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A member registered Sep 09, 2020 · View creator page →

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This game has all sort of ducks and government surveillance drones, good.

Red thing is approaching even if you are looking at it through obstacles.

Not bad. Although sometimes you start a level without  full health, not exactly sure how hp restoration mechanics works.

Only -7700 to buy food, no wonder these guys got extinct.

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It's surprisingly fun and varied for such a small game. And feels more balanced than the previous one with the cactus. The only thing that bothered me slightly is that space doesn't also do a jump.

Well, initially I thought that the goat is another option to annoy the sheep. Like in the Goat Simulator. What can be more annoying than a goat with its tongue controlled my a mischievous mind? Maybe only the Untitled Goose. These entities surely came from the same circle of hell.

The sheep is completely indifferent to all the stuff after it once tried to surf the internet without adblock. The goat, on the other hand...

Tried to answer the calls. seems that this phone is really broken. 

Does this game have only one level?

And the most important question: are your sister and your wife the same person?

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1. Like a true heretic, you need to explore counterclockwise and go to the right bridge first. then you will be able to have exactly 0 coins after opening the left bridge. probably that's the condition to reproduce it. 

3. Ok, probably I wasn't paying attention initially, and then Got overly suspicious after finding the bug 1.  like... 20. why 20? that's a double of 10. must be some kind of heresy.

Thanks for the duck, I was really happy to find it finally.

it's impressive that you've managed to participate an complete a game with lack of time and crashing pc. that's the level of dedication required to thrive in gamedev.

mom:  we have subnautica at home

subnautica at home: they are liars. now touch the altar, quickly

COMPLETED THE GAME. Finally there's a duck!

But it wasn't very easy because of some Ducks bugs.

1. This game is cursed!! I just had to get 666 achievements after the game named me 'heretic'.


(If you mess with keys while interacting with the boat, it starts to increase achievements instead of money on interaction with bags (without removing them)).

2. while interacting with the 'shall not pass' sign, you still can use arrows to walk away. after that you can't remove the sign until you walk back blindly.

3. something with the coin bags. originally I think they gave 10 coins, but then they started to give 20. not sure why.

4. buttons on the right are totally not confusing. chalice one which is disabled (but it's not clear visually and there's no even any error sound) and the 'stop working' button which is of course the best button to press, especially in web.

5. trees are not interactive from the top, so the 'nOSE' challenge is little bit too inconvenient than it should be.

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I tried to find the duck, but have failed.

Even killing all the turtles doesn't result into the duck ending.

Is it another duckless game?

Suicide teleport is a big brain mechanic. "die, it's faster!" is not a joke, it's an advice!

Pretty impressive game for 1 week.

It's a nice troll game.

11:44:59 on first attempt.

Immediately reminds of Syobon Action (Cat Mario game).

I'm not into speedrunning and memorizing all traps, so no second attempt. 

The monster's rage quit from game and life at the same time is hilarious.

Haven't noticed any easter ducks though. Are they hidden too well?

Ok, from your description it sounds like you were testing a completely different game, not sure why. Have you uploaded the latest version?

As for the sounds, there are no sound settings, so I can't really make the interaction sounds louder or music quieter. I've checked again, and indeed, there are very quiet and short sounds, and it seems that only one sound is playing at a time, so if you repeatedly press attack, attack sound just prevents any damage sounds from being played (I'm not sure it works like that, but that's what I see)

As for the hitboxes, I've recorded a gif for you:



No real need to remove melee, I actually used it in my play attempts. 

My problems with controlling the character were with horizontal acceleration (including in the air). Probably I'm used to being able to gain full speed/stop faster.

My impressions: visuals are good, but gameplay is ridicuously unfair and punishing, especially for a jam game. Haven't complete the game because of that, rage quit.

Main problems: hitboxes are just wrong, there's no damage indication like blood or sound or particles or whatever, there are no checkpoints. So what it essentially means is that you are dead in the middle of the level for no visible reason, and have to deal with all these issues again and again.

The tutorial is really annoying. These messages don't remember if you saw them, block your way, don't act as a checkpoint, and they also make you release and press the movement button again.

I've spend all the ammo long before it was needed for the tutorials, and melee just didn't work (because zombies have surprising attach range which is bigger than yours and bigger than their animation, and their being hit animation is almost unnoticeable and not really different from their attack animation, so it's not possible to see if you are hitting them)

Sawblades also attack you from a range which is not believable, you are just standing on the platform nearby and you are just suddenly dead for no reason.

Jumping is hard since character has too big inertia. While you jump slowly, the platform just goes away from you, and you aren't able to compensate because air control is also very weak.

Minor things:

Somehow I've managed to crash the game while alt-tabbing and clicking, don't know exact steps to reproduce.

Some tile edges are rendered with glitchy borders

Played the game. Overall, it's a decent platformer for a game jam. The theme is well implemented,  would be a good entry for the previous jam.  I liked the visuals. I liked the candle checkpoints, it totally makes sense to have candles on cake platforms, and lighting them is a good indicator of their activation.

Gameplay: It's is a little bit too punishing with jumps. I also didn't find any gameplay mechanics which would surprise or excite me (like double jumps, wall slides, slippery slopes, invisible platforms, bloody spikes, ~|FlaMeThRoWer|~, character transformation, ability to move blocks - I'm just mentioning features which I  can remember from submissions for beginner jam #2), and unfortunately for a platformer it's almost a 'must have', since you are competing with thousands of clones. Maybe a breaking bridge can be qualified as such, but that's not enough. 

Controls: acceptable, but the control mapping could be better (personally I don't understand the need for mouse clicks in such games, although other players' opinions  could be different regarding this). It's a good thing that AD also work instead of arrows, otherwise you would have to have one hand on space, second hand on arrows, and the third hand on mouse, and unfortunately I don't have a third hand.

Other potential improvements:
- Final boss should have a health bar (like the first one) , but I guess you just didn't have time to complete it.

- The victory screen could show the stats (like teeth collected/teeth available, enemies defeated, hp lost), that would give some incentive to collect these golden teeth and explore. Maybe these stats could be displayed on each checkpoint or after each boss since waiting for endgame to receive such reinforcement is too long.

- Quit button should switch off fullscreen for web version (or just be hidden).

- Sound is missing completely

That's what you see when you drink the wrong 'wine'

Chapter 2, codename 'Adam'. Seems that it has already consumed its 'wine'.

And why is Elon Musk a giraffe and wants to sell flamethrowers?

Played. Reached 211. Fun game and replayable to some extent.

So far, 'faster' card is a debuff, fishes start to become cornered much more often and it's harder to keep them in one area for upgrades.

Went for offspring + goo. Spikes, shells, bombs are irrelevant early game since nobody is touched really, and if it's touched, you are about to loose anyways. Probably can achieve more by waiting more (but that's too boring), utilizing bombs better, better sorting of elder fishes vs new expendable ones, better luck with nonconsequential debuff cards. Maybe endgame will benefit more from using defensive upgrades when you are essentially dead in a few waves, the only question is how few. Not sure how other players reached 300+ though, must be a combination of high skill + high luck.

Minor UX things which probably could be improved:

1. It took couple of lost plays in the beginning to understand that cards are draggable and have limited area of effect (yeah, sure, you have it in the 'controls' section... but it's buried somewhere in the middle of your funny-font page, and I guess that at least 50% of players don't read it).

2. It's not immediately clear the cards are always usable and do not require at least '1' in the left circle

Thanks for checking the update, seeing it noticed is twice as good as just making it.

I see that now it works. Movement is good, and I like that it's a 3d game. Based on my personal experience, you can easily improve how it looks by turning on standard shading features and tweaking material parameters, like adding emission to lava, for example.

Defused 9 bombs. It's definitely easier to defuse a bomb when it's not on a piece of paper in front of Gregory.

Played the game. Had the groove bug you already know about.

Overall, the game is fun.

I'm really curious though: is being upside down or having the whole world rotating around you intentional? I hit the walls several times, first it shook slightly, then it rotated, then it settled as upside down. Still playable in that state, but probably it's just a hilarious bug.  

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Played.

The witch is dead.

Confusing things:

1. "A carpet named CandyWitch" - what kind of carpet you are talking about? So confusing. 

Good things:

1. Colorful style

2. Explosive monsters

3. Doors/portals

4. Checkpoints with lanterns

5. Variety in barbed wire pits. Since a player sees them so often, it's good that you put effort in them.

6. Screams and blood

7. You can ignore fighting until the witch by jumping

Doubtful things:

1. Fighting mechanics. Totally not useful until the witch. Not enough damage indication. Actually I thought that they are totally broken until the witch.

2. Controls. Although I kinda got used to them in the end. But in the beginning they were not comfortable. Everything packed so tightly under left hand.

3. Sticking to walls without ability to jump up. That's just cruel. You kinda not dead, but above the barbed wires and have no way to escape. 

Bad things:

1. Death scene is too long. Since you see it very often, the waiting time is too punishing.

2. Jumps to places which you can't see. Especially combined with 1.

Minor bugs:

1. You can use things after death.

2. You can also die again after death if you hit another deadly thing while flying. But that's probably a feature, not a bug. More screams and blood are good

3. You can appear with your feet in the ground after a portal. Good that it's not blocking your movement

Major bugs:

1. If you press 'ESC",  the game crashes. It's not happening only at the end screen, otherwise -> crash.

2. Physics which happen to the character after collision. It seems that it just doesn't remove the force added after collision until the character is landed for some time, so in-flight control can barely compensate this force. And if you collide with someone while already having such force applied, another one is stacked over it, essentially making the character uncontrollable.

Played the game because saw it on vlad's channel. Previously I liked the preview, but constantly delayed checking the game for later (until completely forgot about it) since it doesn't have a web version (and probably originally it required setup ? I'm not sure).

The story itself is good. The quests are ok (probably I'd prefer something more puzzling, but I guess for a jam their difficulty is reasonable, especially if you want to get playthroughs instead of 'nah, too complicated, probably a bug, goodbuy' )

I like how you have put a pun on most attempts to talk to items.

Things to improve:

1. Greater default speed. I know that there's a setting for the speed, but unfortunately I had discovered it only after completing the game.

2. More readable font. Now the contrast is low and the font itself is very pixelated, even going for retro style doesn't mean that you have to punish player's eyes so hard. I'm not really sure if black outline really helps: on the one hand, it separates the text from the background, on the other hand it makes the characters look even more pixelated. These issues don't work good with auto-hiding text on timeout since it just disappears before you end reading the pixels.

3. Not sure if it can be helped with the game engine you use, but now alt-tab is a disaster, at least on my win7 pc. It doesn't send the game window to background or minimize it, it just leaves the dark gray  overlay over your desktop, essentially preventing you from accessing anything else while the game is still opened.

Thanks

Thanks

A very conceptual game. Gregory is like a solo indie dev, trying to be everybody at once to entertain the player, and then some players accept the game with all limitations, and others start to complain and demand until they make the dev sad or get their chop-chop.

Thanks for the feedback.

Here's the test page, password protected:123

https://no-login-found.itch.io/test

Does driving feel much better?

Ok, thanks. I'll hope the issue with inability to move is resolved. 

Flipping is still easily possible if you try to drive the ramp from the portal back to initial location, but that's a different flipping entirely.

Here's the test page, password protected:123

https://no-login-found.itch.io/test
The car is heavier as several players requested, with lower center of mass, so it should be harder to flip. It's also respawned 1m above the 'valid place', so probably would solve the issue with 'in-the-ground-not-moving'.

Thanks very much for your help

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It totally shouldn't accelerate if the wheels aren't touching the ground. And  judging on how the wheels are hanging in your screenshot as if suspension is totally extended, it can be as well that it thinks that it's not touching the ground. But this exact code is built in the game engine, so I it would be tricky to investigate. Maybe I'll just respawn it higher and let it fall and it would fix the issue. But I still can't really reproduce it now, so even after doing the change I wouldn't know if it's ok

Thanks, I'll investigate this scenario more.

However it can't be just that simple, I've just stomped my car into the ground and it still hilariously moved half-submerged.

Are you playing on web btw? Low framerate can do totally weird things to physics simulations.

No need for scenario for flipping, I know couple of them. Some just need car/surface adjustments. I still think that some flipping will be ok if the player is doing dangerous things, but yeah, now it sometimes flips for stupid reasons.

As for not moving after respawn, I really don't know how to reproduce that, although I think I saw it once. I suspect it's a glitch in the automatic-handbrake feature I've implemented to prevent it rolling while the player isn't controlling it, but it makes no sense from the code point of view, it literally turns it off each frame while the player is inside, and only turns it on when player exits the car. So might be something else entirely.

Thank you for playing. Would you mind describing the conditions under which the car stopped working? I want to fix it so much.

You are right about the car being light. I made it lighter in attempt to compensate the rotation inertia which was too big to my taste and made the steering inaccurate. However the flipping over can be related to the car's hitbox: if the suspension travels too much, I think the car bottom can touch the ground, causing issues. However making the hitbox small makes the car fall through the ground if you jump on it, and allowing suspension to travel less also makes it difficult to travel on rough terrain and doesn't allow to compensate the car's attempt to do wheelie when you accelerate or other unhorizontalness. So... it's really not that straightforward and needs many adjustments.

As for the camera rotation, it's already oriented in the direction of the car when you enter the car, so I'm not really sure what's wrong with it now from your point of view.

Thanks for playing. Indeed, the car is tricky, both in the code and in the game. The current challenge of driving it wasn't fully intentional, although some players find this challenge entertaining. Do you think that there should be a way to reduce the challenge if a player feels the need? Like, for example, grinding some extra materials to make a better version of the car?

Yeah, in addition to holding 'shift' to run (in case you aren't doing it), you shouldn't just be holding space. Jump timeout is less than jump duration to give the player more control, so the idea is to press it, and then press it again after flying some time, optimizing your trajectory. Try doing it 1)in the upper point of your jump trajectory 2)in the part of the trajectory where you reach the elevation level from which you started to jump. Both these options should work fine, I left a good margin for that distance to not really require any hardcore skills. If you just hold it, it spends jump attempts on prolonging the initial jump when it's somewhere in it's middle, which is not optimal. Btw in fact quadruple jump is also supported, since sometimes you just want a little bit extra (and the player can loose one jump if ground detection isn't working at the moment of first jump, like if you start jumping too late after already starting to fall in the abyss or if the ground isn't level enough). Do you think that I should add some kind of hint to the game to make it more clear?

Hm, dreamlo is a free thing. Good to know.