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

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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.

Pretty environments, but sometimes the obstacles get lost until I've hit my boomerang against them. Maybe another colour would be better, but that could compromise the nice visuals as well. Also cool dynamic lighting. Like the presentation in general, and while the boomerang is a bit difficult to control, it displays every info you need to do so. So it is mostly a matter of practice.

Pretty great. I was enjoying the simple mechanics, cute premise and cat pictures. Almost slipped by the fact that there was more than that. If not for the "for lamesters" section I would have missed the other levels.

You don't see this kinda stuff everyday. Pretty addictive once you get the hang of it. Not sure if the levels get progressively harder or not, but just putting this together is impressive.

Seems to have all the basics down, nothing game breaking. I like the "punch to make it work" mechanic, pretty intuitive.

Seems to work well, no bugs encountered. Maybe a larger screen, and some larger moving objects would be nice, but I never got too deep into bullet hell games, so take my opinion with a pinch of salt.

Mostly the very end where the wallcrawler and the shooter enemies get combined into one. Which is a nice design move by the way.

I like the concept, and it has a neat style, but gameplay-wise it is a bit difficult to control, enemy projectiles are harder to see and thus to avoid. Also I think it could really benefit from a double-jump so falling to your death while traversing the city is more avoidable.

Never played it before but had to reset the inputs in the beginning. Good thing it was mentioned in the controls. Punches feel good, though not sure about the need to kick them off the ledge, as it seems to trivialize the otherwise nice punching. Though it is a great feeling when you do manage to get them off by a well-placed javelin or a kick. Also great to pick up all that loot.

Nice UI, catchy music, really liked the boss at the end cutting off your dodge space and increasing the number of bullets. (I liked it mechanically I mean, as an obstacle they are a pain). The short tutorial isn't bad at all, tells you everything you need to know. Looking forward to more.

Nice music, endearing tileset. The tutorial is nicely paced and not cumbersome. I kinda suck at these games but I managed to get to the end. Was a good experience in general.

Pretty cool, not sure what the bottom right UI element does, but fiddling it it seems to cause a freeze. It is also one of the few elements not having a tooltip. Which is by the way a really great feature. The main gameplay loop seems bug free, though it could be a little more proactive as my crew never had to do much, but I can understand that building a challenge comes after everything works as intended. Nice work all and all.

Solid tech demo, you probably know that there is still a lot that can be done. I can see some potential, boinking is indeed fun.

Feels smooth, both with controls and animations. Only thing it could maybe use is some indication of how far I can throw the thing I am grabbing, but at the same time it is trivial to pick them up again, so no biggie.

The gun is indeed good. The SMG is the best though. It seems V-sync breaks the game somewhere down the line.

Really nice piece. Aside from having all the basics down, having good UI, tooltips, an ABS combat system that tells you when it is your turn better than bars filling up, it also has an intriguing premise. Pretty damn good.

Neat UI, I couldn't get it to fullscreen, and I can't seem to back out from menus as ESC quits immediately. Otherwise seems nice. Hope you get better soon.

Works as intended. Pretty intuitive.

Intriguing game. Nice ambience, maybe could use some more sound effects, has a style.

Cool SFX, bit confused by controls here and there.

Thanks. It is a single-line bug where it notes the wrong intro being completed. Works as intended now.

Thank you! I've been working to make it more stable and digestible to get into, so people can actually reach the content parts.

I forgot I didn't put anything in that alley.

Yeah I was there and saw it all. I really appreciate it, you can never have too much test footage. 
It taught me to add a simpler summary of the systems, so players have an option between going in blind and listening to the extensive explanation of the mechanics. Also some earlier fights, so people don't have to go through half the exposition and exploration part of a quest to get to their first fight. 

Domo Arigato.

Hey thank you very much! Appreciate the debug messages, and glad that the combat system appeals to someone who isn't me. There are two more quests, a short one was the guy asking you to do a distraction (should be fixed now), and to other with the streetfood chef that comes into issues once talk, go on your business on another map.

Thanks for giving it a whirl. If I am allowed to explain myself:

  • Characters spin around, because turning towards the player properly is not implemented yet, so they just default to turning down.
  • Weird beard colors happen because Random NPCs are made up from a dozen randomized sprites. Each of them getting randomized colors. I haven't set apart the random colors for the hairs yet.
  • Things like the Trailer is when I was trying something new with the perspective. I know they don't mesh together, but I've put both in the demo so people can tell me which they liked better. Trash is also a bit randomized. I'll take your advice in their placing.
  • The Looping Map should be a feature, unless it is bugging out. Essentially as you move between two bigger parts of the city, you go through a randomized alley. These alleys will have different random events in them. It also signifies you spending time to get from place A to B over a larger distance. If you turn back you should end up back where you've started, as a way of changing your mind.
  • Sorry about that one guy. He is just a "sorry no content here yet" message. I've changed the way dialogues are built last month, and forgot to update him.

The real characters that have things to say are wearing blue, and look all the same as placeholders at the moment. Would love if you gave it a second look, but I understand if that's all the time you can spare.

Hey thanks for giving it a run. You uncovered quite a number of crucial bugs there. I've patched them up quick.

  • Medve's dialogue is a big issue. The system is built to remove options once you ask them so a character cannot react over and over again to something you ask or say. In Medve's case it has to remain static. Now it is fixed
  • Now everyone stops gossiping if you are on the quest and supposed to be asking around for the missing bouncer.
  • When you enter the cult place, it is supposed to trigger the scene automatically. Not sure what went wrong, but I've enlarged the trigger areas so people don't walk off of it on accident.
  • You can hold the escape or the backspace buttons to skip dialogue, but it is a little speedy.

Again, thanks for your sacrifice and making the demo more playable.

Pretty great. Would like to see it finished in another Demo Day.  Seen no bugs, but if one think I'd add is having a few in-between frames, between the motorcycle going straight and leaning to a side.

 What it was really lacking in the looks department (except for the palm trees and the day/night switch, those are nice) It made up for in mechanics. Swimming, different depth of water, combos, dodging mechanics that includes hitting the ground, a radial menu, grappling from both you and the enemies and a wide variety of enemies with different stratigies. Also snazzy music.

I’ve encountered no bugs during my play. My only critique would be that I see no reason just to avoid enemies and move on to the next map. Sorry I don’t have much to say, I just wanted to be said that your game is much better than the screenshots would led you to believe.

 Visual novels are pretty hard to give feedback on, since 90% of it is pure plot development which gets pretty subjective to judge. It constantly made me think of this though. https://www.youtube.com/watch?v=I-OOpZitfd0

The detective got the ranting internal monologue down right, I have to say.

Could use music but you probably know that. When the dialogue describes some sounds, it would be good to hear. I assume the art is mostly placeholder. Margot’s sketch is in a completely different style and size. Honestly the tiny Margo beside the giant Scott is just hilarious. The profile options are nice.