound effects are also nice. I believe I reached the end of the demo with big green one and stairs that I couldn't climb up. You have a nice concept and a fleshed out start, I'd love to see more and where this is going!

Awesome work, playing your game is always enjoyable. First level is very nice, I 'almost' ghosted it hiding in the bushes and tall grass, jumping over the fence and killing the target. Second level is a little different, at the start I thought I have to go through the bridge and that always ended in alarming someone. We can swim though! I'd say it's a little counter-intuitive as plenty of stealth games won't allow you to swim around (I think it was an instant death in Tenchu?). Maybe one of the early levels could integrate it in a way that you have to swim through a pool of water to progress to teach your players about it. 

After that playing the level was a great fun, approach through the 'cargo bay', we can jump up to the roof and get the access to the second floor, throwing unconscious enemies to the water is always fun (or kicking them with flying kick), I even managed to save a hostage girl (not right away, I guess guards are going after her when they know the big boss is dead?). I really like how reliable the climbing is. No matter what I can always jump up from the wall, grab a ledge, pull myself up, usually out of danger.

Playing a little longer I think we're a little too powerful? Going on with 1 vs 1 can be tough if you're just defending and attacking, but it's very easy to attack twice with the sword, then jumpkicking your enemy to the ground rendering them defenseless for a second. We can also grab any alarmed enemy and snap his neck rendering whole encounter trivial. Speaking of easy wins - headshot with an arrow can kill almost everyone, even alarmed enemies and they approach so slowly you can easily line up one without issues. 

Will you pretty up your UI already? Default font is really lowering the experience, similarly the gray backdrops behind the menu. It's time to fancy it all up. The camera acts weird when you're in a corner and try to look around, plenty times I'd see the lower part of my quiver. You can also phase your head into any object you're crouching - a small detail but some people will complain about it. Climbing through the windows is still finicky, I usually try to climb up from the crouched position and my dumb-ass ninja will try to full sprint into it. There should be a way to have climbing through the window from crouched position by pressing "jump".

I'm usually not the one pointing it out but there are barely any shadows? First level has a cave system that should be certainly darker than it is, similarly attic in the 3rd level.

Anyway, I had a great fun playing new level. Adding new NPC that can be rescued, recruited and can help you in fights is a great addition. Killing boss silently and then shooting everyone with his revolver is cathartic. I love it!


Cute aesthetics, I very much like how low-poly and small textures look here, well done! Nice animations, cute creatures, the idea of tongue to pick stuff or to fling it your way to bite it afterwards is sweet, absorption of water to have additional "power" is also neat, but maybe it should be automatic?

I played both yellow monster and blue monster sections, both could use some fine tuning. I'm a keyboard gang, don't hold it against me, but I couldn't figure out how to dive with a blue guy. Swimming is a little painful, something's wrong with the camera, the angle you're swimming, I just couldn't get the proper feel for it. Jumping out from a ball was always about luck. Maybe you can add charging for jumping out from the ball that puts camera directly behind your character? Other than that I really like the idea of a water-based animal that absorbs water and shoots it at enemies, also abstract water shapes that you can travel through is a neat idea.

Yellow guy is also fun, but swinging "might" need a tweak or two, depending of what you want to achieve. If you want to have it for hardcore crowd then it's fine, but for the rest of the population you'd want to increase your initial swinging speed, let the character stay attached when hitting a wall and add a way to shorten/lengthen your tongue when swinging. 

Other that that your demo is pretty hard. Falling to your death is common, miscalculating the speed/jump height is often annoying, I couldn't get to the top of the big structure. It IS fun to explore the level and to use your tongue to reach new places but it has to be easier. I hope it's just a test level and it won't be a part of the main game. 

There's a way that text box stays on screen until you die, I was talking to one critter and using tongue to grab it. after that the textbox stayed and I could summon another textbox over this one. The shark also had a bug where it looked like he has water but attacking enemies wouldn't damage them, the water wasn't actually absorbed.

You have something special here, but now comes the hard part - creating substantial levels that are fun to play and look nice. I snagged about 5-6 orbs in both worlds, but some of them were just super difficult to get. The initial swinging tutorial room is almost too difficult.

Lo-fi Ultima? I think I did every quest, killed all bandits including boss, got key, queen's ring and so on. Gaining new attacks with the equipment was pretty fun, it made finding new stuff much more rewarding and meaningful. Buying constantly health and mana potions was not. You have to show stats of your current equipment and the one you're checking in your inventory, I was constantly moving back and forth to compare all stats. Also I think you should be able to either sell your equipment or better yet, merge two identical pieces to get one with better stats. You can add a blacksmith that can do it for money, but amassing all of that stuf in inventory is kinda bad. 

I managed to find a key before it was necessary for completing a quest. I'd much rather have an option to pick it up sooner and finish the quest in the spot. You can talk with the scout and get the prompt to continue with your quest before getting info about it. 

Vine attack is super powerful, using normal bash attacks was taking down 5-7 damage but with correct equipment Vive could take 33 dmg for a cost of 5 mana points. Being a mage is a no brainer in that scenario.

Sometimes I'd get an information that I'm bleeding, but there was no attack incoming? I guess the bleeding IS a result of an attack but it feels like there shoud be prompt before telling us we've been attacked and now we're bleeding.

When buying potions we don't see the amount of money and that's not good.

I feel that the map is kinda empty, there are buildings that we can't enter, there are dead bodies that we can't examine. Both of these options could make your game much more interesting. Also I don't know what triggers the quest completion when killing bandit outposts. I killed them, then had to wander around until I got the prompt the quest is done. I'm guessing there's one tile I have to stand?

Pretty cool concept but it has to have a stronger narration and tighter packed map.

Bretty good, there's a lot of work put here with patterns, diverse enemies and bosses, rounds feel distinctive enough to not be too same-y. I'm afraid you still have to rework at least some of the graphics, when the level is dark it's too dark, when it's bright it's too bright, some sprites look very basic like these palm trees in level 3 or background rocks. It all makes the game feel like a flash game. I noticed some of the sprites were scaled up like the scarecrow or the ships and I think it looks cute when the game uses pixel art, here it clashes too much. Then again I like pixels and I might be biased against your art style (I don't like touhou look too). 

My heroine phased out of reality on two runs, one during the fight with the crow, another one when fighting Chelsea. When moving back and touching the left side of the screen your player gets "recentered"? Also game started with ~60 FPS and by third level went down to 40 dipping sometimes even lower. Maybe there's some optimalisation missing but then again web builds are often slow like that.

It's a valiant effort, Bullet Hell mode is much more fun than casual, more phases for bosses make it much more challenging, I even managed to get 5 lives but my disapperance at 3rd level boss broke my spirit.

Pleasant art, gold elements are very nice, Bookshop banner and books look very sleek, maybe just change that brown UI backdrop to a dark red? I found some new stickers, the one with giving a random value to tile from 1-10 was used three times on Z and was worth 33 at some point . I feel like 1-10 is too much, maybe 3-7 is a more balanced range? With Dirty Magazine I was drowning in cash (box, boxer, boxers, fix), so much that I spent it all on books and stickers. No music in web build? 

Overall a very relaxing experience.

I played it till completion, I have some gripes. The game overall plays fine, nice variety of weapon and enemies, level in the house is nice, random cars driving around killing monsters are cool, level in the high school is also fun, no problems with pathfinding. I agree with problems counetd by GorriDev though, monsters are far apart, suburb levels are too big for their own sake, the destruction is pretty low at the start (only your house is damaged, other houses don't have any damage and we even have lanterns working). First level needs to blow your players in the face with explosions, earthquakes and scripts that pump their adrenaline. I learnt that you can roll and sprint by chance. Tonal shift is also a little jarring, monsters killed your parents and there's blood everywhere but monsters are funny little creatures and bleed green goo. Most confrontations play mostly the same, tun away while shooting at enemies. Camera is too close to the edge when going up and down.

If I can recommend something, have your first level a little more linear with bigger destruction and fire everywhere, current level should be for later when you have more weapons and filled with more enemies. You have a good start, now there has to be a way to make it more exciting.

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It's very cute, balancing different units with amount and power of masons was the main puzzle here - what to do to have the most efficiency, how many masons I need to not have a pile of rocks piling up? I think that you should add graph history of upgrades, amount of stuff collected, how much money you've spent, how it all stacked together, where people were working and when they started, all that stuff. I guess I did all I could, got the ram going (a waste of money but maybe permanent weaken is OP?), I had left the game running for about an hour before I bought trebuchet and upgraded it to high level. Had fun, but like most idle clicker games I failed to see the point. Enemy update/horde mode/adventure missions when?


I did a pretty long delve into it, started with 2 str 2 dex and 1 int, ended up with dumping most points into int anyway as shooting fireballs does more damage and you can charge it faster. With no defence and no dodging it's the most viable way of playing. 

First impression is very nice, variety of monsters, plenty of chests, interractions with healing fountain or traps, I found a secret in a wooden area -always a nice surprise. Some enemies could wander around, right now they all wait for a wake-up. Went through the couple of levels until I ran into Deathcaller. Next level was a big difficulty spike, enemies got like 50% more health and now Deathcallers were common enemies. They're also immune to fire status effect so fighting them was very troublesome. Also balancing is kinda meh, I found dozens of powerful healing items but all weapons were basic - I found three 2-hand swords, three basic firebook spells, one rusted sword with worse stats and one poisonous dagger with which I wasn't impressed at all. 

For me, initial enemies could be tougher and you should level up faster at the start to really feel your strength is growing, later on these enemies shouldn't scale and be somewhat a reminder how much you've grown. Also new levels should slowly morph into different biomes, going through 6 levels that have no distinct features feels lazy. What's more, having a random chance to spawn an unique item or to have a closed gate that you have to look for a key might spice things up a little. I'm guessing shops will come at some point as we have prices on items?

In short - very nice start, needs more unique items and random events, more variety of enemies, change your surroundings the higher you get.

I'm a brainlet, I played the tutorial, I don't know what I'm doing, I lost on tutorial some money on the first roll, then the field went gray but I could put money there so I guess that's a bug. My main complaint comes from the craps itself? What is "on point", why can I bet only on pass line when the on point is there, there are so many hidden rules just to confuse players I'm not surprised we don't see that game anywhere. The shop is another one, we can buy stuff, we can buy different dice, now choosing to throw 3x4 should disable horn bets and hardways since you can't win those at all in that configuration. More explanation is needed what ON point does. 

There are some problems when shop leaves the screen, value for old bets is still visible but it's not updated with current state of the table. Also why other players can play around with die?

Also FUCK pit boss, stealing my money. 

Overall, it's not my type of a game.

Is that a nubby's-number-factory like? Very cool, very nice, my dopamine was dripfeed in a pleasant way up to level 14 when it's almost impossible to win. I worked harder to get nice synergy between powerups but there's like a hard cap on level 18 that you'll lose no matter what. You'd have to be extremely lucky to win score 160k+ when the highest block has 1024. There were instances when I won one round with the last ball and next rounds had only one ball to spare until the shop.

Other than that I had a blast, I liked the descriptions of powerups and sounds, a lot of humor is here. Music should be a little more upbeat, this one makes me too sentimental. You need a little more polishing and it should be perfect for the mobile market with commercials between deaths.

Insane anime girls with guns, what's that type called? Did couple of runs with your nuns and their guns, pistols too high, flashing lights from shooting pistols were super bright, my screen's life has been cut short by it. Demons are a little too fast and I don't know if that's your intention but they tend to gather in one place if you're far away and then follow you like a tsunami. I thought the level is a little small but with gravity mechanic it actually doubles so that's fine. I managed to snag 3 hourglasses, I couldn't find more, I was thinking that maybe with higher combos you could increase the time on its own? A little bit of explaining how to extend time could also be beneficial, my first run was "successful" after one minute and then I'm back at the start screen with the lowest score imaginable. Also add sound that you're taking damage, my screen flashes blue, I'm running forward and there's nothing to do, I turn back and to my awe, my ass is chewed by dozens of demons.

The game reminded me of Devil Daggers a little. It depends what you're trying to achieve but I would keep it relatively simple  and put a low price on it, just like Devil Daggers.

He'll get one extra tendie tonight.

Thanks for the play! I don't know why you couldn't do a screenshot, it works fine for me in the fullscreen and in windowed mode. Sounds are coming, I have to finally commit to it. Thanks for the input!

Damn, that's why we need playtesters. I wasn't even aware that throwing stuff from the ledge could do something like that. There are other means to leave the tavern, but two ways for underleveled Dirk rely on items and these can be dropped in the wrong place! Back to the drawing board!

Thank you for a playthrough, I sure hope that I'll be able to create more levels faster now that I have better tools to do it. Cheers!

I wasn't aware that someone was recommending my game on 4chan, unless it was in dev threads on /v/? Glad you enjoyed it!

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I eventually saw that indicator, I have to say it's pretty small. Popup saying that you have unclaimed bounties sounds good, also maybe make the button a little bigger, pulsating maybe, and in gold color?

Discarding at 0 happens all the time actually. There's an issue with selecting a tile after its been replaced, but you can put it on board and then put it back to your hand to be able to select it and discard it.

Bounty to have words spelled backwards is great too, got points for GALS and SLAG. After playing a little more I think I was already trained to look for specific combinations of letters. 'Q' is annoying, since you always need 'U' after it, but the points value keeps me holding it until I have a correct setup. Also I had a bad start with no vowels. Maybe initial hand should be semi-randomized to have at least one.

I was playing in browser btw.

Addditional stuff

Some tiles stay after restarting the game, gold tile was accumulating 1$ even though I didn't play it on current game.

Hi->Chi->Chin->China, I managed to get 40000+ points for the last word. Combinations of some books are devastating, 50% chance for x2, bounty to trigger book twice at the top, beowulf for my 2 bounties, 3 random colors at the start of the game, 3 men in a boat, Huckelberry Finn and suddenly my multiplier files to x33. I also had here Winnie The Pooh and I'm guessing that was the book that pushed me over x52


I played two games, on first I died at the last round, even though I was doing longer words and what not, the second game I won even though I was mainly using short words that later I just expanded, like Ick -> Quick or Pic->Picture->Pictures. Some of the letters are just free money, adding 'S' at the end and now we have plural with double the points, add 'Y' at the end and now we have adjective. I guess it's mainly complaining about hte nature of Scrabbles, but these things will eventually impact the way players are playing your game. 

I bought a bunch of books, claimed two bounties, got plenty of runes. It's possible to miss the bounty claim, as there's no indication that requirements have been met. I'm pretty sure it happened to me once. Also I wish there's a possibility to buy stuff during the play, not only when finishing a round. The strategy I followed was pretty easy - buy as many books as possible, look at possible word that can have couple of ways to expand and increase both the board tile and a letter tile. I thought that 'Leviathan' book should be OP but it was just adding 50 or so points (they're not multiplied, right?) when my goal is 2500, it's almost worthless later on. Now having three musketeers, Wizard of Oz and those bonuses for horizontal and vertical were acumulating points on their own, I don't even know how. Maybe there's a better way to telegraph how bonuses are being given, flashing book and number-go-up is nice but I felt almost too oblivious to what's happening. That one purple bonus, I don't know what it does? What does it mean he gets triggered again?

I almost got stuck once when I was going for short words. It's pretty easy to run yourself in a corner by mindlessly creating short words. Then you have a discard pile that can be filled almost completely. I think that you can discard almost all tiles without any kind of penalty, until you have that one word winning you a round. I discarded dozen tiles until I got these two missing letters to have a 7 letter word. When round is over discarded tiles are coming back and you can start again. It feels like cheating. Then again on that occasion my turns number went down when discarding a tile. It went from 2 to 1, then to 0, and then I still could discard more and more. I think it happened when I placed one tile on a board and it was good to play, but I decided to remove it and started discarding.

From less technical standpoint, I think your board needs to be a little brighter. Tiles could be a little brighter too. Buttons are pretty plain, adding just a small shading on the edges can help them stand out. 

Anyway, I had fun, I wanna jump back in and test diferent ideas.


I stopped it at 62 when ont trying, later I managed to stop it with 48 doing mainly crits and getting one angel statue crit it a well. I think it might be an interesting idea to follow - not necesarily with "looping" or "what's the amount of killed people to stop the train" but as a logical game, where track-switching and obstacles on the tracks can impact your trolley. I liked the minimalistic look, red sharp color of blood could really add accent here.

Is it just a fun little demo or will you build it up into something bigger?

Walked around, jumped a bit, entered a house, clipped through a wall, 10/10 for $79.99

It's pretty shizoid all right. Moving with a mouse button to aim and to change the angle is pretty creative but I don't think it works well in a game where you're mainly shooting and franticly run around. Cards representing next attack is a novel idea, but again, in a heat of shootout I'm not gonna look to see what attack comes next. If it's only for aesthethic or as a general information then it's fine but if you want to introduce some kind of randomization during the fight then it might be more frustrating than fun. I barely parried anything, again because of the camera and then I think that either parry time is too low or bullets travel too fast, you might. I enjoyed that mechanic much more in Ubermosh, you might check it as it's on sale right now lol.

Did couple of playthroughs, unlocked 6 skins, the best run had me at 750 kills, ran into boss the second time. Overall pretty decent swing at the genre, I played worse shovelware shumps on Steam (not that I recommend to put it out), no bugs or weird beahavior. Boss had a decent laser weapon and missiles, latter could be telegraphed better as I barely noticed them closing in to my plane. 

Regarding balance, enemies stay on the playfield too long and waves come too often, we're being swarmed with enemies within seconds and usually we have to navigate pretty thin lane and do small jumps to areas full with enemies just to make it a little wider. There's also problem with planes looking same-y. Only with my continous replays I was starting to notice the differences between the aircrafts. In my first run I saw a big plane and a small plane, differences aren't popping out at the first glance so I'd recommend changing the colors of different planes. 

Bomb attacks are weird, the way it's presented it feels like we're dropping it on the ground (and it's pretty slow) but it somehow damages planes? Also more than once the clouds were obscuring my view, it hampers manuveuring. Explosions were meh, and you have to know, explosions are very important.

For me - bigger planes, easier to destroy, waves that come and go, enemies that aren't staying too long on the screen, different colors for enemies, different weapons (you probably wanna say that this plane didn't have spread shot, but it should have, at least in games), proper level end and more levels. 

I'm impressed with the amount of the content and existing systems, you have a quest log, people you can interact and give potions, shops, inventory and all these plants with different interactions. And no game-breaking bugs? Amazing. What's not exactly amazing is the tediousness of picking everything and filling up your pouch. Maybe you already have a way to plant different plants in the garden but I didn't go that far. I was playing for about an hour, finishing most story quests, buying equipment for grinding, boiling and pressing and got even gloves. The thing is walking around and picking things up isn't exciting and takes a lot of time, whereas experimenting with your inventory to fulfill story quests is the fun part that ends all too soon. I was thinking that having a goofy sidekick that brings you ingredients would help here greatly. First, if you don't want to gather stuff, you could say to him what you need and where to look (maybe find the spot yourself first) and the grindy workload is done. Second, you could have someone to talk to and explain lore, maybe help him when he's in danger, have more homely interactions. Let your sidekick be a chick, instant street cred to your game. The story isn't gripping me too, but then again I'm not a cozy farmlike fan. 

Overall it's a great start but you have to make it a little less tedious and create a sense of danger.

I'm writing my feedback on the previous build.

Did couple of runs, died many times on the first floor, couple times I managed to go to the second floor I died to either exploding enemies or was frozen by them to get mauled by robots with knives. How do you even heal bleed? It happens too fast to react. It has potential but I'd argue that difficulty is too steep and we're thrown into the action to quickly juggle all different effects to combat different enemies with a little too diverse elemental qualities. 

Tutorial is good, a little long but it's necessary to test all potions. My gripe starts from the first floor when we can die very fast and we're forced to adapt very quickly to chaos. I'd argue that first floor should have only two types of elements and gradually add one new each floor. I'm guessing it's not something that season player would enjoy though so maybe add "flexibility" to it like in Magic Sword or Eliminator Boat Duel - in those games you could choose to start from a certain "level" that amped difficulty or you could start from the beginning, where easier enemies were present and you could build up your character a little.

Character should have more HP, it's a common thing to die on the second floor to either bleed or explosions. Also arenas with death pits? Enemies can fly, but you go down and die instantly. That's brutal. What's more scythe was just a decoration, I stick mainly to guns as most enemies are either ranged or absolutely deadly up close. 

Choosing healing and then using shift is a little counter-intuitive. I wish you could just press 'e' to heal instantly.

So to sum it up: too hard! Second floor is a death trap!

Hey I know that font! Excellent visuals, texture work is A+, I don't think you need more detailed items than what you have here, sweet lantern, nice selection of equippable items, overall feels very high quality. 

That one book with Cris prose,I didn't find his exact post but I know it's his or influenced by him :P Attacks are very slow, windup and execution feel extremely sluggish, also walls are too powerful when swinging. Are those exact hitboxes on the claymores? I swear they were bouncing off the walls from the middle of the corridors. Fighting enemies can be cheesed, just stand behind the doorway and attack with a thrust, they can't do anything that way. They can also be stuck behind the doors. On my second playthrough I played a little more recklessly and even got better results! Enemies have very strict wake positions, that could be adjusted, as I could choose which one of the three enemies in the room I could wake. Also their health shows before entering the room which already informs me that there's a fight nearby and I think it always should be a small surprise. Axe should be held the other way, right? 

Anyway, killed everyone, healing laudantum heals very little health, other ingredients couldn't be mixed, I think "use on" doesn't work at all, took a plunge to the void beyond making sure I visited every room. Overall, fun but short. I hope you won't get discouraged from keeping it constantly high quality and I'm waiting for more.

As a fan of a more standard horror games I have to say I enjoyed it to a limited degree. Good atmosphere, gameplay loop is decent, but maybe not explained from the get-go, like you have three tries and three balls per try and you can exchange one try for ammunition wasn't clear. First-time player might be confused what is possible and what not. 

Add manual reloading. I'm not asking, it's a basic human right. Also is there a way to cancel charged shot? It's a shotgun, you either press the trigger or you don't. Couple times I shot at the ball and it didn't register as being hit. I think it's unacceptable in a situation where slugs are very limited. Also couple times ball rolled back to the start and it costed me a whole try. That shouldn't be the case. 

Smoking is a thing to relieve stress (Cosmicdev stole it from you I guess), but when you have more than one cigarette you'll automatically start burning the second one. I think you should make it so you stop smoking the first one and you need to start smoking again. I was smoking the last 20% and I presumed it'd stop at 0% but it went through the next one.

That scary thingy on the 3rd level is unstoppable and you have to hide in the closet, right? Well, let's say I don't like one-shots that take you to the start of the game. Give me three chances before sending me all the way back, also add option to heal for money instead of blindly saving the game. You might lose a lot of potential fans in your first 15 minutes if you're too hard-ass about the difficulty.

So yea, 10/10 really good, I did like three runs, each one moving further but since I was hoarding money I died and got send all the way back. Ease up with the difficulty and get that QoL improvements and you'll have another twitch streamerbait gold.

I did a whole playthrough, I think it was pretty good. From the get go I see you planned to have a certain flow of combat maried with exploration. Small pickups by the broken boat, enemies hiding in the bushes, ambush by the gate, jumping down to be ambushed by headliess dogs. I liked the level design for the chieftan, the idea of desolated and flooded construction site was pretty neat, going up and then moving between buildings,either you have a natural talent for levels or it took a lot of planning to make it good. The chieftan was a motherfuck, does too much damage and is a damage sponge himself, pls nerf. Too much grenades thrown at his second phase, his ground pound shouldn't be that powerful I think. Grenade launcher has a very low splash damage and I'd expect it to be end-it-all when it hits enemies point blank, but normal shielded enemies were almost immune to the explosions. I had two health mutagens that could heal me very fast, very powerful, so I liked it a lot, but I expect you to nerf it or have this mutagen more costly or maybe even tiers, so 1 mutagen to heal 2 damage, another mutagen to heal 4 etc. Your basic spear-chugging enemies are way too accurate and spears should lose their height faster.

Graphics and animation are serviceable, but I'm afraid it's not enough. The most jarring are spikes, just rows of neatly ordered triangles. I didn't like the animations for human enemies too, they're very basic. Pickups are very bright which on one hand makes them easier to find, but they also stand out from the surroundings a lot.

Regarding lore, if mutations make people devolve then why are we injecting ourselves with them in the first place? When going out for hunt aren't we just risking being turned into mindless beasts ourselves? And since people devolved why they managed to form tribes and even cooperate with other animals? There are some general questions I had when playing the game. Not everyone is cooperating of course, red-handstanding guys and the mutated elephant killed the default badguys, sure, but other than that I don't know why they'd form an alliance. Maybe I'm reading too deep into it.

I was thinking that maybe with smaller levels and some randomness in them you could have a very enjoyable roguelite - levels with different amount of enemies, supplies, random order and events spicing up the gameplay, with bigger levels, like those in this demo, as milestones. Add mutation research, find new "blueprints" for new mutations and ingredients on levels to give additional incentive for exploration. As a linear game it might not be as fun and replayable.

Well, the hi-res images were nice, still not sure about overtly sexual looking people in the ranks. 

I went through the tutorials, more or less understood what needs to be done to start. From what I can say the new game is busted. At the very start I can't create a new design. It shouts it needs a reactor and I have one. I don't have the probe (which was present in the tut) so I believe I can't mount a reactor until I get that probe there. Going to research and I have no research points, no production points. No points at all. Going to the administration with the sliders and at the very beginning I have something like 400 research/750000 (or more) cost per month. Clicking on it resets everything and now I have 0/0 in research. Also I have +50 to funds but still +0 Ecu per month and sliders just don't work. I tried both easy and normal to see if it changes anything but no cigar. In tutorial I had the possibility to increase/decrease it. I restarted the game to see if tutorial has any input on it but it stayed the same (btw tutorial does have influence on the main game as I had more money once after starting the tutorial and the speed was x16). Running the simulation increases funds, nothing else so I'm stuck at the very beginning.

Other than that you can click "back" on the tutorial during the designing your new ship, red markings stay, your design is scrapped and you can't progress further as the game expects you to do different operation there.

Witha game like that I kept thinking of Stronghold or Warcraft 3. When you had problems the guy holding your book would say that "this and this is low, please do this to improve it". In W3 you had very simple message "not enough stables to produce units", and you know immediately what to do. Maybe you have something like that in your game (I couldn't progress so I wouldn't know) but if not, it needs it badly.

Hey, thanks for playing the game!

Demo is pretty open-ended when talking about "finishing" it, legder hunt is basically added on top of existing "escape the mansion" quest. It can be finished in couple of ways too, but you have to have certain skill combination. There are three ways to get to the closed room, as well as three ways to free the bard, but in original idea escaping the mansion was the main goal and then you could replay it with better stats to unlock new ways to interact with the environment. Basically you managed to free the bard, so the main doors should be open, new ending could be played and you could start a new run with more points to distribute. Also which achievements have you unlocked (press 'i' to see them)?

Low intelligence is a hurdle but you can still free the bard and get the ledger with very low stats. Higher int helps though, with int 3 you already have the perception perk and Dirk knows more about certain items when examining. 

You shouldn't be able to go down with the admiral when the bard is gone! Good find! I have to get rid of it. Which other events you managed to trigger that didn't make sense?

Mouse is a planned feature that is disabled for now. I want to have the option to play it completely with a mouse. Jump on the right click. Left click on the enemy and Dirk starts swinging. Most of the easier features like walking, talking and moving through the screens was already working but it's still undercooked so you only have a pointer now :P

Once again, thanks for the play and kind words. Will do my best to turn the game into a wild ride.

Hell yeah mech fights! I'm both amazed and confused, have some praise have some doubts...

From the start, mech models, cockpit, weapons, handling, integrated UI, everything is great, feels great, loved the small camera showing our mech from the angled front view. The environments are hit and miss though, levels consist of mainly basic geometry and big textures, some of them were glossy, other textures were very detailed which looked off in the vicinity of simpler ones. The big level (as in the characters telling me it's huge) had it the other way around, ground texture was just so low poly I could count pixels. In that level trees looked very nice and that contrasted with that texture (and some trees were levitating). I don't know what the deal with the lighting is but something tells me it shouldn't look like that - in the dark rooms and with a flashlight rooms are just too dark. Overall levels are simple and almost feel like a rushed job when compared to the quality of the mech. In short, game looks like it was developed for N64 but with extension memory going in gigabytes.

I did the whole available playthrough and I'm not sure about the plot either. I see it's a play "art vs author" with a little bit of 4th wall breaking, but I guess that also ties with the title - your assets are waking up to the reality of you, the developer, "the Boss", throwing at them stuff to blow up. I was just going from level to level waiting for the typical conspiracy stuff to happen, when suddenly everything felt a little too much on the nose.

From the smaller things, one boss looks almost exactly like Metal Gear. Boss fight with gravity changing was cool. On two occasions fast moving boss mechs were stuck in the wall, both sometime after they deployed turrets and energy shield. It took me a while to understand what TAB menu does, that could use some idiot-proof tutorialisation. I tried to pick up some items but I can't? I deployed one tank just to get a  pick-up with another tank and I still couldn't do it. I tried all possible buttons but I don't know why I can pick up normal weapons but not deployable stuff. Sensitivity was super high when leaving mech, also 3 spiderbots IS too much. I had to cheese it by activating their spawnpoint, run back through the door and then taking potshots from the doorframe (cool reloading animation though, was worth it!). Mission with destroying the giant gun is kinda lame, the gun has so much health you just have to shoot at it constantly. There should be limited weak spots that deal massive damage and explode. Physics demo basically stops when shooting explosives at the wall. When there's only debris I have 5 FPS :( I can bust through the walls no problem though). Oh, and I found this guy!

There's a lot to like but levels have to get another look. Game can benefit greatly with a cohesive design, right now it almost feels like any texture, no matter the quality, was added to the resources (so I guess it plays with the story very well?). 

Very cute lil game, I like the aesthethics, very MegaMan Legends-ay. I like the interactions, like destroying the window to get the jewels or shooting at the vending machines to get health. I also liked how enemies can kill each other and damage buildings themself! You're running out of ammo too soon though, there should be a way to replenish it, also once you have a security tail there's no way to get rid of it, and once the pistol guys come your wanted level will go to the max on itself, as they shoot their comrades. 

I also found out that you can destroy the buildings which is awesome! There's a way to go on top of the stores and just wait for swarms of security forces to shoot at you, miss and damage the building instead. I'm guessing they can't shoot up because there's even a possibility to stand on one officer's head and he won't shoot you. His friends will shoot him though.I managed to kill a lot of people that way and on some occasions they ran out of ammo. That's awesome too! I think that on my last run I got like 500 gold legitimately and another 10'000 from security forces' deaths and jewelry blow-ups. On this screen you can see me standing on a guy, shooting at my direction but not correct pitch angle, thus damaging his friends, a lot of destroyed shops from their misfires and $11'000+ that I'm really proud of.

Now for the bad part, fullscreen got my crosshair moved (you can see it above). Game also works very slow until all NPCs are gone running away. When security forces show up at the beginning it's working fine but if they keep coming, the game is getting slower. My rig isn't the freshest on the market but it should be more than enough to run a low-poly godot game.

Overall I had a lot of fun playing it. Add ammo shops, big banks, something with a sandboxy feel like postal 2 and I won't leave it for weeks.

"Show me your wares", "No" got me laughing.

Something's fishy is happening with resolution and windowed/fullscreen mode. I can easily decrease resolution but the window stays the same. It looks like some weird filter is being applied to muddy the graphics. I couln't start the game in fullscreen, exclusive fullscreen was just minimizing the game to the taskbar. 

I don't know why our main hero goes to the mines unarmed. I'd like to wander around the town and find a broken sword, shitty mace or anything really to at least go underequipped but with something in our hands. Last demo I played we had armory at the beginning with random swords and axes, I thought it was the standard but here I ahd to kill some goblins with bare hands. 

Dwarf, when he's locked in, can't let go - if he's aggro'd then he'll walk to the edge of the screen and back until he kills that one enemy he's fixated on. Anything else is beyond his interests, choosing different options aren't helping either.

Something is wrong with the scripting of the troll, I talked to him to let me pass for 1000 gold, and immediately after the dialog started again. This time talking about 1000 gold angered him, even though I had 1700+ on me (but after coming back to town it was actually decreased so it wasn't showing the value properly). I killed him in one hit. That didn't count though, both prisoners were asking me to kill it, even though he was laying dead on the ground. One portal to town and back and there he is, alive again. This time I went with straightforward murder option and after a short fight he was dead again. And people said he's not dead yet, again.  I even did another run from the beginning to the troll on the same save but it remained bugged.

I was unable to attack enemies once. I guess I was interrupted during the spell casting, after that the animation for attacking was played but no damage was dealt. I couldn't even break barrels. Recasting the spell fixed it though, it was lighting defense. 

I found the most peculiar bug, got me some two-handed amber staff and later on found a shortbow with +2 to all stats. I managed to put it to the left hand while still holding the staff. The damage stats have been overwritten but I could still attack with the staff. Shorty after I teleported back to town to have this bow stripped from my right hand only to have it permanently connected to my mouse pointer. On screen the pointer is invisible but I still can put other bow to the right hand, have old sword and enchanted bow at the same time on the mouse pointer and have damage overwritten by the bow even though I have the staff equipped. Crazy stuff :D Teleporting back to the mines got rid of the bow from the mouse pointer but it never came back to my inventory.  Such a nice weapon, lost forever...


At least two items were invisible, I think the first one was the magical shortbow, but somehow it lost its magical properties, the second was another amber staff. Also I guess it makes inventory limitless as I can pick stuff, it never runs out of space and I can't find it afterwards :P


Now the balancing. I personally think that maybe first dungeons are a little too long. I'd welcome some random events, as walking through the mines and killing goblins can get stale after a while. I don't like the fact that archers can snipe me from across the room that's like two lenghts of the screen. 

My jaw dropped through the floor. Absolutely awesome. Final boss is just at my type of difficulty, please don't make future bosses too much harder (I know you will).

Played four full runs, got the hang of it eventually. Cute graphics, nice animations, good "juice" with jumping cards, scaling effects and what not. I wasn't aware how to use bought abilities until I realized they act on their own. I dunno, maybe it was explained somewhere but it wasn't clear for me. I think that charge should be explained better, as heat counter and draw counter are visible, while charge has a distinct graphic but there's no clear corelation with a blue number on the cards. 

Other than that music could be a little more upbeat. Right now it's a little too slow and somber? It's really not fitting the game.

Very nice presentation, I like textures, enemies and reloading animations. Wood textures, desktops, overall quality of them is very high. Unfortunately environment could use a little more variety. Right now we're walking through coridors and mostly empty rooms, shooting enemies that pose to us no real threat.  For most of the time I've been using the basic pistol, which is probably the deadliest of them all. Killing enemies with one shot, guys with shields with two, while assault rifle is either imprecise or does only quarter of pistol's damage.  Shotgun is better, but only in close quarters and there's just not enough ammo to enjoy it. There's actually very little ammo pickups and for the spaceship that had human resistance present, it looks amazingly clean.

I was missing sound effects of pickups the most. Every time I was expecting to hear small "ka-ching" or to screen to get a little brighter for a split second when picking up ammo. Currently I had to look around to check if I took it with me.

Picking up diaries and reading them is one thing, but to read a novel that is describing what people do and how they feel is something different. I don't know if creating a narrator that describes how a person thinks and reacts is gonna work. It's out of character, unless these texts are excerpts from actual novel that exists in the universe, but somehow I got feeling it was about real people and describing real background of a conflict.

I can clearly see enemies but they can't see me and I can't shoot them if there's a short obstacle like a medical bed (?) between us. There's also no indication if we're being attacked. You can also shoot from the gun before it shows in your hand after reloading, shooting animation plays with a delay too.

I have to say that the game is somewhat lacking. It tries to be something like system shock but has little to no exploration. Then again, it plays mostly like Doom, but for that it's too slow, enemy and weapon variety is also pretty low, enemies can be killed too fast, walk too slow, their projectiles are also moving pretty slow. I did second run on the hardest difficulty and I haven't noticed any significant changes. 

You have something interesting here but there's a lot to improve.

Very pleasant surroundings, animations and texture work. The monastery is a top notch, I enjoyed exploration of it wholeheartly. Enemies are somewhat threatening, especially when you fight two at once. Attack is a little sluggish, when enemy is parried I'd expect to execute counterattack somewhat faster. On the other hand coming back from being countered is also pretty slow. I'd decrease both the cooldown time of a parry and a windup time for attack. Also stringing combos should have bigger window for the second input, looking for perfect timing was leaving me with only first attack executed, but mashing worked perfectly fine. Also when we're already in a pain state it's pretty much imopssible to avoid second attack. Dodging or parrying doesn't work and you just wait for that second attack.

I had no problems with parrying though and that tough guy was a cheap-ass constantly parrying me! That shove button was like a cheat code. 

Overall, great start! With a small tinkering of combo attacks it should be a pure joy to play. Can't wait to see more of it.

I'm sorry to hear that. Can you tell me some specifics what was the couse of glitches or crashes? I have to say that I haven't had a gamebreaking bug on my side for a long time so I'd like to hear what was causing all that trouble.

Cute stress reliever, to ssay the least. I don't know why but receptionist desk has $7000+ equipment and other desks have stuff for like $500? Immersion broken! 

Very nice sound effects of broken glass and equipment getting destroyed. I think the office looks a little too plain, but I bet modelling high quality assets takes a lot of time, especially when they have to break real nice.

I'm wondering where will you take this project, are you planning to implemet human enemies or only bots and furniture will get their bashing?

Bretty good overall. I like the tutorial guy explaining everything, but do we really need text with a scrolling bar? Maybe just make the window bigger? Especially when scrolling down and looking at next tip the scroll isn't reset so we have to drag it up again.

Good aesthethic: clients are distinct, sometimes funny looking, sometimes talking smack in grug-like fashion , monsters are okayish but I don't know if the ghost or shadow shouldn't be a little better drawn. And that white shiny guy, maybe more animation sprites? Anyway, presentation works with low-poly models, somewhat grunge-looking sprites and pictures of food. I think that *maybe* difficulty is too high for the first day. And first night. Overall maybe clients shouldn't ask for three cooked ingredients that fast? First night, the night of the spooks had that guy falling from the ceiling probably dozen times in one go, 3 times in a row. Of course, spooks and ghosts were there too. Is there a way to combat that falling from the ceiling guy? You can scare dogs only when there's a whole bunch and they start barking, but it should be possible to scatter them before there's a whole bunch of them.

Corn guy killed me at least three times. If you want to keep your players paranoid and constantly looking behind their shoulder if he's not creeping around, then congratulations, you did it. At some point during the first day I was just "place one ingredient - look forward - get second ingredient - look forward" routine. I relaxed a little in the night doing two ingredients at the time but cornguy would still be creeping on the side of the window. I even closed the shutters hoping that it'd be enough but apparently not.

I want more clients that just wanna take a slice of pizza. It happened maybe once.