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Mr. Heating

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A member registered Jun 30, 2017

Recent community posts

Posted in My experience.

That's the attitude!


I'm a brand now, nice.


Aaaah, I'm honestly REALLY stuck here now. I can see it coming, whoever I choose, the other one is probably going to turn my life to hell. Though I love the symbolism how the option to choose Yuri closes Sayori's eyes, it makes i really dark.

Don't expect anything from me today anymore.

Posted in My experience.

Oh wait there is something.

Okay that's just cheap. Though I remember that it took about 20 minutes to make a non-gamer friend of mine realize that you can undo things by closing the game (It was Undertale, after doing something that's easily done accidentally but is most likely not wanted.) and then reloading it so I won't judge it.


Her writing is hell. Just like mine!^^

Posted in My experience.

BAM!

Natsuki, if you'd only know... Ahem, I mean I have no idea what you may refer to... cough .


Best poem ever!

Posted in My experience.

Hee hee.


Seriously though, the eyes.


No!


NO!


THE HECK!?


OH NO, I have no clue why a button that happens to be on the height of her chest is the hardest one to close! Get it? The...


HARDEST! ;-)


That's a great logic you have there.


*(speaks ironically) THANK YOU! After all the BIG ;-) effort I've put into it.


Yup, that's exactly what I was saying.

Posted in My experience.

xXshadowmaniaXx You wrote the same thing 4 times in a row but I still appreciate that you, mcherndon and maybe others as well are enjoying this. My internet access was gone for a while so here's what I've saved up for yesterday and today:


The physics of the eyes are still frightening to me but I suppose it's just me who is not used to this style.


Now the text is gone again.


I have no words for this. By now I decided to only watch accessed files and the "saves" folder because the terminal isn't saying anything and since the folder is empty I suppose it's meant to be found afterwards. Also the story is already really nice, I'd like it even without the creepy stuff that's about to come up.

Also I have no idea where the turning point could be, I was assuming it's gonna be like opening the game a certain amount of times but doesn't seem to be the case.

BTW, I already know each character's name which means a lot considering that I'm really bad at memorizing names.


EXACTLY!


These jumping characters are the funniest thing yet.

Posted in My experience.


Is it trying to tell me something?

Posted in My experience.

Despite the fact that I'm not into Manga or Anime it's not hard at all to immerse with the protagonist... which makes me kind of sad.

Posted in My experience.

AH! So that's why you had to clean all of the tables, I see.

Posted in My experience.


I'm not sure what to think of this, like what the heck is this position?

Posted in My experience.

Oh, goddamnit, I was about to quit for game not respecting humans but it was merely a placeholder. I feel so dumb.

Posted in My experience.

I must admit that's a very creative name for the first person I meet.

Posted in My experience.


This still feels strange to me, like she's talking to her invisible friends. I have to get used to this genre, I guess.

Posted in My experience.
1

1st 4th wall break, seriously, how does this game know me that good already?

Posted in My experience.

I dunno what to say, things like these make everything fine again.

Posted in My experience.

So many details, it feels really realistic that there are blank papers hanging around my classroom^^.

Posted in My experience.

That's so adorable! Just the look of it.

Posted in My experience.

P.S. Just noticed you can't zoom the image so what you see is basically the folders "game" and "saves", the task manager, a view of files used by DDLC and the terminal launching it. I'm already scared of the xTimes.

Created a new topic My experience.

When you don't know what a game is about but you've been told it's gonna break the 4th wall and wanna be prepared.Maybe I'm overreacting?

I have prepared myself.

After everything positive being said about this game I'm really looking forward to what it's gonna throw at me and this time, unlike when I played Undertale, I somehow managed to get here almost spoiler-free

Like almost the only thing I know about it is that it's a horror game but that's not much of a secret, I guess. I'm gonna keep this active and post things whenever I feel like making any significant progress since some people probably want to follow some fresh meat like me. If it's not the case it'll be my personal history then.

What I know so far: almost nothing. Sayori is apparently an old friend of mine. I don't know my gender.
What I am expecting: I'm trying to stay unbiased and don't have much experience of this kind of gameplay anyway so with my knowledge of how games are being responded to I expect something like Undertale.

Posted in 3h14 comments

Very nice game, the only thing that's missing is a bg music that the bg color is syncronised to.

Where can I report bugs? I don't use Tumblr/Twitter for privacy reasons but I don't like the idea of putting it here in the comments so anyone can see it even if it's already fixed.

What do the "Expo" Builds do?

*(facepalm)

Welp, I didn't have a chance then, did I?

Oh, wait, my fault. I've seen one of your videos where you record the whole screen and thought you were using Gnome on LInux, the top bar on your mac looks almost same. Nvm.

Thanks and good to know. *(thumbs up)

(Unrelated to this topic, what is that theme that you use for your top bar? Looks really cool!)

(Edited 1 time)

Ok, imho this is the best update so far.

As I promised.

First, that one pattern for attack 2+3 was really cool. Also I like the quantitative ballance between moving and stationary bosses.

Second, What the heck is the pattern at the end of the video, I mean, what actually happens there?

Minute, WHY(and HOW)?

Y R U making a break (if you don't mind me questioning)?

Very good work you did there.

Hi! I seem to have the record in "Lost in Space" for now, I've skipped trough your playlist and nobody had the record above 0.5 light years. I have 0.586, watch if you don't believe me. If you do, watch anyway ;-P.

This game is clearly one of my favorites now. It's just the way I like it - minimalistic style, great music, etc.

However there are two things I'm not as confortable with. First, the sudden change of gameplay - once you're at ~0.35+ you're forced to change your style of playing from dodging to considering whether and where you shoot or tank damage thoughtfully.

Second, I have real doubts that it is possible for a human being to beat 1 light year without really lucky RNG, here's why:

The time a human brain requires to convert the eye's signal to the actual image is 0.100 s. I've seen this confirmed in multiple sources, e.g. in the NatGeo's show "Brain Games". Audio signals are processed without a noticeable delay. You may try it yourself - just make a 30 fps video project, and cut some stuff exactly to the beat, watch the result and then move the audio 0.1s into the past. Watch the second result and you'll surely notice the difference.

The average react speed (Seeing a visual impulse, usually a color change, and clicking as fast as you can) is stated (different sources state differently) around 0.225s and that's just one simple reaction you're waiting to do. I can easily imagine that it takes about 0.3s to 0.4s to partially/fully analyze the patterns coming in "Lost in Space" and react to them.

That's the only part of gameplay I don't like in this game (as well as in any other game ever) because the difficulty is increased not by making the technical challenge harder but just making it go faster instead. Ok, well, your game does both which is making things even worse.

What I'm saying is, that I spent hours to get a better high score and there have been plenty of moments when I was doing good,almost beating my high score, 80%-100% energy and then a bunch of asteroids came at a speed I never could realize fast enough and it just insta-killed me.

This sort of things tend to frustrate players making them go to the game's page and writing terrabytes of plain text data complaining about this one tiny detail nobody actually cares about.

Phew...

I am not saying that the speed should be constant, it's good if it changes after the beginning, I just don't like impossible speeds that much.

I hope you may reconsider your game's machanics based on this comment and that It didn't bother you too much reading this whole thing that's almost as long as this game.

Sincerely,
Mr. Heating

Waker community · Created a new topic My Opinion v0.21
(Edited 2 times)

I didn't notice any big changes while making it trough the intro+ first level.

The new sounds are nice, but the changed ones seem a bit too muffled for me.

The intro's boss jumped into the start position* at the beginning and the time I shoot it.

I'm going to make the final boss the next few days as usual.

I DID IT! I'm actually not sure if that would be technically possible if there wouldn't be the shield.

I'm thinking of only adding movement after the first few levels - so after the player has mastered the dodging, they can attempt to handle movement and attack. Not all bosses will move though, and bosses that move will have a easier pattern depending on how difficult the movement is.

I'm fine with that!

Player naming would be a lower priority compared to game mechanics though.

Of course :-) Thats rather a thing for the final stages.

This is a known bug - if I recall correctly, it's not deleted, but you have to restart the game for the menu to appear. I'm looking into fixing it now.

Oh that's a bug? I thought it was intended like in the pre-alpha where the game just stayed black after the ending. Or was that a bug as well? Anyway I was lucky enough to not start a new game because I was disappointed and that way I could redo it (later). I've already uploaded a no-hit.

Be prepared for 0.3 arms then, they are harder and less restrained (but not impossible like those 0.1 ones)! They are still quite experimental at this stage though.

Sounds great! However could you please make the bosses move to where the 0.1  bosses were staying for the first attack rather then letting the player do multitasking while figuring out the patterns and the movement behavior?

One side will probably used as a score/completion indicator, while the other side is for flair/decoration.

Maybe also put the payers name there?

Okay, I've beaten the last version, it took me around 10-20 minutes without the tutorial which is extremely good, compared to the fact that I wasted 1-2 hours for all of my sessions trying to do things which are technically possible :-) This build is actually almost too easy, I even managed to beat the last level at my first attempt (thank you, shield;-)

Anyway, the biggest issue is that it's auto-deletes the game. I mean it's bad for me, since I wasn't expecting this and now I have to redo the whole thing to get a recording. At least it won't take me too long.

It's also funny that every attack that makes use of arms... (may we call them EXP for "EXternal sPawners"? JK, but we should eventually think of some cool names or acronyms for the game's elements) so what I wanted to say is that any attack which uses those, generated patterns which have been easier to dodge than any attack which didn't. It also messes with my head a little when I'm required to dodge something that comes from underneath me.

It would be great to have some kind of an indicator so you can see how long each of the two phases will durate so for the sake of estimating the risk of getting closer while it's not shooting. My suggestion here is to use the same visual element that's used for the shield, maybe just in the boss' or any other color than white to avoid confusion.

Another not build-specific thing you most likely already know but I'd like to put here anyway is that the left and right sides are not really used. I'd like to see some stats there, or at least the layout of the level selection as a ~70% faded background.

That's it for now! :-)

BTW, what actually happens when you press [SHIFT] in the overview?

"something like that"? Okay, that's amazing that you did intend it this way, but what did I miss? Also what is a "3 bite-sized story log"? I can't really interpret it.

My suggestion is to remake the basic layout of the whole thing. Specifically - to make several parts with each one boss at a point which is not avoidable and some unique behavior for every area. For example the first area has some regular bullets and the boss has regular bullets as well, just plenty more. The next area could introduce the homing attacks and same thing with the boss. After that the area mixes both types, the next one introduces a new type, and so on. The final boss is the one where you actually have to show mastery of everything the game has to offer at once.

OH! I have now a great analogy! I guess you know how a firewall works (the very basics, I mean, I dunno much about it), so it could be that the gaps between the bullets are open ports where you have to find your way trough. There can be separate firewalls on a single connection and between each device so the "overworld" makes sense as well. As for the timer - it could be a password which is being figured out by brute-force (the technically easiest method of hacking where the attacker tries every possible password until they find the right one) and the more devices you've taken over the faster the password is figured out.

The first time I've seen a bullet hell in a video I actually thought it's always being controlled with the mouse - Back then I just couldn't imagine dodging the stuff with arrow keys.

I'll just start this here.

I haven't too much exp with bullet hell - I did both major Undertale routes with no armor/weapons/healing + no-hit most of the bosses and some free games on Itch, my favorite of those before WAKER was time takker because of it's unique mechanic.

Some time ago I've started to follow a YTber who plays (besides other stuff) Geometry Dash and some hardcore platformers, more recently I started playing GD with my younger brother... rather for him because he's too young to understand the gameplay (it's amusing to see though how far one can get in this game by randomly tapping on the screen) but likes all the graphics and stuff so he litterally forces me to play it for him. Anyway, looking at my exp and the videos described above it's very funny to see how the simplest bullet hell elements can get an extreme challenge with a mechanics that feels like you're using a wheel to bounce a piece of ****. Just needed to get this off my chest.

How 'bout that? I know a regular or even a gaming mouse most likely won't do the job, a gfx tablet however could be the perfect tool.

I meant that maybe you could make portals as part of the game - bosses generate them and everything goes through. I think it would make the dodging way more interacting.

Hm, poison? I understand now what you mean but makes no sense in terms of WAKER. I'd suggest it to be energy that gets lost when the boss is shooting but it's not a physical overworld, is it?

Or actually, how much of the game will depend of one's own interpritation? I'm asking because another great thing about Undertale I haven't mentioned yet is that once you start theorizing and reading other's theories you have the feeling like many things are left up to your own interpritation but the deeper you get the more you realize how perfect (almost) everything ties together. That's why I'm trying to think of some logical explanations for how this game works but every update makes it more difficult. 

My reference belongs to the fact that the bosses may go through one wall and then appear on the other side. I'm not sure if I remember it right but I think that it's possible with top and bottom as well. That's why portals came into my mind.

Speaking of whitch maybe you could add those? Though I have no Idea about it I don't think that'd be too difficult.

Now that you mentioned Touhou (at least I assume you mean that) I've never played it myself but I watched  the final boss recently and it was kinda funny to see how the worst you can get from a difficult pattern in WAKER is the easiest in that fight. Anyway, how does that timer work exactly? I'm not sure how a useful implementation would look like.