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A member registered Aug 27, 2017 · View creator page →

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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.

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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.

Attempting to set 'Escape' as a button for config exits the game. Probably best to let the player know if that's a reserved key.

Shooting controls were a bit confusing, as I'm sure you've heard many times before. I get that there's benefits to not firing, but they hardly felt worth it and I'd much rather have auto-fire so as to not kill my fingers. The bomb key didn't seem to do anything and the focus key did... something I never figured out, probably a projectile barrier but I think I saw it drain two bars instead of 1.

The level was fast but it wasn't all too difficult aside from a moment or two of tight bullet patterns. I never beat the boss, though, that form where they shoot aimed attacks and can't be hurt until you pop the bubble got me every time.

Juicy as fuck. Fitting music too.

Controls were  bit difficult to understand, even with the tutorial. I think it's mostly because the character doesn't have much weight to their moves.

Played up until right before 'The Swamp'. Premise is decent enough, Doom/Chex Quest-style game with hub world. There's a bit of a visibility problem, though, as I'll often find myself unable to find where to go next due to nearly every wall and floor tile being the exact same. There's no directional feel to the map, so if you get turned around it'll take a while to figure that out.

The non-euclidean element was interesting, reminded me of some maps for Duke 3D. You could always use that in your normal maps to prevent players getting lost. Other than that, all I can comment on is that nearly invisible and disguised enemies feel a bit cheap.

Couldn't figure out how or what to mine. Pretty sure I ran into coal several times, but hitting it with the laser just turned it into a physics object instead of getting it.

Combo counter doesn't reset on its own, only when you kill something. Running out of ammo left me feeling a bit useless, even if I could melee my way out with enough patience.

Way ahead of you, I saw your twitter post yesterday. Thanks for covering everyone's games!

  • Keep your scope minimal. 
  • The theme has already been revealed, so you can go ahead and plan your idea/pull references. Just don't touch the code/art/music yet.
  • It's a ~3 day jam, so at 8 hours a day you'd get around 24 hours of work on it. I wouldn't recommend working more than that or you'll go stir crazy.
  • First day should probably be main mechanics.
  • Second day should probably be content generation.
  • Third day should probably be a bit of content generation and a lot of polish.
  • Style is like salt, use it to cover up mistakes and make weird things look intentional.
  • KEEP YOUR SCOPE MINIMAL. You're not making a shippable project, you're making a tech demo where the tech is replaced with fun.

UI seems a bit busy. Also there don't seem to be any disadvantages to being seen (aside from being shot at), so I just murdered my way to the cash pile.

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"When you mean the "level is a step back from last demo day", do mean the overall design?"
I suppose. The level feels very linear (switch unlocks door, go in door to get key, use key to go to the water, press switch in water to reach portal).
Last demo day I think I played through the level twice just to go on a secret hunt. It was much smaller and the main path was less interesting, but the whole level was fairly consistent and the secrets added an extra layer of interactivity.
EDIT: Just watched someone else play through and turns out there were secrets. I wasn't expecting you'd need to shoot stuff, just bump into it like Doom.

Absolutely gorgeous game, I'm sure a lot of Ace Combat fans will be happy.
I, however, had no idea what I was doing, so I ran out of missiles and then stalled the jet by accident.

There seems to be an issue on the main screen where the FPS tanks every few seconds. I'd consistently get 90 FPS, then it would go to 8.

Good art. I had a bit of a hard time understanding what some of the modifiers were (like the potion).
Gameplay seems well and good, but I'd say you'd want to make the bosses more aggressive and maybe give them some gimmicks.

I saw a steam appID and some steamworks dlls, good luck on release!

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Ran into some issues:
*Entering the froghawk room a second time spawned me outside the level and I kept falling in a loop forever
*Upon starting a new file, I retained all my money and nothing else
*The teleporter in the spike room took me to its pump room instead of the museum
*Grim reaper dudes can't be hit by magic
*Magic is pretty sticky and slow compared to last demo, so I only used it for spikes
*Builds don't really feel all that different
*I took on the final boss at level 6 and almost won (because dying means nothing), but his fist got caught on one of the green things and bugged out. It was the second phase where he attacks vertically.

I'm interested to see where you take this. Balancing RPG scaling in such an action-y game seems pretty difficult.

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So much juice. Juice everywhere. Luckily I got all the way to level 6 without my eyes dying of juice overload.
Anyways, my only gripe is with the anti-material block. It took a while to figure out what the hell it was and how it worked. Don't be afraid to explain how it works with text, since you're already doing that for the controls. Once I did figure it out, it was pretty cool, but it also led to a lot of unwinnable scenarios where I had it stuck on the wrong portion of my screen.  It's an interesting mechanic, but it definitely ups level complexity since any mini-puzzle with more than one solution now explodes exponentially with the addition of others.