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Nachoroy

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A member registered Jan 22, 2022 · View creator page →

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I’m not very familiar with similar games, but I had fun. The easy difficulty was appropriately easy, by the end I found myself wishing it were harder so I’d be forced to engage with the mechanics in a more deliberate and strategic way, which is probably a good thing. Personally, I’m not the biggest fan of the monochromatic art style, but I’d say it’s well executed. The music and sound effects were also good and everything seemed really polished.

Have you considered making her futa?
found a softlock on room 19 if the door closes with you on the other side (13:10),  nothing much to say besides that, I really like it. 306 deaths in 25 mins.

First time playing. I think I got softlocked at 13:15 when fighting the boss. Movement feels really good and all the art and music are beautiful. I’m guessing you probably need all the spiral coins to get Doctor Paloo, but I only found one... Also, if you do a long fall after bouncing from a shotgun blast you get 'stuck' in a smear frame. It looks fine if you fall a normal distance (16:27). It's probably just unfinished but mentioning it just in case.

I had seen the game before, but this was my first time playing it. Sometimes my controller would lose focus and I had to use mouse and keyboard for the prompts, and the cursor would reappear in the center of the screen. The hub music also seemed to bug out and didn’t go away. The jump kick felt a little bit OP, though I still couldn’t reach Nia’s second phase. It was fun, sexo with Lynette.
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I think using fighting game-style inputs in a game like this is definitely innovative, that said, my experience with those is mostly just button mashing, so that might explain why I got filtered. I managed to pull out the gun a few times, but then couldn’t when I actually wanted to use it to break a box. That might be because the timing on the button presses feels pretty strict. I also noticed that sometimes I tried to do a high jump and it just wouldn’t come out (whereas the dash for example felt more forgiving). I'd also tone down the screen flashes a bit or at least add an option to do it. Overall though, it’s really promising so far and the presentation looks great. I downloaded yesterday’s build, so that might be why I avoided the slowdown issues other people mentioned(?

I’m dumb, I thought I got lost because I didn’t walk far enough in Marble Oasis to trigger the end screen lol. Other than that, I managed to navigate smoothly. I liked how the map lets you look ahead and is detailed enough so that you can plan where to go without actually having to walk there. I’d say the pacing is perfect as is, but maybe it’s true that zoomers need action to appear faster or maybe closer save points. I also thought for a moment I found a way to cheese the boss (46:29) but he was dealing damage after all, so it seems fine. I played on controller and adjusted the button mappings so I could keep both thumbs on the analog sticks (by jumping with LB and dashing with RT), it was weird doing super metroid wall jumps on stick but it worked. Loved it.

1. Yeah that's my fear, I'll lean into one direction later on.
2. I'll have a level/checkpoint select for future DDs so that people can check out stuff even if they can't beat the game.
3. There are games that have auto charging (e.g. Zexion) but personally that's just not the direction I want to go in, I'll tweak values so that it's not really necessary to use the charge shot and maybe later on there'll be parts with less emphasis on the platforming where it'll make more sense.
4. That's why that's the only part where I had to put text explaining it, still thinking on ways to improve it, but only being able to dash on the ground is an important part of the design (similarly to games like megaman x1/2 and dkc), an air dash would be a whole other thing imo.
Thank you for the feedback!

I'm terrible at FPS games but still had fun. I'm extrinsically motivated, so I need something like a ranking system or score goal to care to improve. Looks, sounds and feels good, didn’t notice anything wrong.

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First time player, only thing I found is that when you beat a world and go to the world map, it still says “unfinished” while showing how many stars you got. It displays the time correctly if you select another world and then go back. Extremely polished, with unique and well-executed gimmicks, impeccable flow, and the juiciest UI in gaming. I usually prefer slower games (I found Pizza Tower, for example, too fast for me), but this felt great, the character’s size and the way the camera moved made the speed not a problem. I also managed to get all stars :D I feel like I stole the game with how much content there is in this demo, so you’ve got my purchase guaranteed.

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The buttons didn’t show up correctly when first opening the menu, and the stealth worked a little too well (10:40). Other than that, everything felt and looked great.

Fair point. It’s mostly meant for things that hit you on the ground, which admittedly doesn’t happen that often in this level. Even though the knockback is big, I think I was fairly generous with the invincibility frames if you manage not to fall, so I’ll try to further adjust the knockback force and duration (it’s also tied to how fast you were going when hit) Thank you for checking it out.

Ty for playing! And yeah, it’s not for everyone. It’s my autistic vision for the game to be this difficult, I just don’t want it to feel unfair. I’ll probably add things like a quick respawn like in some SMW hacks or a low-effort assist mode with save states.

Thank you very much for playing and for the video! I think the issue with bouncing off penguins is that some players think you need to time your input to bounce higher, when you actually just have to hold jump. I had a hard time making things like that clear, and I’ll definitely try to improve it. I agree about the input leniency, and yeah, for future DDs I’ll add a level/checkpoint select since this demo didn’t save progress.

I meant the jump at 45:25, looking again at the footage it might just be a skill issue

the camera worked well on my controller, by 'analog input' I mean having the camera move slower when the stick is closer to the center and faster when it’s pushed further out. Not a necessity by any means, just a nitpick/personal preference.

I luv spyro and I luv this game. I had some slight screen tearing and I wish the max camera speed was higher and allowed analog input with a controller. I didn't manage to collect all the things,,, yet

That's fair, the difficulty isn't meant for everyone, but I should remove pointless friction points like mashing to break the egg. Thank you for playing.

Thanks for playing and for the feedback! I should probably also make it clearer that you can break ice cubes by dashing onto them.

Have some 0 IQ first time player unedited gameplay:

I really liked the character designs, voice acting, music and overall aesthetic. I got filtered by a jump in world 1-2, did I miss something or should i just git gud? also my pc couldn't handle the grass :c. I think when too many sound effects play at once it can get a bit loud like in 12:05, also sometimes the player model was out of frame in the end level screen, other than that didn't notice any problems. In terms of design I don't think a game like this benefits from a lives system, and I'd like for there to be full 360 camera control with the right analog stick but that's just my opinion. Will probably play some more when I get time.