Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Nerdypoo

22
Posts
1
Topics
21
Following
A member registered Jun 09, 2022

Recent community posts

"This has not been going well!" Reported with utmost enthusiasm- I would expect nothing less.

Episodic is probably a good idea- it'll give you room to experiment more, and you can abandon ideas if they don't have anywhere else to go after 1 shot. 

Good luck on finding good puzzles!

Seeker doesn't seem fully implemented yet.
I'd recommend having a check for very low speeds without input, for freezing the character in place- otherwise they slide around, even when immobilized.

Might be good to lock the softbody angle close to the player angle- unless having tits temporarily 'growing out of their back' is intentional. 

If the magic potion is intended as a hazard, having it slowly attract to the player might be good. I'd also suggest a starting splash screen that explains some of the effects- more/mirrored versions of items might also help add a bit more variety.

Fun little game- with good granularity in size!

Not worth downloading. Game crashes on contact with obstacles.

I'd recommend a door-close check to ensure the sack doesn't get pinched in a door like Mrs. Incredible. That, and/or a slow-squish behaviour that allows the malleable-sack-of-liquid to squish through doorframes, at a slow speed.

This isn't a game. This isn't a fangame. This looks like the product of someone being encouraged too early on, to stagnate and keep producing the same, absolute minimum of w-a-s-d and more than one sprite in MS paint. Namedropping Spacethumper, an actual game with good and deliberate design decisions, seems like desperation for downloads.

The choice of 'Vlad' instead of 'Bat Tony' disappoints me. That is all.

Or disable interact inputs once Yes is selected. Or switch character variables as soon as Yes is selected. An animation is a lot of work- this isn't a big bug.

Bug: Apparently if you switch characters, but are spamming E, you can get the prompt to switch again- which crashes the game.

I don't doubt that they're a lot of work! Can't wait to see 4th stage. (As well, perhaps a bit more incentive/capability for keeping live prey hostage!)

Make sure you have 7zip, or something that unzips 7zip archives.

The same level of quality I saw in SB- stellar work! Very excited to see how this continues.
The UI element is a good addition- but I'd steal from Seeds of Destiny, and make sure it goes transparent when moving the character (or an option for it.) It blocks parts of the scenes, important ones at times!

Surprised to see this, compared to your previous downloads- it's a big jump in quality.

Recommendations:
The AR is ridiculously busted at high upgrades. Perhaps focus less on mag size, and swap it for reload speed?
Allow the player to pick up items when reloading!
Shorten the deadzone during/after reloads, especially with the shotgun- having 'finished' the reload, and having to wait a full second+ to fire afterwards is a slowly-annoying occurence!
Give us a button to throw items we're holding- I'd like to be able to move pills away from places like spawnpoints.
Maybe make the between-round time a little longer! Games like KF1/2 give you nearly a minute.
Perhaps consider in-round purchases, like the game above!
On that note, it should be (seemingly) easy to add things like damage resistance, speed upgrades, health maximum, and perhaps small ammo-drops from enemies. Hope this sees continued development!

Having so many toggles is a strong design choice- perhaps adding a button for/just a splash screen of controls would be a good idea. Looking forward to if development continues!

I can't remember the path specifically, but on a path with a merchant-campfire-combat string, backing up at the combat room (to the tummy scene) sends you one room too far back- letting you spam the campfire, upgrade all your cards... and softlock the game, since it won't let you progress, even after winning/losing the combat!

I must've not seen too many sizes through my playthrough, in that case- it didn't seem like it updated during combat, but it certainly does. Must just be where you said, where there's less steps at smaller sizes.

Definitely looking forward to seeing how the game progresses!

My recommendation is speeding up all the cutscenes, and movement- if this is meant to be a roguelike with short plays, frequent resets- you don't want those to take longer than they need to!

I'd also recommend more healing options- perhaps with cards that apply debuffs (Like a certain other submission!), or otherwise.

Art looks nice, though more in-between stages is always a good idea- especially when in combat.
On the same note, potentially adding resets, or shrinks to the belly size- if the retry aspect isn't doing it enough- is always good for extra replayability.

It's moving/sprinting in one direction, and holding the opposite direction after enough speed- like holding D, then holding A to move back. Mia does a little skid to show that they're sliding.

(1 edit)

The smooth, in-depth animations remind me of Haley's Treasure Adventure (https://ingeniusstudios.itch.io/haileys-treasure-adventure) - and I absolutely love it! It's a telltale mark of good development, and I can't wait to see how this progresses. (Plus the detail of the exhausted, tuckered-out expression at 3.)

On the second Ice level (12) on the furthest right portion, where you collect the dynamite- the right wall doesn't have collision.
Just in case someone didn't already beat me to it.

Love the attention to detail with the animations- all the movement looks super fluid! Keep up the good work!

Worm Nest 5 community · Created a new topic Thoughts

Cool to see this still in development!

I'm not sure if I'm missing something, but I do have a few questions:
Is Sasha's Quick Shot working as intended? It seems to do 100% attack at a random target, not 500%.
The Blind/Smoke scroll might not be working correctly- even with repaired clothes,  it doesn't seem to have much of an effect.
Depending on how grind-y you'd want the game to be, perhaps adding a gold bonus to fights/loot would be good.
If the Blind/Smoke scroll doesn't work, either, perhaps Ice/Frost spells might not be applied correctly- same might go for using the Guard action. 
Prices seem   w a y   off, too. Far too expensive to buy items, far too cheap to sell. Not sure if it's intentional.

An idea for future content, though- perhaps using the creature attacks/counting them could be used to add an encumbrance stat, perhaps something like Sasha's downed state.  Slower movement means no running away from patrolling creatures.

Seeds of Destiny is a good game to steal ideas from, as well- everything from having a portrait that displays current status (perhaps to make the 'worms' stick around after the fight) to having the sexual content as a slow burn.

The variety is definitely a plus, with the different positions. Looking forward to seeing how the game progresses!