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Ozoe

5
Posts
1
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A member registered Jan 06, 2020

Recent community posts

there is a bug where you will always be given a score of 436 on the leaderboard regardless of what you actually scored.

I'm currently using a nintendo switch controller to play the game, and the in-game keybinding options allows me to use the entire switch controller flawlessly, but I can not navigate the menus at all with either the joystick or the d-pad regardless of how I keybound them. I'm still able to use my keyboard to navigate (arrows, space, and A/D key) so it isn't super important.

Is the biker beatable at the moment?

(1 edit)

Play Test Report:

-The train system reacts to when I click on "highway terminal" and the train leaves my screen per usual, but the scenery does not change and I do not arrive at "highway terminal". The game does not freeze, it only refuses to move to the new location. This does not happen with any other locations.

-Upon restarting the game and continuing my saved progress, the battery capacity drops from 5 to 3 every time and I'm not sure which value is intended to be played with. Also the currency indicator on the top left of the screen says zero unless I buy something or collect more currency, then the indicator displays the currency I held before I restarted the game plus whatever amount I had collected

-The decorative train at the "financial district" (the train that serves only as decoration for the setting and not actual gameplay) does not go through the tunnels on either side of the level and instead remains in front of all assets rather than disappearing behind the tunnel entrances and exits. The character asset is in front of everything in the "financial district" as well, including the pillars holding the room up and the train that passes by every once in a while. (This does not effect gameplay and can probably take the least amount of priority. I just thought you might like to know)

-Platforms that are slanted won't allow my character to stand still when stood on and the character slowly slides down the slope (this bug can be ignored too, though)

-I found that holding down and right (or left) while dashing and sliding (pressing x right after a dash) allow my character, regardless of whether I get the timed dash in or not, to move phenomenally faster than simply using the timed dash on its own. I managed to test this in the wide open area at "cerulean cove".

-At "cerulean cove", the reflection of the character off the ground is a giant heart rather than the character's silhouette, though this, in my humble opinion, should remain as is :)

I'm new to this game; just found it today. I played through the demo but found that a lot of the content such as the arena was not available. I searched every nook and cranny of the maps, but I assume you are redesigning all of the levels since the levels on this update are noticeably cleaner and crisper, therefore removing the previous levels. They look absolutely fantastic and I hope you are able to make time to develop this personal project into a full fledged game.

(The following points are in no way attempts at criticizing the game, but are merely ideas in my head and bugs I've noticed that would improve the game if added/removed regardless if you yourself has thought of/noticed them)(I use windows in case that info is important)

-The healing function, space+shift, is very difficult to use and needs room for error in the action

-The train system doesn't work properly: the only open fast travel points on the map are the night market and weather station 7, but once you go to weather station 7, you can't return to the night market (if you try, the train exits as usual, then the screen goes to black and nothing happens afterwards). Also the sludge temple has a train stop that we have access to at the beginning of the game, although it is not an option to fast travel to on the city map. Finally, you can't exit out of the city map.

-"Val" still shows her silhouette+sword when entering and exiting the train

-The only enemy npcs besides the boss are in the sludge area, though this was probably done on purpose just temporarily, and the muscular sludge monster doesn't react to my presence unless I attack him.

-The cigarette box doesn't leave the inventory when given to the man in deep town.

-The inventory doesn't scroll down to new items unless an entire row is filled, but they still show the info sheet properly.

-The parry is practically useless. It constricts movement too much and is easily substituted for the faster and more entertaining dashing. A different type of attack, such as a stun, would be a more satisfying replacement and the absence of a purely defensive move would be an interesting and unique design choice.

-the timed multi-dash is too overpowered when given the ability to recharge battery. Essentially, the character never runs out of health.

-If may add, try to keep the maps as open and big as possible. The unique quality the game has, in my opinion, is the speed of the character. To increase the density of the maps and add precise platforming would dramatically slow down the character. Warframe is probably the most similar example to this game (mechanics wide at least) and worthy of taking note of.

Other than these things, just more content and harder, more dynamic enemies. Being able to change the layout of the keys would be nice and/or the default set to WASD, Shift=dash, space=jump, JKL=melee, U=ranged.

Thank you

P.S. You have to have some Easter egg lore setup behind why there are pumpkins growing in a cave.