Generic enemies' money drops are auto-collected. You only have to manually collect rare drops like healing fruit, specifically to incentivize moving around the map. None of the weapons interfere with enemy movement, as that makes using the blade harder. The blade is not erratic, it's in fact extremely consistent. It always pushes enemies in the same direction is it facing. The player gets knocked-back always in the opposite direction. The blade does not rotate instantly -- it takes time and is not tied 1:1 to movement direction. You *think* you want it to rotate instantly, but you don't (I tried it). That would make the game unplayable without an analog stick.
Max Stern
Creator of
Recent community posts
Buttons are so big it makes it look like a mobile game (guessing it will be?) . Menu SFX are terrible (sound like farts) and keep overlapping. UI is overall broken. The open levels don't mesh with the gameplay, especially with how limited the camera controls are. Feels like it should be a linear rage-bait platformer. Game looks pretty, at least.
Initial startup takes long time I suggest you add a loading screen to that part too, so it doesn't look like a crash. Change your viewport scaling options so resizing the window doesn't break the menus. The game *looks* like it should be fun, but it isn't. The controls are bizarre and not satisfying at all. The presentation is excellent, but the underlying gameplay hook isn't there.
The choice of starting music is bizarre (it sounds unsettling). The interface for picking up shop cards is really bad. It's hard to tell what they do (and one line is taken up by Chinese?). It's unclear why sometimes you can draw cards but other times not. The game might have potential, but it's not intuitive and in my experience not very fun. IMO decision making should be greatly simplified. For example, brightly highlight your possible picks instead of the subtle wobbling. These kind of games are most successful when the decision-making is simple, and they almost play themselves.
Menu buttons resizing when you focus them is terrible, please do not do that. Main menu background is too gray. In-game is too dark. I don't like the HP/Stance bar being at the top of the screen, since you can't focus on it and the enemy at the same time. I don't like parrying, the timing is really unintuitive. Overall I'd say the combat system is too complicated. People like Souls combat for the simplicity (dodge -> R1). The presentation is really impressive, good job on the models and animations. The writing not so much. I think it would genuinely be better off if all cutscenes were textless and only used body language to communicate events.
I like your menus. I don't like being instructed on how to approach the game by a fourth-wall text box. IMO using an in-universe character is better. It feels like I should be able to interact with objects using mouse-click. Advancing text boxes should use easier inputs (space bar, general mouse click, etc). Considering how simple the controls are, interact should be mapped to spacebar instead of E. The first puzzle sucks and is too complicated/unintuitive. It happens before any story hooks so there's no motivation for the player to put in effort. I don't like these types of puzzles so that's where I stopped playing.
Overall I quite liked the presentation, but you shouldn't assume your players are veterans of this genre. Good games introduce new players to genres.
There's a lot of effort put into this, but IMO it's far too complicated. There are far too many buttons and options to pick from for each combat (exemplified by the addition of stamina-consuming dodge on top of everything). Complexity should be introduced gradually, and overall complexity should be toned down to something more like Hades.
Lack of main menu music is odd. The text is all Engrish. There should be a health bar on the character itself, not just the top-left of the screen. I died 20 seconds after being swarmed by the green guys. Enemies should spawn off-screen where you can't see it happen. The in-game character art is better than the portraits, which make it look like a patreon erotic game.
Overall it's a mediocre Survivors clone. I'd say the music and presentation are the strongest parts.
The game starts windowed but goes fullscreen after file creation. Loading screens show the main menu (because it's loaded underneath?). Text boxes are advanced using escape? Why is space not mapped to anything? Default mouse sensitivity is way too high. The game is really choppy, has regular frame hiccups. No reticle? The game does not teach you how its shooting mechanics work. The sound effects are very clearly stolen from Half-Life. Every door being a separate loading zone is really lame, since the cells are tiny. I don't like how complex the controls are. Only having a laser sight when aiming with the RMB is bizarre, and made me think blind-firing was the intended method.
The presentation and atmosphere is great, but the game is (likely purposefully) frustrating to play. I would have much preferred if it played like System Shock 2.
During character creation you can outline the child's sex options, which is odd since it's not selectable. Advancing text using space/enter is standard in Renpy, which should be used here as well. The text box is hard to read, should be higher up on the screen. It especially clashes with the comic book style, as you can't read the text and look at the panels at the same time. The objects you have to click on the map screen are too small - the hitbox should be larger. I would also appreciate if you could navigate it using only the keyboard. I noticed my PC heating up from playing this, likely caused by a lack of a frame limiter.
I am not familiar with WEGs nor care for this subject matter, but this has some of the best presentation and writing I ever seen in a visual novel. Very impressive work. Though I can't help but feel this would be much more successful if it did not exclusively focus on such a niche fetish.
My specs are fine, the cursor was felt choppy so I assumed the game was running at low FPS. For enemy countermeasures, I'm not talking about advanced tactics. This kind of mech combat is meant for 1 vs 1, or a low amounts of enemies. It does not fit Vampire Survivor-like enemy spam, as the player does not have the mobility for that. You either need to be way faster than than the enemies/projectiles, or have something like an i-frame dodge roll (though I don't like those in 2D games).
I don't think listing feedback will be useful, since the presentation is professional and you are clearly already set on the product as-is. However, these are the thoughts I had while playing:
The few sentences at the start where MC describes his year can be removed (it's better to show his mood than describe it). I feel like the concept of monster girls should be introduced with more emphasis, as for the average reader it's a bizarre concept (see: Monster Musume, Nekopara). It's not obvious which character is currently talking. There should be an animation, or grey-out for the non-speaker. I feel the monster girls should have distinct non-human names, as this also adds to the confusion. I know this kind of textbox is common, but I prefer it when it's higher up on the screen for ease of readability. I like the music incorporating church bells. I don't like the descriptive text walls explaining the setting. It's better to communicate information through action/visuals. The religious theming is very unique and cool, definitely a highlight. However, it is unclear what it has to do with the monster girl gimmick. Maybe the two concepts come together later on, but it's not obvious how. I played a while, but I did not see the main conflict or goal introduced. What is the MC trying to achieve? In dating sims the goal is to get the girl, but it's made clear that is not the case here. For a story to be interesting it needs its conflict introduced a early as possible. The combination of using a specific real life religions and people (e.g., CS Lewis) together with the fantasy setting is bizarre. The point of fantasy settings is to abstract away specificities like that. It would make sense if this was a story about the modern people who only look like animals (like in cartoons), but that is not the case here. I played up to the part with the slime girl in the library after the basketball game.
I like the small filesize, very based. However, it should come organized in folders. Framerate feels low (30 fps?). The ingame graphics look great and very colorful; feels like the menu should match it instead of being monochrome. I think the enemies should wait for you to approach them in the first stage, to give the player time to mess with the controls. Boost should be mapped to spacebar instead of shift. Gamefeel and juice is awesome, but paradoxically, the actual gameplay feels like shit. If there is a strategy to the combat, is it not obvious. You need to have some sort of obvious countermeasures for enemy units.
It's obvious a lot of effort was put into presentation, but ironing out the basic gameplay should come first. Whatever you have right now can attract players, but it will not retain them.
Feels like there an option for 1920x1080. Walking around should have diagonal movement. Collision doesn't have the correctional sliding that's common to games in this perspective (does Gamemaker not come with this physics feature?). I don't like the sound effects for examining things. I get it's trying to be quirky, but there should really be more context when you start the game (e.g., who are you?). Having so many identical/pointless environmental descriptions is a waste of the player's time. If you examine something, it should be worthwhile. There should be a run button. I don't like using asterisks to describe actions. Saying words should use quotation marks, while descriptions of actions should be plain text. The rock puzzle was not good, as there were no hints nor reason to think examining the rocks later would be different than earlier.
The overall idea behind this isn't bad, but the execution is unimpressive. The artstyle generally works, but these types of character-focused games benefit from detailed/expressive character art. See: Omori. None of your characters have facial expressions. The writing relies too much on the player being familiar with this genre, making characters behave more like aliens than people. Compare the writing to something like Your Turn to Die. Despite the premise sounding interesting on the surface, it has no hook in practice. Being lost in the mountains was done interestingly in Remember11. From the little that is present here, you don't seem to be a very good writer. My favorite part was actually the character portraits, despite them being unexpressive.
First impression of this game is that it's very odd. Feels like there should be a marker for the mouse, as it feels wrong move it around without feedback. The game defaults back to windowed mode every time you alt-tab out. The tutorial animals are way too small and easy to miss. The very first tutorial message with the panda is baffling and I have no idea what it's trying to say. The shooting is not intuitive at all. Combining the shooting together with the platforming doesn't mesh, as the mechanics don't complement each other in any way. Breaking the targets instantly whisks you away to the next stage, which is very jarring. Seeing future stages in the background makes it more confusing, as it makes you think there are more targets in the stage. You really should be able to move using the arrow keys as well as WASD. Walljumping is awful. Precision platforming in this game in general is bad. Shooting only being possible by destroying single-use targets is bad, since it means you cannot practice it.
On the upside, presentation is great. I'm just not sure why you felt this gameplay was worth all the effort.
Presentation is top notch. Characters lack variety, though, all being petite girls/guys and one bishounen. The Japanese VA confused me, since this is clearly a Western game. I think the cube should be transparent, or there be some other way to improve visibility, since only 3 faces of the die are visible at any one time, but you need to know all 4 cardinal sides to play correctly.
The game progressively becoming harder at the timer passes is brutal. At some point you become stuck and have to watch yourself slowly be boxed in to death. I get that's how Tetris works, but this puzzle is far less intuitive and less user friendly. Overall this is a very difficult style of puzzle game which I don't see reaching mass appeal. The presentation is amazing, but I don't think this gameplay type justifies the effort.
Options should be available in the main menu before starting a game. There should be control redundancy (e.g., menu confirm should also be mapped onto space/enter). Why does the game only render in a small square leaving 1/3 of the screen blank? Walls of text are an awful form of tutorial and should be replaced with something else. The writing is not very good, but probably good enough for this style of game. Action combat using classic RE controls feels awful, so I'm really not sure why you're leaning so heavily into that by adding a dodge move. The music is good. There needs to be a more obvious way to know what's interactable and what isn't, since 90% of the environment is superficial. For the life of me I couldn't figure out how to cast spells, so I quit at that part. The choice to start combat off with two minibosses is quite odd.
The presentation is good, but these kind of retro RE clones are plentiful. You'll be competing with games like Signalis, so you'll need to improve on it a lot to succeed in the market. I'm not sure what the selling point is supposed to be, since it appears to be a fairly generic classic Resident Evil clone.
Actually was useful. I know lighting is janky, but the game uses Godot's built-in lighting system, which is limited and requires tricks to achieve this much. For circle/square lights, I could make all of them square for consistency. The control mixup between interact/pickup is confusing, so I definitely need to do something about that (maybe introduce a separate tool that picks up items?). As for encouraging passivity, that's how Darkwood does it. The only difference is that Darkwood enemies drop items, while husks currently do not. Later builds will give a reward for clearing nights faster.
Nope, still doesn't run. Getting a code error:
_______________________________________
############################################################################################
ERROR in
action number 1
of Create Event
for object obj_dicesys:
buffer_read argument 1 invalid reference to (buffer) - requested -1 max is 0
at gml_Script_TranslationSystem
############################################################################################
gml_Script_TranslationSystem (line -1)
gml_Object_obj_dicesys_Create_0 (line -1)
For a while I was unable to start the game, because pressing "continue" would also press "achievements" right after, looping me between the changelog and achievement menu. The hitboxes for the buttons the menu suck. I suggest using creative commons music instead of this awful 5 second loop you picked. There doesn't seem to be a way to quit to menu after you start a game. The gameplay is not intuitive at all, and should start with a tutorial. Normal players will not click "tutorial" before starting a new game, so you should account for that. The tutorial you currently have implemented is also the worst kind, as nobody wants to read walls of text. The mechanics/graphics have to be more intuitive, as it just feels like random nonsense.

