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Mr.Tac0

5
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A member registered Oct 14, 2021

Recent community posts

Cool fight. Found that kiting left to right before she shoots would allow me to follow up. I like that she blocks my gunshots from neutral, but would like a way to open her up. Spacing her out made sense, and took some focus. But I found it a test of patience. Being able to punish her melee attack would be fun. That would invite the player to rush into her and try to bait it out. I might have missed a timing since I gave up on finding a melee wiff punish. I think some fighting game dna would really go well here. Otherwise, I liked figuring out the fight. Played on a controller btw. Used lock on to aim and would rb+lb in quick succession to do a "snapshot" in between her ranged attacks. If I kept at a medium-ish distance, she would result in doing that ranged attack. So I'd bait that out, shoot her once and knock her over, then repeat. I'd call this a neutral game. Only one answer fits to counter, and if she had more rid range attacks that would force the player to think rather than just react without having any say in the interaction. I think that attacks being at close/mid range being different is a solid idea. Just think the boss needs more options, and the player should have specific answers.

More than 1 ranged option. a move that shoots a projectile and launches her back, then the player has to adjust the space in response. If they move forward she melees. If the player moves back she either basic attacks again or throws a nade. An aoe molotov would be fun and limit the players movement for a bit. They would have to adjust their spacing and kiting and would make going for a melee enticing if it was worth it.

Should have more than 1 melee option. Shield smack you got is cool, but idk how to punish it. If there was a way to counter (Like dodging or parrying) players would rely on that. Otherwise I'm not tempted to get close at all. Shieldbabe would work in a maze like map really well. I think getting chased by shieldbabe in close quarters would be challenging, as baiting her shot and punishing would be more engaging. Would have to space her out in a hallway, I wouldn't be able to push past her. Give her supporting ranged units behind her and I'd struggle with the game big time with the tools currently at disposal.

I liked the game. Was kinda like a mega man boss fight in an arena. Tactigals? Tacicats, kitties. Girl strikes cats... Cat tea... Tactigirls, babes, Tacticatgirls Strike! Shoot cats here!!!

Available in your local psychoid dispensary

Played through the demo countless times. Love it, scratches the ultrakill itch, Inspired to make a vid on the game

Retrophantasia community · Created a new topic Awesome

Great movement, cute character. It's probably the next Pseudoregalia. Can't wait to see what you put together

I played high and scared. I'll tell you I was immersed. This game BANGS. So many things come together, I love the way the systems work. Menuing in my inventory is engaging, always making decisions on what to keep on me and what to bring.

My first run really put the tone of the game into perspective. Got stung by a spider, fell down a shaft (like 3 times) and all the injuries I took on with no way to fix them left my character stuck. Just an awful hopeless situation.

I felt something, this game is art. Can't wait to see how it looks in the future.

Daggan pink came out, a sequel go check it out