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mammothplant

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A member registered Aug 22, 2021 · View creator page →

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The most fun I had with this game was when I fell from a big height and auto-jumped. I think you should capitalize on this mechanic; he is a ball after all.

seconded

fucking adore this artstyle.

This is the kind of game where you're left wanting more, but I mean that in the best possible way. I was disappointed that the game ends when the story reaches its most interesting, but I know that that's probably the point. Outstanding work.

I kneel

Thank you! I'm glad you liked it. I might go back and touch up some of the earlier overworld areas; this game's been in the works for a minute lol

thanks for letting me know.
(if you want to try the game out in a more stable incarnation btw, play the demo on steam lol)

-LOVE the music

-love the little details (the blood splattering on the walls during battles is fucking brilliant)

-love the pixel art...for the most part. battle sprites are gorgeous, the overworld looks rather amateur. then again, I'm one to talk lol

-based for referencing twin peaks

-writing is a bit, idk how to put it, predictable? it's pokemon but edgy and is actually about drugs; that gag has been done to death. granted, this is definitely far and away the most competent execution of that idea, and I get that it's not ACTUALLY a monclone, so touche

-battles kind of drag, but it's not quite as egregious as it is in some other RPGs, namely pokemon itself 

overall, I like this a lot. I'm none too far into it, but this is already very very promising

Charming game, puzzles are clever and I like the little touches you added like how your character leaves a trail in the blue area that stays there after you fall (yeah I died a couple times in the blue area I'm stupid I know)

My only real suggestions are, as sndein said, you should add sound effects, and the exit of The Arena is open by default. Not sure if that's intentional or if you just forgot to make the puzzle mandatory.

Good work.

alright, see if this new version works.

Scroll down, I already mentioned this. Godot's not letting me export to Mac. I'm trying to figure out how to get it working (tfw technologically retarded)

a more blueish-green would probably work better

Honestly my only real suggestion is use a different color than sickly greenish-yellow for healing; it looks too much like poison damage.

Also sorry yeah I'm still trying to get the mac export working

The main changes since last DD are that we fixed the diagonal walk speed and added a little music sting that kicks off battles. The latter I'm not even sure if we should keep, so it'd be much appreciated if you could let me know what you think. 

Was looking forward to this, didn't disappoint. My only real complaint is that the default keybinds are kind of weird.

Good shit. Also, the music is excellent. Did you make it?

Window resolution has been a pain; you're not the first to complain about the weird way it acts. We'll get it to a decent place soon, trust me.

Fusion is based on type; you'll get a semi-random result that will always share at least one of the types with at least one of the monsters you fuse to get it. 

We're also trying to get the hang of movement. You can run by pressing Shift, and I think that makes diagonal movement a bit more bearable.

Leon is supposed to be a bit of a wake up call for players, but maybe I did go a bit overboard.

Thank you for your feedback in general. Useful stuff.

I just realized you already mentioned the run button lmao I'm dense

Okay god FUCKING damn it I swore we fixed the type chart issue. Fuck. 

Also, in regards to movement speed, you can run with Shift. I'm going to try and explain that in-game somehow.

Great feedback all-around.

Well shit dude thanks so much. Means a lot coming from you; I love the writing and character interactions in your game.

Anytime. Easily my favorite this DD

bring back the girl c'mon

Are the wheel controls really necessary?

Solid foundation; it's clear you put a lot of time and effort into this. 

A couple things I noticed:

-Some of the flavor text goes offscreen, such as the description for Goliath monsters

-Hilariously, you can go out of bounds in the Hunter's Guild. Some of the wall tiles have no collision

-I experienced some MAJOR slowdown in the basement of the Ruins, but only occasionally. It seemed to go away when I went upstairs and didn't return when I came back down.

-A couple minor misspellings of words and phrases here and there. Since this game is text-heavy it might help to have someone proofread it

-Like others have said, the pixel art can be inconsistent at times

Gameplay is pretty solid. Good work.

Make the intro cutscene skippable. People want to get into gameplay right off the bat with these kinds of games, so forcing players to sit through a couple minutes' worth of exposition before pressing a single button isn't a wise choice.

Apart from that, I really liked what you have so far. The way you melded pretty much every single gameplay mechanic into one weapon is pretty genius; a lesser developer would have made the platform gun and the "shoot zombies" gun two separate things. 

Good work.

Wasn't expecting this level of polish when I saw this game posted on /agdg/. 

I don't have many complaints at all, this is damn good stuff. My only real gripes are:

- The game hands out subweapon points like hotcakes and the fact that every subweapon seems to use up only one doesn't really incentivize the player to use them creatively, as it's pretty easy to just spam them

- The boss fights could be a tad tedious; switching up their attack patterns a bit could be nice. Then again, this is presumably early-game content, so maybe it would be best to save more complex bosses for later on

- The soundtrack was a bit bland 

Other than that, yeah I really like this. Keep it up

Also none of this is in the mac version since I'm still trying to figure out how to export for that on my new computer

CHANGES SINCE PREVIOUS DD:

-Monsters now FINALLY learn skills upon levelup
-Choosing new skills for a fused monster has been nerfed a bit; you can now only choose up to three skills that the monster doesn't learn naturally
-Added a Volume/SFX Slider, also comes with screen resolution options (this one was long overdue I apologize)
-Added a couple monsters that can only be created through specific fusions

vreena is cute

Lmao that's not the first time I've gotten this complaint about the shield parts. He's not holding it, that's him reading a ransom note he was given. You have to find out which NPC is holding the piece.

looking forward to it

ah damn, seems you played the Mac version. Didn't see a combo meter. That version's actually outdated; couldn't manage to export it on my current OS (yes I was dumb enough to get a computer with win11)

Regardless, hope you enjoyed it

Oh shit yeah a figurine would be cool. Up to you who to make one of. I look forward to seeing it.

I'll watch the video in a bit. 

I like this a LOT. Pixel art is more or less what I wish mine looked like, and the AP system is intuitive while not being brainless. I was filtered a bit by those ladybugs and mushroom guys at first, and it was satisfying to come up with strategies to overcome them. Looking forward to the full release, especially if you manage to deliver on your promise of turning this into a fully-fledged RPG.

Finally uploaded a Linux version of the current build, Mac still seems impossible. Someone tell me if it works

CHANGELOG:

-Majorly revamped battle system. There is a Combo Meter now which, when filled up completely, will give the monster an extra move. This is for both the player and the enemies. Also, supereffective hits no longer pierce Defense because that was stupidly overpowered

-Added a debt system; you can now go into overdraft if you purchase items past what you can afford. This has an effect on gameplay, so be warned.

-Added a weakness chart you can buy

-Oh and there's a little surprise for those who beat the demo

Also keep in mind this is just for the Windows version so far because I'm trying to figure out how to export other stuff with this new version of Godot. Sorry folks 

Came for Tarkus, stayed for the gun-wielding crabs. Project has potential; if I'm being honest bro you're one of my favorite creators on /agdg/ 

FEEDBACK:

-I love how snappy the gameplay is for a turn-based rpg. Being able to do 3 actions a turn is a nice touch; I feel like that's probably the ideal way to do things if you only control 1 character (yes I know you get party members but still)

-Gfx are, as always, charming. They do feel a bit flashgamey at the resolution they're at; I kind of preferred the look of your previous project with the smaller sprites, but that's just personal preference

-After you die, the battle music continues to play in the overworld (I died on purpose I swear)