Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

MarcosLopez

23
Posts
A member registered Feb 18, 2021

Recent community posts

What about the current world do you like/don't like?

I like that there are different parts of the world like the lake and the forest. Different materials can spawn in these different locations. I can't wait to see how gathering works. But I like the idea of having to scavenge for materials before I can create my potions. 

How do the controls feel? 

The Camera I feel is fantastic, I think the collider box for the character is a bit large and I get stuck on walls and trees relatively easily.  

Given the game is focused around magical crafting, do you have any suggestions for recipes or items that would fit the theme?

If it's a fantasy alchemy thing, I think I should be able to brew health and mana potions as fantasy worlds always need those in circulation. 

Is there anything you hope to do in the game that has not yet been implemented? 

Scavenging is the thing I can't wait to see implemented. Also, I would like to see what items are in my inventory when I hover over them. 

Any other general C&C.

Keep up the good work. This is so far very well made and I'm impressed with what you guys have accomplished so quickly.

How many enemies is appropriate per level?

I think it depends on how difficult or intensive to destroy the ghosts.

Would you prefer a HUD?

Do we have abilites that would be used. Or maybe items that we pick up and need to know about?

How strong should the enemy attack the player? 

If there are few enemies, they should be stronger and vice versa. 

How should the player attack? Would you like mouse click combat or full keyboard combat?

If I am firing a projectile I would prefer mouse clicking. If I am using melee it can be a combination of both.

How do you feel about the jump height/power? Should it be lowered?

I like the jump, I dont think that needs to be changed too much at all.

Are there any specific puzzles/mechanics you would like to see?

I would like to see more puzzles that use a combination of the spells. You have a nice selection of spells and you should make sure to use them. 

-Does these room look like a spaceship room?

It does have that feel of a spaceship. 

-Does the walking seem intuitive?

The walking is a bit slow in my opinion but It made sense and I was able to move around with little difficulty. Besides the camera not seeming to want to move to the right or the left. 

-Does the spell usage seem intuitive?

I think the spells that have a specific function are intuitive. But the spells like abracadabra/ hocus-pocus which have several functions depending on what you use them on are too vague. 

-Does the information in the text box help?

They were helpful but they were still a bit too helpful. I should be receiving a tip, not a walkthrough. The jokes in the text box are very funny though please keep those. 

-how does camera movement feel?

Not great, I think there is a bug with the camera where it does not want to move horizontally after an initial turn. 

-what do you think about the levels size/decor/ect.

The levels are a nice size and I really like the decorations in them. They look well designed and you guys did a good job on that. 

(1 edit)

Are there any specific puzzles/mechanics you would like to see?

I would like to see more puzzles that use a combination of the spells. You have a nice selection of spells and you should make sure to use them. 

-Does these room look like a spaceship room?

It does have that feel. 

-Does the walking seem intuitive?

The walking is a bit slow in my opinion but It made sense and I was able to move around with little difficulty. Besides the camera not seeming to want to move to the right or the left. 

-Does the spell usage seem intuitive?

I think the spells that have a specific function are intuitive. But the spells like abracadabra/ hocus-pocus which have several functions depending on what you use them on is too vague. 

-Does the information in the text box help?

They were helpful but they were still a bit too helpful. I should be receiving a tip, not a walkthrough. The jokes in the text box are very funny though please keep those. 

-how does camera movement feel?

Not great, I think there is a bug with the camera where it does not want to move horizontally after an initial turn. 

-what do you think about the levels size/decor/ect.

The levels are a nice size and I really like the decorations in them. They look well designed and you guys did a good job on that. 

What about the current world do you like/don't like?

I like the environment a lot. It feels pretty decently designed and I can't wait to see more of it throughout the development of the game.

How do the controls feel? 

Standard movement with WASD, I feel a little slow, and I feel powerless if I get stuck or need to climb a small ledge, maybe a jump would help.

Given the game is focused around magical crafting, do you have any suggestions for recipes or items that would fit the theme? 

It depends on how high fantasy you want to go, Magical creature parts are a big thing in alchemy for many fantasy adaptations. Or you can go a little more realistic and do herbs and plants. 

Is there anything you hope to do in the game that has not yet been implemented? 

I would like to jump even if its just a way to get up small ledges or rocks. Other than that what you have in the current to do is a great start and goal to work towards.

Any other general C&C.

The mountain in the background seems to not come in cleanly with the camera. It may be out of range of the camera's view but that was the only real problem that I saw. 

What about the current world do you like/don't like?

I like the environment a lot. It feels pretty decently designed and I can't wait to see more of it throughout the development of the game.

How do the controls feel? 

Standard movement with WASD, I feel a little slow, and I feel powerless if I get stuck or need to climb a small ledge, maybe a jump would help.

Given the game is focused around magical crafting, do you have any suggestions for recipes or items that would fit the theme? 

It depends on how high fantasy you want to go, Magical creature parts are a big thing in alchemy for many fantasy adaptations. Or you can go a little more realistic and do herbs and plants. 

Is there anything you hope to do in the game that has not yet been implemented? 

I would like to jump even if its just a way to get up small ledges or rocks. Other than that what you have in the current to do is a great start and goal to work towards.

Any other general C&C.

The mountain in the background seems to not come in cleanly with the camera. It may be out of range of the camera's view but that was the only real problem that I saw. 

1. How does the world feel?

   It feels alive. The grass is nice, the trees add a lot to the environment and I can't wait to see more from you guys.

2. How does player movement and camera movement feel?

   The movement is nice. I like the speed of the character. The jumping has a real nice hangtime that makes it quite enjoyable. The camera is also really nice and I like using the right click to move it.

3. General things you like?

   The jumping and speed of the character are the best so far. 

4. General things you don't like?

   I was unclear on how to evade the large "monster"? But I'm sure that will become more clear as the game progresses.

5. What do you wish the game did?

   I can't wait to see the puzzles. 

6. General reaction/comments?

   The movement again is great, and I hope that the game incorporates it more in the future.

1. How does the world feel?

   It feels alive. The grass is nice, the trees add a lot to the environment and I can't wait to see more from you guys.

2. How does player movement and camera movement feel?

   The movement is nice. I like the speed of the character. The jumping has a real nice hangtime that makes it quite enjoyable. The camera is also really nice and I like using the right click to move it.

3. General things you like?

   The jumping and speed of the character are the best so far. 

4. General things you don't like?

   I was unclear on how to evade the large "monster"? But I'm sure that will become more clear as the game progresses.

5. What do you wish the game did?

   I can't wait to see the puzzles. 

6. General reaction/comments?

   The movement again is great, and I hope that the game incorporates it more in the future.

-Does the game provide too much or not enough assistance to the player in terms of solving puzzles?

I think the hints are helpful, but if possible you should have them be toggleable so that if someone doesn't want hints or wants hints or some of the time they can select it.

-Are there any specific puzzles/mechanics you would like to see?

I would like to see puzzles that incorporate several spells in tandem. You have a lot of potential with the spells. 

-Does this room look like a spaceship room?

Now that I read this question it does. I did not get that feel initially, however.

-Does the walking seem intuitive?

Walking by clicking makes sense. Having a character model will help out a lot in terms of direction, however.

-Does the spell usage seem intuitive?

Yes, it does but when I cast a spell it is hard to tell if it actually works or if something went wrong. I'm sure this will be ironed out in future playtests.

-Does the information in the text box help?

Yes, there's lots of times where I was confused and it helped.

The sensitivity of the camera is a bit too high.

The movement is also a bit slow in my opinion.

How does movement feel?

The movement feels great. The speed is solid and I look forward to seeing what you guys do with it.

How does the camera feel?

The camera seems like it goes through the walls a bit easily. I don't think that is a bad problem but I was able to see through the entire map when that happened. 

How does the level feel so far?

The level seems great. I can't wait to see the interactions with the environment.

How do the controls feel?

I mean pretty standard controls so they feel good.

How does movement feel?

The movement feels great. The speed is solid and I look forward to seeing what you guys do with it.

How does the camera feel?

The camera seems like it goes through the walls a bit easily. I don't think that is a bad problem but I was able to see through the entire map when that happened. 

How does the level feel so far?

The level seems great. I can't wait to see the interactions with the environment.

How do the controls feel?

I mean pretty standard controls so they feel good.

How was sneaking? 

It felt good. I wish there was a way to lose the people who spotted you without resorting to just shooting them. Why would I sneak when I have a gun.

Was it intuitive? 

Yeah, the raycasting and shadows made it clear that I should be sneaking around and should be careful when approaching rooms and corners.

How was whetzel detection (ex. range, accuracy of detection)?

The coloring of the whetzel detection was good. I do suggest making it a more unique color or a darker red. It was hard for me to see with my light color-blindness.

Do you like your move speed?

I thought the speed was good. Not to fast. I wish there was an ability to sprint or dash a distance as I got stuck on enemies if I was trying to avoid them. (I tried not to just shoot them all.)

What do you think of the map size?  

Same as Before I think the map size is fine.

What skills would make it more fun?  More challenging?

Remove the gun or at least just make it stun. I don’t need to sneak when I have a gun and the enemies don’t. I would like to see more abilities that revolve around movement. I.e., the dash or the sprint. Enemies should also move more predictably and have very noticeable patterns. You nailed it with the fast-moving fabot in the mid-section of the map.

Did you like the music and volume level?

Music was perfect. Enjoyable and at a good volume.

How was sneaking? 

It felt good. I wish there was a way to lose the people who spotted you without resorting to just shooting them. Why would I sneak when I have a gun.

Was it intuitive? 

Yeah, the raycasting and shadows made it clear that I should be sneaking around and should be careful when approaching rooms and corners.

How was whetzel detection (ex. range, accuracy of detection)?

The coloring of the whetzel detection was good. I do suggest making it a more unique color or a darker red. It was hard for me to see with my light color-blindness.

Do you like your move speed?

I thought the speed was good. Not to fast. I wish there was an ability to sprint or dash a distance as I got stuck on enemies if I was trying to avoid them. (I tried not to just shoot them all.)

What do you think of the map size?  

Same as Before I think the map size is fine.

What skills would make it more fun?  More challenging?

Remove the gun or at least just make it stun. I don’t need to sneak when I have a gun and the enemies don’t. I would like to see more abilities that revolve around movement. I.e., the dash or the sprint. Enemies should also move more predictably and have very noticeable patterns. You nailed it with the fast-moving fabot in the mid-section of the map.

Did you like the music and volume level?

Music was perfect. Enjoyable and at a good volume.

  • How does the pacing of the game feel, is it too fast or too slow?
    • I think the movement is fine. I think I am given too much time in each room rather than gaining time for completing the room quickly or successfully.
  • In what ways might we be able to improve the challenge and the 'hectic-ness' of the game beyond the difficulty of the modules and timing?
    • Add more modules. I want to have to learn on the fly how to fix the modules instead of just doing the same one over and over.
  • Do you like the current module? 
    • I think it works great, no weird bugs and it is intuitive.
  • Would you like to see Ernie have abilities/upgrades and if so what would you like to see? 
    • I don’t think Ernie needs to have any abilities besides maybe a panic add time ability.
  • Game breaking glitches/bugs?
    • N/A
  • General QoL improvements
    • It just needs more diversity with the modules. Its not very difficult with just the one module. I didn’t feel pressure from the time to complete the modules. 

How does the dial feel, is it intuitive?

The dial was a great addition. Great Idea! It felt smooth, comfortable and intuitive.

* How does the arm throw feels? (Trajectory, Gravity, Distance, Strength)

The throw felt solid. I had a little trouble getting it to work. I didn’t point it in the correct direction. A guide or arrow would help out a lot. It all felt perfectly in line with what I would expect from the character. Not thrown too far or too fast. Good Job.

* What do you think of the scenery?

The scenery was a bit bland. The water and the environment still feel like placeholders which is not a bad thing by any means but I would like to see more of a artistic choice made for those areas.

I can’t wait to see how the puzzles turn out. I want to be able to mess around with those!

How does the dial feel, is it intuitive?

The dial was a great addition. Great Idea! It felt smooth, comfortable and intuitive.

* How does the arm throw feels? (Trajectory, Gravity, Distance, Strength)

The throw felt solid. I had a little trouble getting it to work. I didn’t point it in the correct direction. A guide or arrow would help out a lot. It all felt perfectly in line with what I would expect from the character. Not thrown too far or too fast. Good Job.

* What do you think of the scenery?

The scenery was a bit bland. The water and the environment still feel like placeholders which is not a bad thing by any means but I would like to see more of an artistic choice made for those areas.

I can’t wait to see how the puzzles turn out. I want to be able to mess around with those!

General: 

Look and feel:

  • Does the character feel sluggish? Is it fine for the character to feel slow if upgrades will eventually make the character feel better?

The character feels much to sluggish, even with the idea that he will be able to move faster eventually. It feels like there is no way to get to an area and place a tower before enemies are able to get to the base.

Enemies:

  • Can you see the game becoming too difficult? If so how do you think we should balance it?

I can see it getting overwhelming fast if enemies are able to spawn from almost any directions. If the player moved faster out of the gate and did more damage it seems like it would give a lot more understanding of the game and what I should be doing.

  • Are there too many enemies? How many unique enemies do you think there should be?

There are too many enemies spawning right away and I think they have too much health for the damage that the player does at the start even with many upgrades. The number of unique enemies is spot on though. I thought it was diverse and each had its own little mechanic. Perhaps as you progress through the game they will slowly start to appear or after a certain amount of time.

Tower defense side:

Turrets:

  • What upgrades to the turrets do you want to see?

-        I think with the scope of the game that we have. Damage, ROF, and Range are great upgrades for the turrets.

  • Is the firing speed good for the amount of enemies?

-        I would like to see an actual physical projectile from the turret or a little bit larger of an indicator for when it shoots. When its upgraded and you see the health, bar drop on enemies it feels great. When it is first starting it’s a lot harder to tell what it is doing.

  • How many unique Turrets do you think there should be?

-        I think having one main turret and the player should be sufficient.

  • How many Turrets per X path squares of path should there be?

-        I think I should be able to place as many as possible. The only limitation should be how much gold or strategy is involved.

  • Are the turrets’ sliders easy to use? 

Enemies:

  • Is the pathing good for the Enemies?
    • The Pathing is great and feels very natural. They move predictably in a good way.
  • What kind of improvements should the Enemies have?
    • I think they have way too much health starting off the game

Cat side:

Cat:

  • Is this cat chonky enough?
    • Absolutely
  • When shooting with the main cat do you see any improvements? If so, what are they?
    • I miss the 45 degree movement of the character. However I love the design of the cat. Very cute. VERY CHONK.
  • Is the movement of the cat coherent?

Yeah he moves in a normal understanding way. For a cat with a gun.

  • How are the cats movement? 
    • Way to slow at first even with the idea that he will gain speed overtime. 
(1 edit)

FOR VERSION 2

General:  LOVE THE PROGRESS SO FAR!

Look and feel:

  • Does the character feel sluggish? Is it fine for the character to feel slow if upgrades will eventually make the character feel better?

The character feels much to sluggish, even with the idea that he will be able to move faster eventually. It feels like there is no way to get to an area and place a tower before enemies are able to get to the base.

Enemies:

  • Can you see the game becoming too difficult? If so how do you think we should balance it?

I can see it getting overwhelming fast if enemies are able to spawn from almost any directions. If the player moved faster out of the gate and did more damage it seems like it would give a lot more understanding of the game and what I should be doing.

  • Are there too many enemies? How many unique enemies do you think there should be?

There are too many enemies spawning right away and I think they have too much health for the damage that the player does at the start even with many upgrades. The number of unique enemies is spot on though. I thought it was diverse and each had its own little mechanic. Perhaps as you progress through the game they will slowly start to appear or after a certain amount of time.

Tower defense side:

Turrets:

  • What upgrades to the turrets do you want to see?
  • Is the firing speed good for the amount of enemies?
  • How many unique Turrets do you think there should be?
  • How many Turrets per X path squares of path should there be?
  • Are the turrets’ sliders easy to use? 

Enemies:

  • Is the pathing good for the Enemies?
    • The Pathing is great and feels very natural. They move predictably in a good way.
  • What kind of improvements should the Enemies have?
    • I think they have way too much health starting off the game

Cat side:

Cat:

  • Is this cat chonky enough?
    • Absolutely
  • When shooting with the main cat do you see any improvements? If so, what are they?
    • I miss the 45 degree movement of the character. However I love the design of the cat. Very cute. VERY CHONK.
  • Is the movement of the cat coherent?

Yeah he moves in a normal understanding way. For a cat with a gun.

  • How are the cats movement? 
    • Way to slow at first even with the idea that he will gain speed overtime. 

How was sneaking? 

- It worked well, The "enemies" did not see me unless I was in their cone of vision. Though It was hard to tell that they did see me beside the fact that they would chase me. 
Was it intuitive? 
- Yeah, I thought that the cones of vision tell you instantly what the concept of the game is. And barring the known bugs it is impressive to see the lighting effects. 
I would like to see the whetzel characters be hidden until your cone of vision sees them.
How was whetzel detection (ex. range, the accuracy of detection)?
- I think the cone is too small, you really have to want to be caught to get caught. 
Do you like your move speed?
- Yes, I think the slower speed works well for the sneaking aspect of the game.
What do you think of the map size?  
- I think that the size was good, big enough to feel like im moving around plenty, not big enough to wear it was daunting on where to go. 
What skills would make it more fun?  More challenging?

Did you like the music and volume level?
-great part of the game was the music. Had a cool vibe and added to the sneaky atmosphere.

How do you feel about the brief puzzle mechanics?

- I feel very confident that you will be able to make cool puzzles with this concept. I assume that dropping parts will make the player move or act differently because I think that will add a nice challenge to the player. I.e. Drop your feet will force you to crawl.

Were you able to figure them out relatively quickly with a bit of trial and error?
- The puzzles were fairly intuitive, I didn't think that they were challenging more of a tutorial on how the hands and feet work. 

Did you get an understanding of the physics of the current body parts that were present?
- Feet are heavy, hands are rolly. I think the intended physics was well communicated to the player.

Overall Good start I look forward to what this is going to become!

Does the character feel sluggish? Is it fine for the character to feel slow if upgrades will eventually make the character feel better?

 -I think the character feels sluggish due to the framerate that the run animation is played at. I don't think the speed of the character is necessarily a big problem especially if he will run faster in the future. The camera is also a bit zoomed in as I did not see where I should go or where enemies were moving from.  

Can you see the game becoming too difficult? If so how do you think we should balance it? 

- With the cat's ability to decimate all the enemies instantly I don't think it will be difficult. I see no need in the towers at all. I do think if you change the way the cat destroys enemies it will be a lot better.   i.e. shoot a projectile or have a cooldown on its instakill.   

Are there too many enemies? How many unique enemies do you think there should be? 

- not as of now. I think it would be nice to see enemies that run faster or perhaps break from the pathing? 

Turrets 

What upgrades to the turrets do you want to see?

 -I would like to see turrets fire faster and have more of an impact on the game. 

 Is the firing speed good for the number of enemies? - I didn't see the tower's fire at all.

 How many unique Turrets do you think there should be? - make like two or three turrets with easily distinguishable designs.  

How many Turrets per X path squares of the path should there be? - I am confused by the question. Are the turrets’ sliders easy to use?  

- Not at all.  The titles on the sliders did not give me any indication of what was happening or what it was affecting. 

 Is the pathing good for the Enemies? -yes, It worked really well. 

 What kind of improvements should the Enemies have?

- Maybe add some variety in speed or pathing?

Is this cat chonky enough? 

- Idk about chonkiness but I do like the design of the cat. I think he is designed well and looks good. When shooting with the main cat do you see any improvements? If so, what are they? 

- It seems like the cat is able to destroy the enemies too easily. I am able to just click on all enemies and kill them instantly. I think there should be a projectile or  a harder way to hit enemies.

  Is the movement of the cat coherent?

 -I think the frame rate on the animator is too quick. It is hard to follow. Though I loved the sprites when just aiming around. 

 How are the cat's movement?  

-I think its animation is too fast for the speed that he runs at. 

Does the character feel sluggish? Is it fine for the character to feel slow if upgrades will eventually make the character feel better?
-I think the character feels sluggish due to the framerate that the run animation is played at. I dont think the speed of the character is necesarrily a big problem especially if he will 
run faster in the future. Camera is also a bit zoomed in as I did not see where I should go or where enemies were moving from. 
Can you see the game becoming too difficult? If so how do you think we should balance it?
- With the cats ability to decimate all the enemies instantly I dont think it will be difficult. I see no need in the towers at all. I do think if you change the way the cat destroys enemies it will be a lot better.
  i.e. shoot a projectile or have a cool down on its insta kill.  
Are there too many enemies? How many unique enemies do you think there should be?
- not as of now. I think it would be nice to see enemies that run faster or perhaps break from the pathing?
Turrets
What upgrades to the turrets do you want to see?
-I would like to see turrets fire faster and have more of an impact on the game. 
Is the firing speed good for the amount of enemies?
- I didnt see the towers fire at all.
How many unique Turrets do you think there should be?
- make like two or three turrets with easily distingushiable designs. 
How many Turrets per X path squares of path should there be?
- I am confused by the question.
Are the turrets’ sliders easy to use? 
- Not at all. The titles on the sliders did not give me any indication on what was happening or what it was affecting. 
Is the pathing good for the Enemies?
-yes, It worked really well. 
What kind of improvements should the Enemies have?
- Maybe add some variety in speed or pathing?

Is this cat chonky enough?
- Idk about chonkyness but I do like the design of the cat. I think he is designed well and looks good.
When shooting with the main cat do you see any improvements? If so, what are they?
- It seems like the cat is able to destroy the enemies too easily. I am able to just click on all enemies and kill them instantly. I think there should be a projectile or 
a harder way to hit enemies. 
Is the movement of the cat coherent?
-I think the frame rate on the animator is too quick. It is hard to follow. Though I loved the sprites when just aiming around. 
How are the cats movement? 
-I think its animation is too fast for the speed that he runs at. 

How does the pacing of the game feel, is it too fast or too slow?

- I think the pace of the game feels good, I think there needs to be a larger indicator of how much time is left. 
In what ways might we be able to improve the challenge and the 'hectic-ness' of the game beyond the difficulty of the modules and timing?
- I think adding a larger timer or maybe screen shake as time is running down will add some more weight behind the hectic-ness if that makes sense. 
Basically more visual indicators on the time running low. 
Are the existing modules engaging enough?**see incomplete items
- We shall see
Would you like to see Ernie have abilities/upgrades and if so what would you like to see? 
- I think adding a upgrade or ability to add more time to the clock will help a lot. Also there could be an ability to bypass a module. so that if time is running low
or the player is particularly bad at one module they can skip it. 
Game breaking glitches/bugs?
- all modules do not need to be completed as they do not go away after it is complete. I can just stay at one and play it over and over till the next room. 
General QoL improvements
- perhaps add what button needs to be pressed in the minigame.