thanks for playing!
i fixed thew flamethrower, oops!
>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
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!
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.
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 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
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.
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.
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 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

as mentioned in the stream, the most fun part is the characters + story. i think find a way to break up the JRPG combat encounters with story, so that the players will be motivated to continue, instead of chaining 4 combat encounters back to back like on the ship. i get that its the tutorial and youre also explaining how combat works between the combat scenes, but you should still figure out a way to show tidbits of lore so the player is encouraged to continue
> is this worth continuing to invest time into?
well, are you having fun with it and do you see a future or potential with the game? all of your games very much carry an identity of their own and this one does it exceptionally well. if you think you've got something then go for it, but if you see it only as a roadblock for TGO / TSotP, then i think focus on those instead.
if anything, you can always keep it on the side for when you get a workload you don't want to tackle just yet - open this project instead and fiddle around with it or practice art/animations.

huzzah!
played it for about an hour or so
the art style is very very nice. the whole game has a very cohesive atmosphere. if you want some art feedback, some enemies feel very stiff when walking, and the eyes of the playable characters sometimes don't fit the style.
unlocked a few characters. donna the butterfly knife girl is the best so far, with the pale goth girl feeling the weakest due to the giant cooldown on her attack.
speaking of attack cooldowns, since you already show the attack icons at the top - how about some sort of fill shader/texture on top of the icon to indicate cooldown - helps with long forward facing attacks since i can glance at the icon and know when to face towards the enemy for a strike.
some weapon skills felt pretty weak, like the AOE stinkcloud one. i guess it might require a big investment before its strong?
nitpicks:
in the menu, have the skeletal hands follow you on MouseOver instead of mouse click
in the character select portraits, they sometimes don't update? it also seems a bit confusing since what i selected doesn't feel like what the game is telling me. something like a simple border around the icon of the character in the menu might be better instead of having a separate portrait off to the side.
sfx and music sliders are set at max at the game start - ideally set them at the low end since its always better for the game to begin too quiet instead of too loud
bit of a lag when switching radio stations ingame?
every run ended when the whipladies came out. i assume that's the 'end' of the game at least on that first level? they seem like a brick wall in terms of difficulty spike. their SFX is also much louder than everything else (and a bit grating)
for a side-project to learn art, i think you accomplished your goals! well done!
great stuff
made it up to the plains three times, but the homing projectiles get me every time. i hate wizards
the new stuff is nice. some effects (slowing/burning) feel too impactful on the player. walking on dead burning enemies drops by HP by 50, and the slowing lasts for a solid 10 seconds if not more, both of which are run-enders.
there was a survive for 60 seconds challenge map, it was the most fun level. was quickly surrounded but managed to teleport to safety and reap the rewards.
some nitpicks:
gun crafting offered me explosion radius on multiple weapons that had no explosion component, thus the crafting option was greyed out, leaving me only with one selectable option. sucks to be offered a mod i can't use.
crafting multiple of the same component on a gun (in my case Crafted Ice Damage 1 ) doesn't turn it into Crafted ice 2, but two copies of crafted ice 1. i expected to get an upgrade instead of two copies of 1.
in the main menu, when in the options screen, i can still interact with the main menu buttons (in my case Quit Game)
otherwise great stuff. fit for release, i'd say.
keep it up
played through the latest level, had a few issues
-crate platforming doesn't work well due to slidey movement. it took me a good few minutes just to get out of the first room (having that nasty drone just out of range didn't help!)
-killing mech has a high chance of crashing the game (especially the one that spawns by itself in the courtyard after the cyan card got collected)
-level design felt a bit directionless: feels like you are expected to do random jumps/platforms to continue (again, returning from cyan card - either make a jump to return to the previous room, or get to that section on the left side obscured by boxes to continue)
-splash damage on plasma from the mechs is huge! that kills me more than the projectiles impacting me
-unrelenting mech attack pattern. they remind me of serious sam 1 bio-mechanoid enemies- however those guys has a solid 1 second windup time. these big mechs start blasting asap, making them too difficult to engage fairly. i just end up cheesing them where their head sticks out behind cover, so i can shoot without being shot back
-drones are kinda meh. they don't feel very fun to engage. a lot of them are also placed far away but in your field of view, making the optimal strategy to just snipe them with the SMG
-saves are alphabetically sorted instead of by date, which is a bit silly since my earliest save would be at the top
-the new gun is fun. felt good to blast mechs once i got it.
compared to the other levels, this one felt not as fun. maybe it picks up a bit later, but i'll wait for the crash bug to be resolved before continuing.
the review comes off overly negative, but i think its due me getting annoyed on this level, especially considering how much i liked all the previous levels. i think some 'yellow paint' to guide the player and some mech nerfs will help a ton.
i've heard of this before. this might sound silly, but try a different browser. for some reason, some browsers really don't like discord invites, and they somehow mess them up before actually redirecting you to them.
if that doesn't work, add me on discord (same username and avatar as here) and i'll directly invite you
sorry about the inconvenience!