Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs

PhilBlank

83
Posts
8
Followers
3
Following
A member registered Aug 27, 2017 · View creator page →

Creator of

Recent community posts

* Game is way too zoomed in to actually see anything

* Four directional shooting versus free roaming enemies is awful

Cute game! It reminds me of a prototype city builder/gardening game I was playing around with.

Some notes on your current stuff:

  • It's difficult to get a ground panel going the correct way I want. I'll be trying to close in a shape but it'll keep wanting to go the other direction of what I need
  • Having to close in shapes is boring. You should let players build whatever they want, might work well with village behavior once it gets more complex
  • I noticed almost all my villagers were pathing to the same two trees, even ones spawned from far away villages
  • Auto-collection of materials would be nice. That and you should enable 'Run in Background' under 'Edit->Project Settings->Player' so I can alt tab and still get materials.
  • Occasionally can't read the words due to either the opacity or them being over a white skeleton. Would suggest a colored outline
  • The timing aspect to defense seems annoying, especially since attacking while a defense is queued removes the defense. I'm also not sure it's possible to keep your combo meter in sections with a defense timer (maybe make it so defending stalls the combo timer)
  • After beating the boss a second time, I was told to name my 'new' power (same power as before I think). Entering the same name as I had used the first time caused me to use up a power charge despite me being in a menu.
  • On that note there should be some kinda indicator on screen of what word we picked for the power

Combat feels really slow, what with the player standing still to attack. With both combat and platforming I feel you should be leaning into your character's unique abilities more.

Lots of bugs in your proc-gen code. I've spawned inside isolated rooms with no way out, had treasure chests and enemies spawn inside walls, and had to give up halfway since the path to the next room mysteriously cuts out for a tile.

(2 edits)

Neat little project, the two things I have notes for are the menus and the controls.

For menus I couldn't seem to pause or exit back to menu. On closing the game all my menu options were reset.

For controls it feels like the character's speed is awkward in that it allows neither fine movement nor rapid dodging. Yomic suggested a focus button, I think you could do what some shmups do and tie it into the fire button, it'd also keep players from just holding fire the whole time. You call the second weapon a sub-weapon, but you label the button as 'bomb'. That's pretty confusing since secondary weapons are usually on 'x' between primary and bomb. In addition it seems that they don't clear bullets, so they're not bombs at all.

Brilliant job, Saku. I nearly cried when the T spun.

Gave it a fair number of runs, eventually managed to get out by blowing up the wall above the gates. Some notes:

  • Occasionally the cavern part wouldn't get loaded
  • I felt like there wasn't any real way to fight the tiny bots once they aggro'd. Despite their size, kicking and shots only paralyzed them so I'd have to use a whole red barrel to kill them. Running away wouldn't help since they never lost aggro.
  • Bubble movement felt inconsistent. Since it's important movement tech it'd be nice for it to be consistent
  • Jumping into the gorge lets you skip the entire first segment, I used this a lot :^)
  • Your 'C' button is bound to a debug camera that I couldn't figure out how to exit. Seeing as the last game I played had 'C' as crouch, I ended up losing a lot of runs to it.
  • Lack of saves was annoying
  • Carts and enemy ecosystem were cool, but they were complex enough that I didn't really want to get involved with them.
  • Carrying anything heavy was annoying, even for just a couple meters. The bubble should make heavy items count as lighter than they are for the purpose of carrying.

Cute halloween game! Would love to see more complex platforming or more game mechanics, though the movement would need to be refined more for that.

Beat the first level, then accidentally closed the game by trying to skip the end of the cutscene.

It's, uh, it's a game alright. Not sure QWAS actually works in any controllable way, I mostly just used the turn ability to beat the level. Btw, you can use turn to phase through walls, killing yourself.

Oh wow, a Square game where you play as a witch? Who could've seen that coming?

Jokes aside it's an interesting idea that needs some refinement. 

  • Control bindings should've been explained in-game, not on the game page. JKL is a rare binding, more people will associate Spacebar or Z with jumping. Also, even though your main screen says '[J] to start', J doesn't work and only left mouse button does.
  • Camera obstructed gameplay a lot. Some terrain went translucent when I was behind it, some didn't. Some went translucent when I was above it, which was really weird. The camera's movements felt locked to the player, which made movement feel rigid.
  • You should use a projector to add a blob shadow beneath the player and any enemies. This is what Mario 64 uses to increase player's depth reasoning, since it lets players know where everything is on the xz-plane.
  • Absorbing pumpkins in the first level made me poop skulls, but doing it during the boss did nothing.
  • Mummy's bandage has wonky aiming. I had the bandage go 90 degrees away from my forward direction first. Adding some lock-on would be nice, aim assist is also a possibility but it wouldn't work well with grappling to terrain.
  • Door colliders were sometimes still active when the door was opened. I could just jump over them, but it felt weird to suddenly bump into them.
  • Combat overall wasn't very satisfying. It suffers from the same problem as Knight & Witch where combat is slow but mindless. Either speed it up or add more puzzle elements to the fights.
  • Music is good, good job Mobius (btw your name is mispelled on the credits).
  • Art is also good. My nitpicks here are that there's a texture issue with the candle and the terrain is kinda bland compared to the models.

I know it's a lot of criticism but I thought it was a pretty entertaining game. Would love to see you flesh it out more.

Fun little minigame. No idea if you'll come back to it in the future, but here's some comments anyway

  • Having menu advancement tied to 'any key' is annoying, since I accidentally skipped the final screen by trying to jump
  • More spread on the 'x' shot would be nice. You have to inch into enemy lasers to hit them with it.
  • Enemy lasers sometimes fire before they're even visible on screen. You should check whether or not they're in the camera frustrum before their attack windup.
  • I completely forgot the 'c' button did anything. Might be nice to have a reminder when it's usable
  • Level system didn't really feel relevant except at low levels when you can't spam the 'x' button. After you pass a threshold there's no way you'll ever bottom out on mana.
  • The game doesn't do anything to force you forwards. The bountiful pickups mean that just chilling out for a bit and breaking boxes will give you enough health to tank the next few stacks.

Game fails from itch launcher

***Error***: cannot read property 'split' of undefined

  • UI icons are extremely low-res except the potion and keys
  • Movement animations are kinda wonky, especially running backwards and for characters with capes (feet clip through them)
  • Game uses a large amount of CPU resources. Memory side seemed fine.
  • I could never figure out why you'd pick anything other than a mage. They had the best shots, could still dodge amazingly, and often had one-shot kills in their kit.
  • Doors sliding downwards doesn't work very well from a top-down perspective. I'd suggest having them open inwards or outwards.

After opening the red door, I ended up finding a giant pit that I couldn't cross. I'm guessing that was the end of the demo?

  • Game froze for a bit after reading the first sign post
  • There didn't seem to be any portions that explained the ground pound, wall jump, or even that I had a double jump. Only control explanation I found was for the high jump.
  • Respawning in the area with the purple ooze would put your camera out of bounds. It also put you back with only one health, but that might be intentional.

I was unable to clear the cubes leading up to that yellow gem, since they never seemed to give me enough height to reach the next plus they disabled my double jump. The graphical improvements are nice, but controls seem a bit harsher than the 2017 version on Steam.

I suppose, but at the same time I understand that the strange movement of the players is important to your game's aesthetic. It's probably fine, since your game doesn't rely on any precise platforming or such.

(1 edit)

I managed to get myself stuck since my witch had fallen over dead to the buzzsaws in AI follow mode. They still had one heart and the game hadn't ended, though, so this might've been a bug. I'd suggest adding an auto-dodge to the AI follower otherwise the game turns into a babysitting escort quest.

Controls need a lot of improvement, neither character feels fun to control (Witch less so, since she takes forever to aim and does barely any damage). Another thing that could be snappier are enemy deaths, they stay on screen for another second or two before finally deciding they should keel over and disappear.

Combat feels nice so far. The stuff outside of combat is kinda confusing, though.

  • Had one of the knife enemies slide out of bounds after death
  • Some of the enemies seem to still fire while their death animation plays. This is especially dangerous for the shotgun enemies, since their corpse will usually slide super close to you.
  • Took me a while to figure out that I have to shoot safes to open them. Only figured it out since I remember you posting about it once.

Your movement codes seems a bit wonky. There were tons of times where I let go of a movement key but kept traveling for another quarter of a second. Playing around with it I noticed it was hard to replicate with short key presses, so I guess it's momentum based.

Went through until I had killed three mages, just to make sure there wasn't any content still waiting for me. I would love to see more varied enemies or stages as the game progresses.

Other things of note:

  • After the first section it asked me to name my power, which I assume meant assigning the keyword for the bombs (I never used them so not sure). However that word isn't displayed, so I could see players forgetting what keyword they picked.
  • I got one section of story text and the rest were French excerpts from a Merlin story. I'll assume this was intentional and is your 'Lorem Ipsum' equivalent.
  • Defending from the mage felt weird since completing a defensive word has no immediate effect.
  • It's hard to read the combo counter (or any other UI element) while killing enemies, it might be nice to have a small pop-up from the enemy that displays your new combo count.

I love games like Typing of the Dead, so I know there's all sorts of things you can do with this genre. Will be nice to see what you decide to add in the future.

You've set up a good base, but here's some issues I noticed:

  • Only diagonal roll that works is up-right
  • Skeletons occasionally teleport if they get blocked during movement
  • Chests still have colliders once opened, so they can potentially block passageways
  • Combat is a solved game (kite one enemy, block until they attack, then get a strike in) due to the lack of attack options for players and enemies
  • Stamina is basically infinite since you can roll even if the bar is depleted

Good work so far!

* It's impossible to figure out what your right two upgrades are since there's no text on your shop menu. Left two are pretty simple to figure out but still need an icon or text.

* Upgrades provide linear benefits and their costs scale linearly. This means your game is going to be stale throughout.

* Your click upgrade seems to improve in increments of .5, but you only render whole numbers. Don't do this, use whole numbers. Multiply everything by 10 if you're insistent on using the same scale.

* Instead of screenshake, you should apply the shake to the character. Also don't apply screenshake when clicking the shop button/upgrades.

* Clean up your pencil lines.

1/10, I told you half this shit during DD19.

Controls are a bit unintuitive, constantly swapping between right click, e, and tab for similar actions. You've got some sprite ordering issues as well.

The base of your game is getting more polished, hope to see more content over time. Especially fishing, since you already teased us with those juicy progress gifs of the fish.

A'ight, it's proper orthographic goodness now.

Dance minigame is now only a minute-ish long. It was like three minutes before, which was kinda pushing it.

Fixed up the rhythm game. In addition to not being perspective anymore, the collisions register properly.

Also added a tiny score-like thing to help sate your ADD.

"and UI with score and whether you hit the notes at right times being rendered off-screen."
There is neither a score nor a rendered score.

Thank you for your kind words, I will now embark on a pilgrimage to Reddit and send as many people from there to AGDG as I can.

It's perspective, not isometric, but I get what ya mean. If I bring it back I'll have it be orthographic.

I like that it moves to show more of where the player is aiming, but when it happens at the same time as movement it makes motion feel off.

Thing is, I hovered the indicator over each unit and mashed every button the menu mentioned. Nothing happened.

Conversation with the bamboo/grass lady seemed kinda bugged. When I came back to her she'd only say the first half of any conversation and I could never tell if I had completed her task.

Aside from that I'd say watch out for resource utilization. You're spawning in a lot of objects that can spawn in more of themselves, so there's gonna be a CPU drain if you're instantiating and destroying the objects over and over. Object Factory design pattern would help with that.

Had the same tiling issue as UltDev, it seems one of your tilled soil tiles is set incorrectly so it just shows as transparent. Some UI elements would also not show up, so I'd have no idea how much I was watering my plants for.

On the gameplay side, the controls are really bad. Whether it's trying to select a specific item or trying to select a specific tile, the game fights you over it. Honestly I'd recommend against the old Harvest Moon one-by-one approach to items and tiles. Rune Factory does it much better by allowing you to till/water 3x3s at once or allowing you to hold the pick-up button to collect all nearby items of the same type.

Your gun can still fire after death. Also the camera work makes movement seem floatier than it actually is.

The first level I was generated was huge and took about 8 minutes to fully traverse, compared to 2 for the next. I'm also not a big fan of all the narrow chokepoints between rooms, since the enemies will end up firing there for cheap shots. Teleport helps deal with that, but I liked the level structure from the older demos more (or maybe it was just the forest level).

The boss AI has a tendency to get caught in corridors. For bullet hell types this makes it a peek-and-shoot game that takes forever, for melee types it just means you have to kite them through the whole level.

This seems pretty early in development so there's not much to comment on. The fact that the bot targets specific corners of the grid makes it a bit less intuitive as it moves around, but it doesn't take too long to get used to its shot patterns.

Parrying seemed a bit strong. Also I don't see why you need another button for jump when you can just use the up arrow key.

Managed to get myself out of bounds after killing the boss. Since the sludge only deals one damage you can just kinda hop on it until you reach it's end.

Couldn't figure out what to do after placing both units. None of the listed controls did anything when hovered over either character.

It said that I could select an action by pressing enter on a character when its their turn, but there's no indicator of whose turn it is.

Gacha text elements are hidden behind the shop buttons. Screen can't be resized to fix this (you can enable this under Edit->Project Settings->Player).

Gameplay is a bit too simple to bother noting, however I should point out that your Per Second upgrade gets relatively cheaper as time goes on. The cost is always equal to 2 seconds worth of DPS + $10, so each successive upgrade can be bought a few microseconds cheaper than the last. Typically you want upgrades to take longer to upgrade the further along the are, with upgrades that provide linear benefits requiring quadratic resources to buy.