Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

osur

549
Posts
263
Followers
76
Following
A member registered Sep 17, 2020 · View creator page →

Creator of

Recent community posts

i think the idea is good and i had fun. the VN is what kept me interested in going, but the writing could use some work

there's some small issues and some bigger issues. ill start with the small ones

the camera angle needs work. the important part (how many people are waiting + their mood) is squished at the bottom of the screen. the unimportant part (everything higher than the bar boxes) takes up half of the screen and contributes nothing.

there is no penalty for using the skills off cooldown. i assume there's some sort of morale for the girls, but just clicking anything when possible didn't give me any penalty. for example, you probably should have OVERDRIVE work off the cooldown, but if you use it consecutively, this could cause anger or diminishing bonuses until eventually it amounts to nothing.

there is too much text (yapping) during gameplay. it obstructs the actually important events, like fire or wisps or the patience of patrons. i get this will get replaced during devtime if you continue on this project, but eye clutter is bad even during programmer-art, and it felt it was quite cluttered especially with a lot of patrons out and about


now for the more important / bigger  part:

the gameplay is just click a bunch, do nothing, click a bunch. i did dumb it down in speech but there needs to be a non click action. a start would be to 'pick up and manually carry out' an annoying patron- a click and drag action breaks up the pace. honestly worth looking into is the Wasteland Bites game, with how they use multiple types of mouse actions to simulate different actions. dousing fires can take 5 clicks instead of 1, cleaning 'stains' can be a swipe, etc. there needs to be some break in the pace where the user does something different than just press buttons or click, since the repetition causes boredom even if the visuals keep changing


feedback aside, i had fun. your art is good and you could make this work, if you improved the writing a bit and added more variety to gameplay.

keep it up! i figure this is just a DD69 sideject, but still, maybe its something you can come back to after maid cafe sim stuff

thank you for playing!!!

the shopkeeper is very pleased. the right stick i think i bugged out since last DD, but i havent tested a controller at all so i just didnt notice. oops. i'm aiming for a solid mix of fun-sexy and bloody-gorey-evil, and i hope to attain a nice balance. right now it's more fun than scary, so maybe by next DD i'll even it out a bit by bringing out more frights!

thanks for playing!! the flame thrower IS busted, i dont have any weapon balance in mind right now as i try and find the 'fun' of them first. balance stuff wont be til next year, surely

the door stuff is just a WIP as i test out potential interactable events so its not just a linear jog forward. colored keys might replace this system, who knows.

the headlight stuff i thought i fixed, but i guess not! the big thing is that i'm glad the game was smooth even on a toaster.

thanks for playing!!

> movement options

already on it... 'dash' move soon, i swear

the menus ARE giga janky. one of these days i'll get to it, but UI dev is very far down my list at this time.


thanks for playing!!!

there's an inventory system like in TOK (press I to open it)

it's quite  barebones on that front now, though. i hope to have a nice RPG system in place by next, next DD!

thanks for playing!!

>Ammo is really tight,

have you interacted with the shop?  (its in the first hallway where you spawn in)
i'm trying to have a system similar to tok, where ammo is a useful resource. however, running out of ammo is infinitely less fun than how tok worked. finding a balance will be tricky.

thanks for playing!! the minigun was very much inspired by your designs. i hope to improve it and do the inspiration justice some of these days!

i didnt cap the framerate and it helicoper-spun a lot of player's fans. i'll fix it, i swear

thanks for playing!!

yeah right now i dont have a lot of the 'rpg' bits in, so its just a shooter. im hoping to have a proper diablo inventory system to eat through, and have it work alongside the gameplay. right now it is pretty clunky, though

thanks for playing!!

yeah the mouseover stuff is frying my brain. on one end i want to have item comparisons and such, and on the other i dont want to cover your wife. its on the big to-figure-out pile

thanks for playing!!

cheers!

>when firing the shotgun 

yeah i didnt pool some things oops. will be fixed


> please get the mouse off of the top of the text in the item's description box

unsure what you mean by this, though?

thanks for the video but im sorry to say i couldnt hear a word :( 

if you played the one from last DD, feel free to skip.
this version contains 2 new enemies, new fire, more gibs, and a short new level

cheers man! i hope you liked ToK and i hope this new one will be to your liking! there's still a long way to go...

glad to see you're still on this, godspeed brother

glad to see you're still going strong

1 hour-ish minute playtime, about 30 or so mission attempts



no more sneaking,.....

i wasnt able to beat the game by being sneaky (without harming guards) - i could handle one section of guards but the other would then lead to problems. (door guy and middle of parking lot guy specifically, patrol guys are easier)

that aside, i think there's a vibe conflict going on with the music, environment, characters, story, setting and the fact that you're able to gun down all the enemies. i hope it's a in-development thing or an easter egg, since it strikes me as a perfect T-rated sneaky-game otherwise.

i mention this because i like all of what i've listed. the music is nice and charming, the environment makes sense, the 3 characters are still cool, just the gun stuff stands out. id even say that the guards probably wouldnt shoot a 5foot tall white kid with sunglasses (at night) but that's understandable if theyre evil-corpo-goons

the only other notable thing is that a lot of my exploring was done through the bad kind of trial and error which stems from not immediately understanding why things happen. ex: the spot light is a camera view, no problem. i walk into that zone and i'm put to sleep by a dart gun. however, i have no idea from where or what caused it. was it a guy shooting me?  is there an automatic turret on the camera? what gives? same thing happened when figuring out the 'aggro range' or view range of the guards. their aggro range is the same as the view range (if they see you, you've been made), and since the level is compact and hard, i needed to do that 5-10 times

i don't think that's a game design fault (except some things could be made clearer) but it is maybe a difficult level to throw to a random player on demo day, especially since i needed to re-familiarize myself with  controls and such. i'm reminded how the original school computer-hacker mission was a large area with few guards where you had time to figure out movement and controls naturally in a nice environment, while here if you move a few feet forward you got guards on ya!

despite the difficulty i still had fun playing. really i think my only issues are the gun (which i mean you can just ignore as a player so no big deal), the guards drawing live rounds if i only threw cans around,  and the dart gun specifically.


good stuff. hope to see it next DD!

more stuff WILL go boom

you can blow up the big wall fans with a grenade, and (some) barrels (sometimes) explode if near a grenade or an red explosive cylinder


thank you for playing!!

i'm curious about the crashes

unity usually has a crash log, it'll most likely be in : C:\Users\YourNameHere\AppData\LocalLow\osur\SPACEGORE as Player.Log

if you can take a look and tell me if you see anything weird as the last line(s) i'd appreciate it!

also, are you on a beefy PC? linux?

holy kino

this is great, thank you very much for the video. i've got lots of things to fix i see

a much deeper game than it appears at first glance

for anyone curious, don't immediately pick up the stick on the first screen, talk to every other character first! 

i was softlocked because i thought the stick was a tutorial prompt, but it instead starts the combat (before you as the player are ready for it)


how do you feel about robot legs?

>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.