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ManusC

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A member registered Jul 17, 2020 · View creator page →

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Oh crap, I am sorry. I've got fully into working on the feedback I've got, and didn't notice you've left me one too.

I appreciate you taking the time. Some of them area already fixed, others are actively being worked on. I've completely forgot that I didn't put in anything in the case of the player losing that fist fight, but I've meant to.

Thanks for the stream mate, it was very educational. I am at full steam now to polish up this baby.

Never played Hotline Miami, so got no real frame of reference. I didn't expect much from it but my expectations were shattered. I'm picking up enemy drops just to hear the wizard say "Yoink!" Enemies are no pushovers, and there are upgrades here for days. I also love the premise. Wizards with no sense of right or wrong.

I appreciate the sheer asininity. Though I am not sure what some of the things signify, like the devil-horned one, and the hard-hat one.

Also is one icon supposed to have multiple posts dragged to them or not? I've figured out half of them right apparently

Others told you and I'll tell you too, that being able to move the dialogue with space would be a nice QoL. Also having numbers beside the options would let players just press a button to select the response. All this in the service of being able to play the game one-handed. Since this is eaxctly the sort of slow-paced game one would love to play with a cup of tea in hand.

The lack of music and ambient-only sounds helps out a lot. I can focus on thinking instead of being distracted by the soundtrack. It is also nice that David tags along, instead of being stationary, and having to find him when you want to ask something. I've began to appreciate the simple artstyle, because it let me identify clues a lot easier.

I was kinda confused when the demo congratulated me and let me leave through a door, but reading the commends I suppose I am not meant to solve the scene at this point. Good showcase demo though.

Yeah editorializing the dialogue is high on the to do list, I'll try to do a more juicy transition. Thank you for playing it.

Thanks, making the city interesting enough is a challenge I'll have to face through development. Thank you for your suggestions, I'll try to implement them all in the next iteration.

I see, it didn't connect for me how blocking is instantaneous, because after pressing the button, it takes a second (a lot of time when the game is this fast-paced) for the character to bring her sword to bare.

I know I've said that they have that annoying habit, but I was a little butt-blasted too at the time. I also find it cool that they operate using similar frame numbers, evening the field. It just seems that the health I am losing by letting them do that is far more considerable than what they lose.

I went back, and indeed, when I am not blocking the attacks (Specifically the greatsword 2nd hit) connect. However if I am holding the block, the blade slides away with no resistance, not like when I block the other attacks. Maybe the hitbox changes when you are blocking and now it is just small enough to slide under?

Anyways, pretty exciting game.

I wanted to complain, asking whether this game expects me to play Sekiro first or something, because I didn't really get what was going on with the bars, and the enemy has no gaps in his pattern, and my attacks seem to do no damage, and he can just knock down my block and knocking this guy down and using F does nothing and yadda yadda.

Well I didn't realize that it was a tutorial boss that you are not meant to beat by exhausting its health bar, but by using a finisher, and my finisher bugged out. Maybe because I did a normal swing at him first before doing the prompt. It did the animation and everything, hence my confusion.

So everything else makes a lot more sense now, and the movment is nice. It seemed like finding the moment of parry is not enough like in most games, but instead you need to find a spot a few seconds before that.
I feel like the enemies have this dickish trick to start their attack just a second after you started yours, and either their damage is four times bigger, or their healthbar is four times longer, likely some mix of the two.

I feel like somee of their attacks also completely miss me, like Louise's second greatsword or sword&shield swings, or the very least they don't connect with my block. Which throws me really off-guard. Is it intentional? Are they feinting?

Either way it seems like being better than them is not enough to win. You need to be absolutely superior to them, so you can four circles around them before they die, and after the first few fights, making the mistake in this marathon what does you in.

Still, really impressive action.

Well-made, a clever idea. I see no issues with it.

Alas I don't like puzzle games, so can't give you good feedback from the heart. 

Really cool tutorial, just a full blown playground where you can experiment. End of movement tutorial made me laugh. The full banana tutorial is also appreciated. I was really impressed by the amount of options you can do. The artstyle is nice as well. This game is going to places, it jus need a little touch-up on the UI.

Walking of the male character is very stiff, compared to everything else. I don I did not expect someone pulling a revolver on me. I don't know if getting a weapon in the beginning too OP, but it would surely make killing the targets easier. Catching the thrown projectiles is a neat feature, but it is easier to smash the button for it to succeed rather than timing it. Dodging the projectiles is even easier. Would be nice to have some faster movement optino when crossing large open areas, but I suppose that would also make it easier to run circles around guards. Maybe a stamina meter? But that might also put a damper on the constant acrobatics shenanigans.

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Nice, everything seems to be in order, found no bugs.

You certainly have an artstyle going on. I know controls are on your game's page, but some in-game instructions wouldn't be remiss either.

Also wasn't sure when the first enemy appeared whether they were hostile or not, because the chill synth was still going. Maybe an enemy music would be nice. It took me a few salvos until I figured out you need to shoot the head. (Edit: I think it is more obvious for people who played third-person shooters with tank controls, like Resident Evil. Looking for where the laser turns into a point on a surface)

Keep at it!

The lack of jump button conforms me, telling me that the terror that evil that were the jump puzzles of Marathon, shall remain sealed.

With the shielded enemies I wasn't 100% sure if I am actually hitting them and do damage and they are just really tanky for my beginner weapon, or they are deflecting with their shields. I was playing on Normal.

Beginner pistol (Damocles I think?) loads back the charges really slow, spent most of the fight with the shielded enemies running around waiting for it to recharge. Only after I got to the first rifle, I realized you can reload it as normal. Life was easier after that. The way ammo is handled early pleases the gun nuts around the world.

Having some sound cue when healing instead of the text message would be an improvement. I think maps to the terminals have been added lately? Those are good. Some other guidance wouldn't be remiss later, on the "I'll shot the Deputy Too" level I've got completely turned around, just going in circles among the corpses of my enemy. Then again, maybe this is in line with the Marathon spirit.

When hiring a hero, you could maybe extend the clickable area to cover the text below the hero as well. Been clicking around wildly for a few seconds. Same goes for when you can drag them in combat maybe for easier grabbing.

Equipping inventory would be nice if it was draggable. The current system of "click to equip, double click to unequip" is a bit prone to fumbling. The second wave of heroes you hire come without weapons, and I've sent them out unarmed, because I was used to the first wave coming with weapons. But that might be just a skill issue.

"To Title" option is a bit weird, you have to quit from the menu for it to take effect?

There is some bug when you start a game, select the heroes but quit (I'm sorry, no player would do this, but I was just checking the "To Title button") and start a new game again, no new heroes are added, and you are stuck until restart the program. Very minor bug, but might be something bigger hiding behind it that could cause you problems down the line. Also New Game continues the old game, except until you restart the program? If that is intentional it could use two separate buttons.

Okay now having listed all these observations and bugs, it might seem bad, but I am just saying all these because you have a nice, functional game here, and I'm poking at the walls to see where it could use more mortar.

Sorry, can't test it without a password.

Game starts a bit abruptly. Just having your main "PURIFY" screen out there and having a [Press Button to Start] on it goes a long way. You also don't spawn on the sign that tells you what's what, so it is easier to get lost. Speaking of getting lost, even if you have no level, just having some boundaries is nice, or the floor tiles extending only as far s you can move.

No bugs have been found, tech demo works as intended. Was pleasantly surprised by the 8-direction sprites. Thank you for posting this DD.

Thanks for giving it a shot even it if wasn't up your alley. Reinforced some feedback I got earlier, so I shall rethink some approaches.

While waiting for my 10 km2 world to generate, some loadingscreen fluff to see or read would have been nice. Anything than watching 53060201 somethings load in. Some tidbit about the places that are being built. Also not sure if we needed all that 1000 years to go, lot of kingdoms rose and fell in a lot shorter timespan.

Some options especially for the volume sliders would be nice, effects are pretty loud, and Avante the Golden Sun is not a very varied track. Somehow none of the buttons wanted to work after death, making me restart the game, and continuing trapped me in a death spiral. NPCs sheated and unsheated their weapon every other second playing the sound effect on loop.

It is clearly ambitious, I appreciate the deeper RPG mechanics, as it seems every stat has value, and there are a varied option of classes. The extensive world generation should have already been a giveaway.
It is fun to run around the overworld. I've entered a bandit hideout to kill and get loot, but realized all the bandits were friendly. Gonna need a lot of UI to disperse all that information you can get in this game across different screens.

I think it would be nicer if the world had a some pre-set portions and not 100% procgen, because just like in real life, it makes a lot of empty spaces instead of an interesting gameworld.

Man, this game has been going to places while I wasn't looking, good job. I could say I didn't understand pretty much anything except I have to shoot monsters, but the very roguelike nature of the game is "fuck around and find out", so it is a feature not a flaw.

I've played 4 levels and died until I realized that there were pickups on the levels I've been ignoring, guns I could have taken, and upgrades I could do between levels. The gun is that good that I ignored all other aspects. Though somehow I began to do worse once I figured out I can have more than two guns, go figure I guess.

Was interested in finding the design doc in the folder, I figured I'll keep it for later but the dialogue in the first 4 missions was so strange I stopped to check it out, maybe I'll learn more. I didn't but it is good you got a mission statement,.

I wanted to say it is too easy at first, and never had to use dodge or even slowmo, but Nyna spiced it up. Although I think in the last 30% of her health she bugged out, and just rubbed against the wall while I sniped her from relatively far. Same happened to AGDGBot in Atlantis, and Isaiah boss at Etna.
Otherwise bosses in general seem to make the game interesting, Sewer boss was interesting, but both him and mecha dino need more danger. But the mobs are just a tedium at their current state. Maybe some rockets could be faster. 

Nuke looks gorgeous, love the Shredder. Laser Cannon seems louder than anything else. Not sure if it is a feature or a bug that Flamethrower reaches at the other end of the map, but seems a bit unfair towards Shotgun. Not too unfair though, that thing is a beast close-range.

At the Moon level, somehow clicking on Continue, continued the level being played, before moving on after 3 seconds. Shooting the destructible wall have tanked my framreate to 1 for several seconds. Both time.

I am vibing with the music.

Really neat management game. Soundtrack isn't overbearing, you can still focus on things with it running on the background, though some variety would be nice, like having a new track when a raid is going on, so I know when raiding is being done right away, or at night time. 

It took me 6 minutes to complete the basic tutorial at a leisure pace, and felt confident enough to start with that knowledge, it paces the new information really well.

"Open Hero Info Pinned" somehow cannot be toggled to "On" in the options, Also kinda wanted to do the setup again so I can check the other UI placing options, but didn't find any way to do it. When I craft something I can drag the same item multiple times. You can see how I only got 2 bronze pieces, but filled up the crafts with

I think the ability to open all the different windows gives this game to be a great chaotic gameplay material, which it loses the more the different windows organize themselves automatically. However it gains more stability as players can see through it. So it is a matter of your vision.

Thanks for playing. Bug have been fixed up, sorry about it.

In defence of the moves, the idea is also that you get to train and level them up later, so the differences become more pronounced. This was to be revealed after that mission to have some gameplay between the waves of tutorial infos.

I was thinking lately, if only Marathon wouldn't have these insane switch puzzles, I'd really like another space-shooter. Then I suddenly find your game.

On the first level, I started without a weapon, so I have skirted around the room, slamming E to open one of these lockers and get a weapon. Then, ignoring the terminal, I've stumbled around blindly, until I have opened the wrong door, managed to fist an enemy to death then got killed in the fire.

Then I tried the tutorial and realized that there are terminals. The second attempt was a lot smoother. Maybe you should give a slight text popup, so numbskulls like myself can easily find the first terminal, and then they can keep looking for one.

Maybe you already know, but the healing station should get some SFX. Otherwise the sounds are good and meaty. The sound of guns, hit, and bodies hitting the floor.

Also you have some really nice promotional artwork for you game. You should update the main screenshot to catch more eyes.

Upon playing some more, I think the whole style. The retro textures just have enough detail, but it is also blurry that my brain is yelling at my eyes to focus more to get some sharpness, but there is none. Combined with the muzzle flare, and the very high movement speed just gives me a headache, but that's just me personally. I don't think there is a "fix" for it.

You probably know that you will need to ad SFX and music, but otherwise this is pretty cool. A few little twist to the well-known poker formula, and the whole thing is turned on its head in a good way. UI is really smooth.

I felt like my powers were a bit OP but despite that it took me forever to win. Maybe top-right AI just plays very carefully.

>I'm not entirely sure what you mean with the fishing minigame.

Yeah looking at it once more, I didn't see it happen again. I am not sure what was it. Maybe I am just too slow for those fishes. Thanks for the game.

Played it a bit, discovered no bugs. Took me a while to realize that the shooters are not sinking into the ground as a bug, but laying down firing at you. I like the principle of the style, but there is just something in in that gives me motion sickness. That's just my experience though.

These minigames are pretty merciless.

I like how you made nice pictures for the tutorial, but the fishing game should mention that when you click LMB to pull a fish higher, the A-D counter holding doesn't work, and the fish will flee if you do it too close to the edges.

Wizard dancing game should say something about what highscore do I need to get to the next level.

Not sure if goblin tower defence is solvable? You get so little cash, and I am not sure if the tower's strength grow too, or only their range.

Yeah now I see. For some reason my eyes were glued on the "Restart Level", "Exit to Menu" and "Quit the Destop" buttons, same me-issue as with the mangeta card.

Played the rest of the game. The open-endedness of the levels is nice for those who like to explore, kinda like looking for secrets in doom. I prefer just going through gauntles and see what enemies can throw at me. Not sure if it is intentional, but the auto shotgun is really strong. Accurate, and can do much more before having to reload unlike the SMG. Also now I can tell that I have been missing the keycards, and mosly happened upon by chance. Maybe they should be a bit bigger, or standing vertically.

Neat game though.

I am not sure if I got things right. Should I be able to move with WASD when in a cutscene, or just in general? If the latter, then can't we just use WASD for the camera movements? QEFG is just confusing when one can use their mouse to look, or the thumb stick of a controller (by the way Controller works fine, I checked)

Music of the intro is nice on its own, but a bit too dynamic to be an ambient track. The loop is also too short, so while the whole thing sounds good, it also distracts me while I am trying to read, especially when I am trying to understand the mechanics. There is also more babbling than actual information in it. I understand it helps to set tone, but maybe tone it a bit down so I can get my bearings a bit. Then you can resume to full TV show.

The textboxes of the answers are a bit close together, I was worried which one I am clicking at. Yeah I can see where the little singal appears beside the one you are currently selecting, but not having the question where I should be clicking is important.

All said and done, I respect the ambition. Also Edgar is my favorite design by far.

"I've done nothing but blorb around for three days."

This game is stupidly relaxing. It has tasks just complex enough to stiumlate you from boredom, but it is also light enough that you can just have your fingers doing all the work. You have reason to revisit levels as new mechanics open up, and all the while the music is really relaxing and varied. I enjoyed walking around the museum and enjoying the fruits mushrooms of my labour.

The palm trees in the beginning got a bit weird collision, if I approach them from the bottom, their sprites cover blorb.

Played it for the first time. Really nice.

Movement feels a bit floaty, but that's exactly how it was in Half-Life, so it's on point for the theme. Breezed through the tutorial, I liked how when I came to a switch, it told me to use F instead of waiting for me to fumble for the control scheme, which being a casul, I didn't memorize at first.

I ran around looking for a minute, looking for the mangeta key while I already picked it up. That's just me getting hypnozied by the fluid action and ambient music. I'm sure it wouldn't have happened again if there were more levels to be played. Not sure if it is intentional, but could only play the tutorial.

I am purely ideaguying here, without the full knowledge of the implementation difficulties it involves. But maybe an invisible "highlight field" surrounding the boomerang that will light up the inside of the obstacles depending on how close the boomerang is at the moment. The yellow part is invisible.

Sorry mate, couldn't get it to run. Was using the itch client. Not sure if it is anything on my end.

Haven't seen a game made in flash for a long while. Not sure if it works as intended, couldn't tell if you were supposed to let the green balls through or not. And not sure if reds hurt you either.

I couldn't really figure out what to do. Interesting choice of mechanics, dividing 1st and 3rd person like that, but not sure about the practical applications of it.

Nice style, felt like the enemies sit on the nice line between predictable and challenging. (Except the good boy). Music was good as well.

Hard to see in general, and the controls feel unresponsive.  Couldn't get the mouselook work. Didn't try it with a controller though.