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Pehes III

6
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A member registered Jun 24, 2022

Recent community posts

An overall pleasant experience. I never played Blackjack but the rules were quick to get the hang of, and it shows a lot of promise. The graphics are appropriate.
I do agree with a few comments, in that having a small hand at all times other than the aces up your sleeve or trump cards could really make the game less frustrating, as even with an optimised deck, a single bad shuffle can leave you to be mercilessly pummeled. Alternatively, the ability to reshuffle one's deck (with or without the discard pile) in a pinch more often, without having to rely on a specific card and instead using advantage or chips, would be quite nice. The possibility to remove cards is nice, but I am unsure it really does much with that frequency. The multiple "cards that are not cards" (i.e. SIM card, memory card, business card etc.) is a very creative idea and I like the humour in all of this.

Final note, do you intend to release this through itch.io as well ? I am asking because my computer runs an obsolete OS for which Steam support was cut off, thus I can no longer use the app. In any case, good luck and strength to you on completing this delightful indie !

I had 3 cards locked once. The encounter might need balancing, though it could also be meant to be that way : an opponent who starts slow but gets more and more powerful in the endgame, requiring you to play fast and aggressively to defeat him quickly, lest he becomes unbeatable. The fact that your run can be ended because you built too slow a deck befits the game's roguelite style.

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Hi, first off : this will be a long read for a comment.
Second : this was very nice! I browsed through your other games (finished Swords & Claws at time of writing), they're fun, and the sheer effort you put in them even as a beginner dev deserves my congratulations! As for your general project of making perfectly casual naturist games, it is also something that I can appreciate. So far, in none of them did it seem gratuitous, awkward or forced – and why should it?

As for Water Warfare itself, so far it's solid, rather responsive, with appropriate graphics for such a humble game and a funny theme. Nice to see a third-person shooter that's not about killing (though the use of the term "ennemies" feels a bit violent, I would have said "rivals", "adversaries" or "opponents" – especially since you already use "soaked" instead of "dead"). The ethnic diversity effort is much appreciated. Nothing to say about the music, it's nothing incredible but it serves everything appropriately. The Theme is definitely there, what with towels "healing", water pools soaking you fast and the campfire slowly drying you - that's a nice touch.

Reading through the comments I see that you are unsure about continuing it ? No pressure, you're the one to decide. If you ever do come back to it though, here are a few gratuitous suggestions :
- Aiming is awkward. Someone mentioned a first-person view, though I'd be more in favour of keeping the over-the-shoulder aiming and adding an aiming reticle – or maybe two : one close, one far to adjust the parallax. They could even be water balloon/water drop/beach ball-shaped to keep with the theme
- Crouching long enough next to ponds, rivers or the sea to refill the water gun. This would let one bypass the need for bottles to spawn, maybe even get a full refill, but leave the player a "sitting duck" during that time so it would still be risky. Alternatively, higher water bottles and lower towels spawn rates.
- Limited sprinting. Since it is already hot under the sun, there'd be a cooldown which would be removed faster if the player character gets splashed in the mean time
- AI that would discourage opponents from jumping in the river because they're pursuing you ; in the campfire level, it seems one can just camp (no pun intended) on that little "island" in the corner and just wait for people to jump in the river, adding to the soaked opponents count
- The palmtree feels like one should be able to pass under it but it's solid. It'd be nice if it either looked more unpassable, or only the trunk was solid and not the leaves
- The option for stockier, fatter body types. Body positivity is a huge part of naturism, and I see you added "vitiligo" skin which is already amazing ; but everyone is still very thin (and smooth, but more on that later). The larger hitbox of heavyset characters could be balanced with more "health" (as the body has more surface and thus takes longer to soak), holding a bigger water gun or being able to carry more water balloons at once.
- Since we're talking body image, the character creator is admirably complete for a humble game made by one person, but it could use options for body hair, wrinkles, maybe ordinary scars like stretch marks. So far, everyone is looking really smooth and within current western beauty standards.
- No relation but it feels so weird to play this while reading Dune on the side

Anyhow, feel free to disregard any/all of those suggestions if you are already planning to implement them in a later version, or just don't find them relevant. And good things to you, keep up the awesome work!

I see, thanks for your answer ! Of course, there's a lot of trial-and-error and I trust your choices. Will the finished game be available for purchase on itch.io as well as on Steam ? I'll remember the kickstarter for latest updates.

Hi ! Just finished the demo, I had fun and hope I can get some friends to try co-op mode ! Do you intend to keep it to 2 players, or would more players be a possibility in the future ? Maybe with increased difficulty (more ennemies, more boss HP…) to compensate.

I am eager to discover the rest of the story and that universe. 

I like how it looks so far, the controls are responsive although maybe a bit sluggish. I don't think the game would suffer from everything going a little (or much) faster : player movement and attacks, enemy movement and attacks, projectiles, everything can stand being a bit more nervous and fast-paced. But it's very playable like this. The Dash and Double Jump are appreciated, it's a bit strange that the aerial dash doesn't preserve momentum but I understand that it could be for balancing reasons.

Minor details and gratuitous suggestions :
– I know that historical accuracy is not the goal here (character have bombs after all…), but is feels a bit strange to see cross-shaped tombstones in a pre-christianised (and even pre-romanised, if I got it right) environment. Tombstones are easy to decipher visually, even with a simpler shape. Same goes with gothic-looking archs, it's a bit unsettling.
– I like what you've done with the 1-handed/2-handed system. Do you intend to develop that for other things than melee weapons ? Or could there be other possible actions for the shield slot, like spells ? Other kinds of bows and/or ranged weapons (slings and throwing spears come to mind) maybe ?
- The healing spells could use not working when you're already full health. They could also use a nerf to make them more strategic, such as "1 use, then you have to destroy an enemy to use it again". Each spell could be evolving as well : buying it again to make it more powerful.
- It could be nice to have weapons whose modifier isn't just damage, but range and/or speed (a spear comes to mind). But maybe you're already implementing it with the war club ? I wasn't sure
- Being able to buy ability modifiers instead of just weapons and spells could be funny (higher jump, longer dash, more attack range…)
- It'd be nice if pushing the joystick up or down while in the air could orient attacks, let's say 45° up or down for a bit more aerial flexibility – unless that would make the character overpowered.
- Some chests reset after dying. This means if the chest was after a checkpoint, each time I die I can open it again for 10 gold. Not much but it does feel a bit like an (albeit grindy) "infinite gold glitch". Maybe this is intentional, a little help when a player gets stuck somewhere ?

Welp, that was longer than I envisioned. I'm eager to see what you'll come up with. Stay awesome !

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Salut Malerouille ! Avant toute chose, j'aime beaucoup ce que tu fais, merci encore et félicitations pour ton travail acharné et passionné depuis tout ce temps ! J'ai deux questions en rapport avec quelque chose que tu mentionnes avec ton dernier update, comme quoi tu veux travailler sur un nouveau jeu :
– Il était question, à une époque, de rajouter 2 espèces jouables à Daggan avec leur arbre de compétences propre (tigres et rats, si je me souviens bien ?). Tu as laissé l'idée de côté ? Je me doute sans problème que c'est beaucoup de boulot, surtout l'animation…
– Est-ce que cette version 1.0.1 du jeu ne sera disponible que pour Windows ?  Je me souviens que tu avais mentionné à quel point le portage et le débuggages sur d'autres systèmes d'exploit' étaient un vrai casse-tête. Je demande quand même car j'ai un sale ordi de bourgeois  mac. J'avais pu jouer à une version (ainsi qu'à la première démo) qui tournait sur cet OS, mais j'ai bêtement supprimé le fichier du jeu sans en garder une sauvegarde. Maintenant je ne peux plus télécharger cette ancienne version, itch.io m'envoie toujours sur la plus récente !

En bref, est-ce que ces questions seraient traitées dans une futur relativement proche ? Pas de pression hein, je comprendrais sans problème qu'après tout ce temps tu veuilles passer à autre chose et j'ai hâte de voir ce que tu nous mitonnes !

Bon courage et porte-toi bien !