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Madness_Inside

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

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I can't replicate it, maybe there was something else happening in the background. I'll try to track it down. Anyway, thanks for the interest!

You highlight a bomb powerup and it changes your pointer to 3x3 size showing you the area you can bomb. Don't detonate it, instead click on the rocket and it should turn into horizontal line, but instead it changes to 1x1 size that does nothing. Clicking back on bomb won't change the the pointer to 3x3 either. To reset this behavior I clicked on different power-up (it asks if you want to buy it and I selected 'no'). It's a small thing, barely even noticeable.

Sokoban with a twist? Boss fights + boxes that we can only drag? Does Jon Blow know about this? 

Timer is a mofo, you don't put a timer on a logic puzzle, everybody know this. If you really, REALLY want a timer make it a little longer, make additional time added to the next round, don't kill our character when the timer runs out but let him suffer damage. I didn't enjoy repeating first couple puzzles to get to later ones. Last one wasn't all that bad but 1 minute is very short, easy to lose your head. 

I want to say that those puzzles were very tight, I always thought it's not so simple to make sokopuzzles as it's easy to either make it too easy or too confusing. These were very nice.

>(you can put any item in the bag, you just need to place the bag on the floor to put big items in it)

...wat?

I played couple rounds, very nice descriptions of enemies, turns out I'm gay and you're the CIA schizo, I guess. 

As a deck builder n00b I had some gripes at the beginning but got "most" of the mechanics. It's not entirely clear at the beginning what the cost of mana is and how much mana we actually have. I think that "not enough mana" prompt should be accompanied with additional graphic showing where the mana actually is (now I know it's the blue crystal but at the beginning it can be anything) . 

Similarly at the beginning I couldn't place anything on the playing field, which I found odd. I also didn't know what arrows do, by trial and error I figured out you can attack specific cards with them, but the first one I placed was bugged and I couldn't attack anything, was constantly teleporting back to my hand. Explanation for weapons could be also beneficial, you can't attack with your main card unless you have a weapon. I was surprised to find that green attacking border, started second-guessing myself if it was active before? No, that's the weapon card. 

Regarding balance, when attacking archer with my archer both units died. I'd expect that the one attacking will survive, otherwise there's no incentive to attack units that can kill you, it's better to attack the boss card and let enemies attack your card (unless enemy decides to attack your main, then whoever has more health wins, yay!).

There were turns when the enemy wasn't playing any cards, then when he was about to die he decided to place 4-5. I unlocked new packs with cards and I couldn't go back from the chest screen - I could click OK and then I was still on the same screen with a locked chest. It was empty so I couldn't click it anymore and there was no way to go back. 

Deck submenu is a mess, maybe because of my screen as I was playing it in 1366x768, I guess you can make a custom deck but since I couldn't unpack other cards I didn't bother.

In conclusion, you need explain, explain, explain. When picking up cards show where they can be placed, when attacking add small text over the arrow that says 'attack", when you have no mana highlight where mana actually is. You might also want to replace visuals and audio, right now it feels like a mobile shovelware.

When I played the game last time I wasn't aware that you can grab crabs! That intro is a very good way to show what your character can do. 

Got to wave 11, crab-tan showing up just to get extra punch is very satisfying, new items help a lot (I think +HP was not present in previous demo?), sometimes punching upward won't flip the crab but nudge them off the platform. 

I had fun and have no bugs to report. It's a little too hard past wave 10 so nerf pls (or spawn more items). Maybe you could also modify level a little between stages? Move platforms a little, fill one hole? Add a powerup that makes one floor solid for a fixed amount of time? I have to say that I've never played Mario Bros. long because levels stayed the same but palette swaps kept me mildly interested, so maybe also add that.

Anyway, I wait for Super Crab Puncher - get that one screen moving! :P

Did the whole playthrough, it's amazing! You have a lot of text in here, and most interactable things have more than one interaction (punch, talk, inspect). That had to take a lot of work. Then you have inventory menu, equipment menu, skills menu, weapons menu! That's much more than a point 'n click game. That's something I'm (kinda) trying to have in my game too, that's why I'm excited to see it somewhere else. And to top it all off, you have an Undertale-esque fighting system. All on a gameboy cart? Incredible.

My main points come to the mood of the game. I thought MC is a detective but he has no issues with stealing, cheating, punching cops and being a menace to the society? Gaining bulk of the money was done by being an asshole to these neighbors? Poor lady with her TV thingy, she'll never get it back. And the conclusion is that MC is going to work with the mob boss? That left me with a sour taste, but I played the game with false hopes. Maybe you could tweak a backstory a little so we know we're gonna make havoc around the block and we're not an innocent little rodent or troubled detective walking uneasy path.

I have to say that I was also a little turned off by uniformity of the screens. You can walk left-right along the street and go up inside the buildings or back alleys, but no special twists and turns make it a little too restrictive. Maybe it's a stylistic choice but I hope the rest of the game won't be about walking from store to store. Gimme back alleys, roof paths, alternative paths through the sewers, it will feel more authentic.

Was there a way to screw yourself up? Like having too little money to finish a game due to bad pickpocketing, buying too much unnecessary equipment? I read that someone had a problem with lighting a stinky box on fire, but we received matchbox from the guy, so... were you supposed to go back to the pawn shop and buy back your lighter? I'm wondering if I was maybe playing updated version.

I'm super excited with this game and I'm awaiting further updates.

Very nice demo, I can see a lot of work went into making all of the models and animations, "maybe" some of the animations were playing too fast and felt awkward but I got used to it with time. The hub area works even though looks a little lackluster, I'm an explorer so I had to visit all houses and surroundings and some rocks looked very low poly and had low textures (behind the witch's house for example). HUD looks great, looks professional, I especially like these red buttons when leaving the area.

I jumped on barrels and got stuck somewhere close to the forge. Camera has no collision with floor when standing in the cathedral after beating the witch. Camera could use some easing as it jumps rapidly when we have obstacle close to it. Also I think that lock-on is a little off. I think it should be always dead center, and here it's always a little to the left or right.

I've beaten everybody EXCEPT that last foxy lady. She's a monster. I tried at least 30 times, and I already got good! Could parry her jumping kick, could parry her grab, I had plenty occasions to parry her rotating fan combo. Got multiple times to the second phase but there was always something killing me in the end. I think it's too easy to lose your health bar or maybe she has too much health. Any time I was trying to attack her I was doing literally chip damage. Either that sword is made from paper or she has steel skin.  

Dialogs could use portraits, it's easy to get lost who talks when. I don't follow the story, my gut tells me it's just an excuse to put waifus into deadly scenarios. There's a boob lady, boob lady with a big sword and there's that witch...

I also see there's onsen so I'm guessing we'll have a mandatory bath episode. I dunno, I'm not sold on the characters and the plot.


The game is in a good state. I'm afraid that you'll have to grind more enemies and that will take a lot of time. I'd personally prefer some normal mobs to kill between bosses - they can be reused, they don't have to have too many unique attacks, you could practice your magic on them. I think it's a sensible thing. 

BTW I saw that your demo was promoted by some high profile account on twitter. You're gaining popularity so keep it up!

It's super pleasant and super comfy, I don't know what else to say about graphics maybe that tutorial pages aren't very pleasant how they look and how they fly back and forth. I see it's impossible to discard tiles at the last round anymore (maybe add one last discard at the last round?). I mostly ignored buzzwords, when I was trying to match them I usually screw myself up. I did manage to get two or three words once, but getting perks wasn't all that satisfying. Gimme extra points on top of perks and then I'll be happy (100 for 4 letter word, 200 for 5 and so on). 

I looked at the stats menu and I don't think showing up the most common words is a good idea. You'll get dozens of two/three letter words. Now showing the longest words and the rarest words, that sounds better.

I did find a bug, when choosing a bomb and then picking up other board clearing tile your pointer changes the size to one tile. It doesn't work too. Only when picking up other powerup (or letter) and declining you can select bombs again. 

I don't understand Dracula book - two letter space word? I thought I just need to use tiles that have two letters like 'sh' or 'un' but that didn't work. Then I tried making two letter words and it didn't work either. That one needs more explanation.

Also I did the browser and download play, both times you have the same tiles at the start. There's always 'C' 'A' 'R' 'T' 'B' and 'G'. Is it a feature, common letters to make it easier for first timers? 

Anyway, another great update, it feels like it's ready for a release!

I wrote a wall of text and then closed my browser T.T Now with bullet points

  • great graphics, love the dithering and effects, super dynamic
  • one liners from enemies are super fun, each enemy having their unique puns is super cute
  • action sometimes is too crazy, got my ass kicked in the level with plants and flying bunnies (?). Once you're grabbed and the screen starts shaking you're as good as dead.
  • Overall plenty of deaths felt random, marker showing us where the hat was dropped is the real life savior.
  • Great weapons, plenty of them too, sniper rifle reloads a little slow, grenade launcher takes too long to aim, you should be able to choose where to shoot the grenade with a mouse pointer, I think it's demanding enough.
  • Got two ranks - Jenny and All City Around Jenny (?) or something like that. One of them had my score multiplier in the hundreds 500x with 9 mln or 90 mln score and it was still just Jenny. Is it the highest rank?
  • I liked that different levels offered different challenge, sometimes you had to dodge metro trains, other time there was that big lurking electric monster attacking you with lasers and you had to destroy the power box. Overall I like how the challenge progresses, each level presents new enemy, new obstacle or new weapon to utilize, sometimes all of them at once. It's great, keeps the game fresh. 
  • Lighting is also working well when presenting different levels, first couple levels have bright lights and later on you have darker shades (when moving through the hobbos-infested tunnels). It adds to the atmosphere and makes your levels stand out from each other.
  • Loved the interactivity of random things in the world, almost everything can be destroyed 

So yeah, it's great, too difficult and frantic, people will complain about camera slowdown when trying to avoid bullets, enemies could be a little slower (explosions from vending machines or hanging signposts hardly hit anyone) and it's easy to get overstimulated by myriad of lighting effects but it wouldn't be Jenny without it all, right? Then again maybe add a small option for epileptic people that decreases the effects severity? 

I absolutely love the presentation, great UI, sweet color palette on textures, low poly (not that low but you know) models, those text animations, it's marvelous, coherent, you just want to play more and more. Maybe something could be done with lo-res filter as it might muddy the graphics too much and does more harm than good but I don't hate it. I like the introduction with cleaning the room, picking up items and doing some magic. "Q" for picking up isn't natural for me though, I was constantly trying to pick up stuff with "e". Are mouse buttons utilized at all? 

Initial level is very fun, in a place like this I just want to have a lot of things to pick up and plenty of unique looking areas and it's been done very well, if somewhat on the easy side. If I could add two cents, barn could be a nice addition to the level, you have plenty of chests but they're out in the open unguarded. 

I really enjoyed picking up different objects, silver plates, scepters and so on, unique loot adds to the thievery extra spice. I'm not sold on the bag though - you have to bring it with you risking making too much noise, big items can't be placed inside and you have to walk with them all the way to the chest, and you can pick only one smaller thing even though you have two hands. It adds unnecessary layer of micromanagement. In my case I was either dropping bag in a strategic spot and bringing other items to it or sneaking all the way to the chest with goodies. I think it's unnecessarily tedious but I'm guessing you'll want to keep it. At least add option to hold two items at once :P

Bugs - closet in Yark's room has no collision, I can walk into it no problem. Camera doesn't like tight spaces, the far away chest  surrounded with hay was making it spazz out. I couldn't pick some items, the bracelet in the hidden area was out of reach even though I was standing next to the chest. I was caught once when sitting in a barrel, after that the hidden vignette was having an opposite day - visible when in the open, and clear when hiding. 

I found that pesky fairy bothering a toad. Add fairy eating animation too.

Overall, very good! I had a blast even though it was pretty short. Got1.9 stars but only because I couldn't pick all of the items! At least I looted scepter and I think that thing alone is worth more than 100 gold coins. In my headcanon the debt is paid. Looking forward for more!

I can almost feel your frustration when you couldn't get the bed to work! Music shouldn't stop after first loop, I think it's because you used 'space' to exit the stat screen (it should be 'Z'). Oddly enough you still had all stats increased BUT with added option to decrease them and respec them! I'll add a prompt asking if you want to apply changes or not when quitting stat screen. Also lockpicks... they would be too powerful if they could open all the doors. I'll change the description so they can be used to open chests but not much more.

You went through a lot but I hope you had fun!

Hell yea, you can open your own weapon shop (once again I was smart enough to reuse the last line of dialog but dumb enough to forget that it comes with event that drops a sword)! I have some tools to build levels, the worst part is preparing all sprites and character animations. Still, I want to focus on preparing the city so it can serve as a main hub for the other missions. 

Thanks again for revisit!

Damn, you're third person telling me you can't sit on the bed T-T. I'll add additional info when talking to the maiden (you should stand on the ground with the bed in the background and press down). Attacking in mid-air looks like that because I need to add attack when hanging but maybe it's not a great idea on its own. 2H sword is still more a 'joke' weapon than a real one, this one definitely needs more frames. 

Thanks for the play! I have to finally play your demo too, I'm postponing it for two demodays already! It has to stop!

I'm going for point 'n click adventure with a dash of combat. I want to have plenty of room for the player to choose a path of his own. Intro sequence is a small bait that can be a little counterproductive as it might scare point 'n click fans, but I'll add small branching path to avoid it all together. Lerping is a good idea, right now camera control is very basic, I'll see what I can do. 

If you're really looking for the puzzle solving aspect you should talk to the guy with green pants in front of the tavern. He takes you to the mansion that was the main area to explore in previous DemoDays and I think that area is the most representative of what you can expect in the full game. 

Thanks for the play!

Nice aesthethic, juicy animations, a lot of frames, that's great. Plenty of fighting moves but main enemy is just a tiny box, that's lame. Walking is super slow and I'm afraid it's your choice to have slow walking paired with quick dashing. I'm not really fond of the idea. I think double tap or even dedicated dash button would be better. Now fighting prompts... I want to say that I'm proficient with quartercircles and Ryu's uppercuts so something is not right in your game. I could do dashes and high jumps, but arming a gun had like 10% success rate. Your health also ticks too fast so I was dying on second day with the box blocking the path above the chasm. Can you even dash with a punch/kick strong enough to break it through? I tried to destroy it with a gun but even when successful my life was already gone, battery particles flying to my dead body xD 

Two more things - rebindable buttons. WASD + IOKL feels awkward, I'd much rather have arrow keys + ASZX. Another one is the camera -it's not fast enough when you're falling down and there's at least one fall + dash that you need to perform.

So overall, nice but rough around the edges, a little slugish and rigid, I wish there was an option to select different mission to test other levels.

Thanks for the play! Yeah, big sword is still undercooked, I added it as a small joke mainly for the trailer. Cursor should be utilized more in next builds, but you gave me the idea to hide it when not used. Now sitting on the bed... you're supposed to approach it from the side, standing on the floor. I wanted to signal that there is a possibility to sit down in the game, but maybe bed is a little too obtuse. Later on you also have a tavern and you have to sit on the chair to progress the story, maybe there it would feel more natural.

There is a way to skip it (at least in theory), you just have to die lol. Unfortunately I cranked up your max life to a very big number so it can take a while. You can also try combat with lower stats (you need only 3 might to push the box out of the way) but it's slow and clunky on purpose :P

Other than that there are different ways to access second part of the level, can you tell me which path did you choose? What about speed, were your jumps too high or maybe enemies were lethargic? Did you try to defend or parry?

Again, thanks for the play! If you decide to push through the initial action section there's plenty of other things to discover. First level is "best case scenario" and demo strips you from all abilities later on. 

Yes, 50 points for the initial mission, but not for long.

Which key crashed the game? The one from the old man?

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.