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osur

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A member registered Sep 17, 2020 · View creator page →

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>ran out of ammo
did you not use the shop? 
i gotta make that model more visually interesting since i feel like everyone missed it

thanks for playing! no map yet


there is a scan-line-glitch shader i use for things, but not for the cursor, it's regular-cursor sized. weird.

thanks for the video! after pressing the raised button, if you walk back to the 'cafeteria room' you cut the video out in, there's a path in the north-east wall that was barricaded with a forcefield which was then lowered by the button!

as for the vibes, i'm going for an old spaceship vibes, where the characters are from a more futuristic period, but the environment is an ancient warship from the past. i'm purposefully avoiding shiny RGB lasers and interfaces because they're kinda lame.

demo = beaten, i had fun! it's also nice to see how the identity of the game remained through the changes 

got some player feedback, and on top of that some ARPG-dev feedback!

so:

-silver rim of a destroyed/broken barrel makes me think its a shield , i'd probably snap it in half to avoid confusion

-being able to zoom out so far is very cool, always a fan

-when the highlight button is toggled, it's only very slightly darker. if there's no items nearby, the player wont be able to tell if it's on

-dwarf friend stood near a barrel. i had a sword and a mind to chop the barrel. i chopped him down instead accidentally.. ooops..

-so now that he's dead, how on earth to i rez him? i couldn't figure it out, so he stayed dead 5mins into my run til the end

-Ganna and Dirk (both times) show up on the minimap at the start of the respective levels, so I can just bee-line towards them

-Ratking spawned on a barrel, wouldn't move. I just shot him dead without even a conversation. Bows OP

-i assume enemies sometimes spawn outside of the dungeon walls because Ganna with a bow will shoot at random walls near the edge of the map.

-AI Companion's target range is huge. they'll often shoot at something easily a screen away, doing all the heavy-work for me

-on floor two, an enemy goblin died and dropped a bow, which promptly fell through the ground into the abyss. happened multiple times!

-some enemies (skeletons) freeze when i go to town and return, but re-aggro if i walk into their face

-warlocks are very cool, in attack and design

-Bridge troll only had 33hp, less than 50 of the Orcs. he was a pushover!


now for the ARPG dev feedback (which you can safely ignore if it's not in your taste)

-IMO there's a game pacing issue. needing 2000 EXP to level up for the first time is 1500 exp too many, for one thing. You are putting this giant pit that needs to be overcome before a player can tailor their character at all except starting stats (i picked lightning mage - i can't even cast spells til 2000exp? that's a solid 15minutes). a big reason to play ARPGs is to be able to make and edit a character as you play, but youre not giving enough EXP or items for a player to meaningfully develop a character. i think i only found 4 blue items in the hour or so that i played, which also comes into play. the blacksmith had some items i bought, but nothing particularly cool - his best items were all common high-armor clothes. 

while the multi-character system allows for customization there, i would argue you'd need more player choice variety to prevent the player mindlessly clicking forward until they get bored. 

i would also 'cheat' a bit on the dev side of things to encourage player experimentation. the first chest i found was about 10 mins in, and i was sorely disappointed to find it empty. in tok, i ran into the same issues, and i cheated by making the first chests always drop loot, and i increased drop amounts on the first level to give the player more freedom for expression. if they get no items, they dont get to choose a character, but if they get a few different options, it ends up being more fun. of course by lvl2 i bring out the pain, but giving them a boost ended up being a design choice i was glad to adopt.

i think its worth it to get a stopwatch and measure 'time until event' cases in D1/D2/whichever game - while theyre all slowpaced movement-speed wise, the devs were very careful to keep this event timer low so the player has things to do ingame, or in inventory, or things to look forward to (being told about the butcher before you even enter the cathedral). while we know there's bad stuff in the mines, why not introduce the Ratking from the get-go ( "He kidnapped Dirk, the local scoundrel! be ware, blah blah" , as told by the guard in front of the mines)


still, good fun!! i think if you address the event pacing a bit it would be even better, but i disclosed it as an ARPG-dev suggestions since i think those design elements are more suited for my personal taste and may not be what you wish for the game to be

> exit the screen and open the inventory, the cursor's gone.

good catch

>fans spinning

the game is horribly optimized. i should get on that.....


thank you!!

(1 edit)

after the big room (with the tok ads) , the north-east has a hallway that leads to a T junction, then a cafeteria area

minimap eventually...


thank you for playing!!

when mousing over a text option, there should be a better indication you're highlighting it. change the color?

in the first screen, Rimanah, Massieu and Made all speak. however, if you highlight the name of the speaker, it will change to their portrait. made spoke last, highlighting massieu changes the image to him. good idea, however if you move your mouse it creates a weird flickering. when you change a portrait, keep it changed until someone speaks or you mouse over another person

changing portraits in a bit flickery in general - something is off but i cant quite say what. maybe because both that and the text happens simultaneously, splitting focus? unknown..

ESLsms, just the worst

>Rimanah:

We are only there? --> There's only 3 of us? / It's only us three?

>What are the task? --> What is the task? / What are the tasks?

>Do you think the expedition going to sucess --> Do you think the expedition is going to succeed (two C's) / Do you think the expedition is going to be a success ? ( two C's) 

>No, let meet your friend. ---> No, let's meet your friend.

> Who never? (when asked about what games they play in the big ship) i get the idea but nobody would ever nbame a game that way. the usual English name is 'Never have I ever' (since youll say 'Never have I ever done <thing>' 

Massieu: Impressive; for a moment I thought you would cause a storm just talking. The radio 'specialis' and I are going for the instrument --> no idea what this is trying to say

Made:

Good, Sir Rimanah; later in the afternoon.... --> Sir Rimanah makes it sound like he's a knight in medieval times


------

Kato's the best, Massieu is great too

Ceo's dialog in the Nomad camp is repeatable (only one I've seen that was repeatable)

Ceo's shocked face is really, really weird. (When he says:L "That is all you can say? Nothing else?" )

Pare's "A fine tradition i shall continue." line made me laugh out loud, perfect, 10/10

>Massieu taps that

based


fun demo, no complaints. less weird English than before, interesting premise

 she cute



skeletons are easy mode but golems kick my butt

swapped out the rogue for a cleric since i didn't want to die to chip damage from every fight.

i have a hard time catching the vibe youre going for - the visuals + dungeon + music don't match for me. seems like a very up-beat game from the sound of it? could be a good contrast to how bleak Darkest Dungeon is.

no bugs, everything seems to work. 

my only suggestion for the current state of the game is that an enemy should die in their cutscene if their health drops to 0, instead of waiting for the cutscene to finish before the enemy dissappears

godspeed my friend

you are GMI

thanks for playing!

i fixed thew flamethrower, oops!

thank you for this!

> If you place an ammo item into an occupied equipment slot , the ammo disappears. 

GOOD FIND

i'll fix that today after i switch down from unity 6 to unity 2022

thanks for playing maru!

>sometimes blood splatters get on the ceiling, is this intentional?
no :( 

>also, sometimes they don't appear correctly on the ground, 

that's the decal trying to be displayed at the wrong angle. i'll fix this..

>the way your inventory is setup there's always going to be empty unused space because ammo boxes are too wide

i have no idea how i'll handle this, to be honest. i like ammo being an inventory item and i like tetris inventories, but i think this will be chinese water torture for a lot of players.

>minor nitpick of mine but i don't really like the bright pink/purple pants lol

press G to swap outfit. you can take the pants off

thanks for playing! i hope by next-next DD i'll have an actual playable level.

playing this made me think i showed up in the middle of someone else's dream where i didn't understand what was happening, but i got grabbed by the hand into it and was forced to figure things out

a lot of stuff was familiar, but it had an extra level of complexity that ended up making everything vaguely familiar but leaving me unable to get the full picture. for starters, the first thing i noticed was that it was very hard to figure out what i had selected in a menu if im just going by highlights (and not context clues such as a popup saying select bodytype). then some other selection issues such as being able to exit a town screen (i know enter will enter a dungeon, but what if i want to leave? escape opens the normal ESC menu so that's not it). the inventory was also immediately familiar, but being unable to use the mouse gave me the same vibe - 'oh i know this, no wait no i dont ' 

in general there's a lot of player-unfriendliness going on in the sense that its hard to tell context. i entered a neutral dungeon and saw a giant tentacled mass of flesh. turns out he's neutral and we're pals, so i left him be - but i intrinsically assumed The Blob would be a baddie and had no cause to assume otherwise. in another dungeon however, the silver knight guys were enemies and they got me killed in 2 swings, oops.

i ended up getting heavy Achra vibes from this in a good way (especially because, sorry Ulfsire, but i prefer these gritty visuals over Achras). i think giving the player a vibe of "this is a world, it doesnt care if you understand it or not" is fine, but you need to have signposting done so that the player isn't immediately lost and forced out of the game. really, this just needs a session of someone not familiar with the game playing it, and you watching and taking down notes on what the player attempted and why, then slightly correcting the presentation to steer the player in the direction you want them to be steered in.

in fact, i think the experience can be summarized with what i call the Indie Game Curse, where something might be designed in an unorthodox way, which makes the player ask 'Is this deliberate, or is this unintentional'. However, since we're small devs, the player will always assume it's an unintentional bug and something that actually works properly will be labeled as broken because players assume things will be broken.


anyway, i had fun but i spent a good chunk of the time being lost and trying to interpret things. however, knowing that you did all this in LESS THAN A MONTH is crazy impressive and i can forgive everything as a 'its early in dev' add another month of just polish/direction and you've got something cool

keep it up!

if you want you can always DM me later and i can show you how i set it up

its a particle system. a lot of stuff use custom shaders (like ex. the blood) but that's so i can tailor the visuals to my liking.

for the fire it's a prefab object i pool to the object that is on fire, and have the fire particles spawn from the vertices of the object. then overtime i reduce the size and make the fire more transparent.

good luck and godspeed!

that intro is very, very good. it adds a lot of charm to an otherwise simple game. same with how crabchan taunts you as you tackle a wave, it's not needed but it adds personality. 

as others have said, i think the back-to-back waves get tiresome. since it's 15 waves, every 5th could be a boss encounter of some kind - just something to break up the standard pattern.

your art style is very charming and nice. i'd totally play a bigger game with art of this quality

keep up the good work

i already reported the bugs with the hunger/sleeping but i'll post my other thoughts here for so other people can reference them if they agree/disagree with them

first off, the game is pretty big, sitting at a solid *2 gigs* unzipped! i assume the textures are the main culprit, but i think you can reduce them all to 512 and less without issue due to the camera distance

when assigning work priorities, it would be nice to have some indication of whos good at what in the work-assignment window. rimworld has the same issue, where id have to pause the game, then go back and forth for every character to know 'ok this one is good at construction so they get construction priority set to 2 and everything else to 5'. it's not that big of an issue for 3 peons, but if i had to do it for 10 i'd kms

id assume most people who play this would be familiar with the genre. i know i was. first thing i did was pause and scout around for resources (burgers and meds in this case) since i assume it would be  similar to how rimworld begins, with your ship crashed and cargo scattered around everywhere. 

while it's still a WIP, you could edit the first message you get (that talks about survival) to give a hint for any newbies that there's food available to haul. players not familiar with the genre would get insta-filtered, i'd say. rimworld-likes already have a scary onboarding process with all the menus and submenus. if it was up to me, id have a pre-build 4x4 wooden house (just walls and a door) as a 'your colonists took initiative, now its up to you to tell them what to do next' sort of deal


i'll play it again once the non-eating bug is fixed but this was just stuff off the top of my head!

once you get this sorted out you'll have a GMI game on your hands.

thanks for this. i'll look into it

does it start off choppy as well, or does it degrade overtime after shooting a bunch of dudes?

i'll look into it, but as you said, the graphics are basic, the level is small and the models low poly, so i'm curious as to why it'd run so poorly

thanks for playing!

my two main goals are to take what worked in ‘monvo and roll with it, and to take what i didn’t have in ‘monvo and make it happen. i liked the gore and inventory in ToK so that’s added first, but i didn’t like that the setting, environments and story were plain ( or non existent). 

current plan is to get a story with recurring characters going (maybe actual cutscenes too; why not), look into coop, etc

combat wise I started the game off slower but (at least with what i have now) it’s more fun when it’s more hectic with plenty of enemies and big guns. once I have a proper level with set encounters I’ll get a feel for what works and what doesn’t

the vibe is gonna be comical characters played straight in a horror setting. it’s clear that a punk hacker girl and a grown up / older duke nukem character are a bit silly but I’ll write them to be serious and we’ll see how it goes. Sort of Judge Dredd vibes?


thanks again for playing and maybe I’ll get to play one of your games next DD 

i do have everything pooled but i noticed the stutters myself sometimes. i assume there's probably a particle somewhere i forgot to do, i'll take  a peek

male characters next dd i swear

thanks for playing! yeah its all varying degrees of jank, i'm still playing find-the-fun with it

see you in 2026 then, with a 3DRPG that’s even more Immersive

when's the update dropping

i hate animating so much its unreal

GMI with this one brother

tried it a few times, managed to kill a few xanagoons. my big gripe is with the targeting system, especially when dealing with enemies slightly farther away. i assume i should be able to rotate 360 degrees on a controller when aiming at an enemy, but i havent found a way to do that on keyboard. for melee characters it's not a big deal, but for the archer girl ive had to reposition to shoot more than a few times, which just feels lame. i reread the intro and peeped the controls but couldn't figure out a way to do this. Q/W says its my target selector, but that didn't seem to do anything when attacking, so i just used the arrow keys which are locked to 8 directions

otherwise theres a lot of familiarity from AG, with how i believe you want players tackling things -  move and wait, attack to poke at foes, and finishing them off with special skills. 


something not tied to combat but still important - the battle screen was reasonably dark (the right side of the battlefield, anyway, which is where i spent most of my time), but it combines with a pretty large and  bright UI. this might be a special-osur-annoyance since i'm know to complain about brightness in a lot of games, but i thought it was a bit jarring to look at - not because of the quality of the UI or models but because of the contrast in brightness coupled with the size. dunno, could be just talking out of my ass


still, good stuff. when able, a toggle for speed would be great. with a lot of xanadudes, turns end up feeling too slow, especially when i know all theyll do is walk+wait.

the only item i DID find was a walking stick. i remember a sword and a shield (unknown quality) being invisible. potions and gold were fine.

great as always - however i think i have encountered a major bug

i think (enemy dropped) items are invisible. i can mouse-over items on the ground and get details, but i cant actually see them or pick them up? this happened multiple times - i kill an enemy, then if i mouse over them i have an item description - however there's nothing there. i can leave the room and return to the same spot, and the mouse-over text remains. cant pick it up or do anything with it.

another error i had which is less important is that my attack range is less than my attack-distance, if that makes sense. ill walk up to a barrel and LMB to attack. id swing, but im too far away so i automatically miss. if i keep clicking, i'll never walk closer and ill just miss.


otherwise great stuff. i like being able to play as a companion and have my MC be computer controller.

we cookin

movespeed is slower than before, no? feels good either way

the tutorial is much improved i think. no wasted time, and all the needed info is conveyed.

made it to end of floor 2 where i promptly got 2 suicide bombed spawned on top of me, and there was not much left but a fine red mist. the first challenge room on floor 1 (statue room?) gave me a nice fire buff so fire was my bread and butter. those rooms are cool, keep them.

one bug found: rebound Map to N (from M) last DD. now it says its bound to M in the keybind setting - but thats a lie, it's still N

annoyance: 

-switching arenas resets you to the scythe, even if you held the gun
-not an annoyance and not a bug, but i entered a room with a plus-shaped lava pit, leaving 4 islands to dash to. mostly melee enemies spawned, so i just stood still and shot them as they were all on separate islands. probably make it so that only ranged enemies spawn there? not sure, but while the layout was tough, it didnt lead to any difficulty.


keep it up. no thoughts or comments otherwise.

(1 edit)

tnak go boom!!

i dig it. only thoughts are the tank turning controls are weird in a way i dont like

i get that it's early but ill still explain:


EDIT: player error. i was playing as the commander and not the driver. working as intended!

there's a turning threshold - tapping A/D does nothing, but holding either will do nothing for about 0.5 seconds, at which point the tank begins to turn. i get that tanks are heavy and fat and slow to turn - but in this case it feels like an input is being ignored, and when the threshold passes (you held a key long enough) - you suddenly turn much faster than anticipated. i don't know shit about how tanks should move, i just thought that was kinda weird and sluggish (in a 'no control responsiveness' kind of way)

keep it up!

this game is too easy

this is something you should bring up directly with itch 

while the game does discuss some drug use, plenty of other games do it at a much higher degree and are fine. it's in my mind a completely SFW game that should be listed without any issue on anyone's part.

i don't think the mod team plays many (if any) games so they might just eye-ball the games or judge them by the cover. if you complain about i reckon you'd be re-listed just fine

she cute