Thank you!
MegaQuack
Creator of
Recent community posts
Interesting, I didn't realize the AI was "don't charge the final step to you if you can instantly kill them". In practice, because there's no reason to attack a monster you don't intend to finish, it just means the clock spiders have unique AI which in some cases makes them more dangerous than the higher-health enemies.
I have something vaguely similar in my submission, where at a certain health threshold, enemies will stop stepping next to the player, and have a 50% chance of hopping backward instead of attacking.
Neat game!
It doesn't really feel like the whole "you've been quined" gimmick impacts the gameplay though it's nice flavor. It's easy enough to just not repeat you exact same steps. I guess it makes going back and forth to grab offensive spells and clear out all the enemies in a level a little more dangerous?
More notes from playing the game:
- Rainbow and gilded modifier descriptions make them sound like they are vaguely the same level (+20% healing versus +20% food drops). However, it seems that gilded causes every enemy to have a 1 in 5 chance of dropping food, which is like a 400% increase in amount of food seen.
- It's possible to get a high DPS by spam-clicking the "slash" ability to rapidly poke the enemy.
- Its possible to forcefully reflect a troll swing by dodge-rolling into the log while charging the sword stab ability.
- I notice there's a mechanic where if you get into a powerful melee clash, you can lose control of your weapon for a second or two. An auditory or visual indicator that I don't have control over the weapon and how long I have to wait to use it again would be very welcome.
Yeah, you could also disable weapon collisions during dodge rolls, but that would also the player to bypass enemy blocks, which could be interesting, or maybe too powerful. I can imagine there would be physics engine issues with a weapon "phasing in" to a different weapon.
Trolls taking more body knockback won't help because often they often have their back up against a wall as well.
I would say the main issue with trolls is the normal ways of avoiding damage don't work if you're cornered. If you try to block, you just get smushed into a wall. If you try to dodge roll, your weapon catches on the log and you get carried with it and you still take damage.
There's definitely time to react otherwise. The enemy is fun to fight otherwise.
At floor 20 or so, the enemy swarms become a mosh pit.
I was able to get to floor 45 by equipping a quarterstaff and stacking vampirism and berserk effects. Quarterstaff is currently my fave weapon. I rarely use the spin attack because of how expensive it is, but it's useful as a way to disengage if the staff gets caught or as an emergency bomb deflector.
Some feedback:
The gas floor on the doctor fight is really well-executed. They force the player to move around but aren't BS. It's possible to sneak by the game by going into the diagonal areas, but I think that should be kept in.
It would be convenient if it were possible to draw the weapons back more so that the pommel is a little farther from the player than the blade. The "close sword" position is already very strong on both defense and breaking through the enemies guard.
Crossbow is trash at the moment; without the massive bayonet of the first game it can't defend or attack well.
Longbow is a lot of fun; basically a blunt sword that fires arrows instead of lunging.
It's annoying when I spawn and am instantly cornered by a troll.
I really liked the action of this game and the orbital mechanics.
By the time I beat the game, I settled on a strategy that made it easy and kinda broke the challenge: Feather the thruster when patrolling, go into slowest orbit when firing at stuff, and go max thrust to get another chance to hit the asteroid.
It would have helped a lot if it was possible to do anonymous comments. There were a few games that I didn't like, but I didn't want to give negative feedback, especially if I didn't have any positive feedback to "sandwich" it with, so I stayed silent and gave a bad/mediocre rating. This is because leaving a I was concerned that if I was too harsh, the creator would play my own game with a bias against it and leave a bad rating. It felt like people did this to me, the comment section in my game was very positive, with "needs better graphics" as the #1 complaint(which I thought was good because according to Mark Brown that should not affect your score), but despite that, I only got two stars for design. I would have benefited if people were more open to giving feedback about my game's problems.
Here's my game.
https://megaquack.itch.io/the-sad-duo
It also is a co-op game that goes with the theme of "only one".
I really enjoyed this game. It's great how you made random action be able to "solve" all of the players problems. I think the title "when all you have is a horn" would be slightly more appropriate than "when life gives you a horn"
Music is really fitting too.

My game:
https://megaquack.itch.io/the-sad-duo
(thanks again to ColinEUMP for the cover art on the cover art on that)
My game has a few puzzles/challenges, and I wasn't sure how hard they were going to be to someone who hadn't designed the game. What I did is make the hard things optional, and at the end of the level asked players to tell me in the comment section how many challenges they completed. When I found out I made it too hard after the rating phase began, I dropped a subtle hint in the game description on how to solve one of the puzzles and after that people started giving more positive comments.
I'm not completely certain I have the right difficulty though. It would be incredibly appreciated if some of you could try it and tell me if I made it too challenging.
https://megaquack.itch.io/the-sad-duo
The real game looks much worse than the cover art, but that's marketing for you.
The jumping enemies thing was a little too hard, until I learned I could fool them by doing a micro-jump, and then it got easy and I felt like I was missing out on some of the challenge. My advice is if you want to add brutally difficult elements to your game, give some kind of long way around it that's inconvenient enough to encourage players not to ignore it, but not so much that player won;t be able to access the game if they can't beat the challenge. My game The Sad Duo is a game about being alone in a two player game and so has puzzles that seem impossible to solve, and that's why I had them be optional instead of block progress with them
I've seen similar concept in a flash game called "this is the only level". This game is different in that he level is mush larger with a lower variety of rules and an emphasis on exploration over a quick gimmicky set of platforms. I'd being interested in seeing the concept applied to rougelikes, an inversion where the level is meticulously designed, but the rules are completely random each time.

