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PhilBlank

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

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* 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.

Interesting little game. I'm a bit confused how it decides who I'm dancing with, but overall the game was pretty straightforward.

Your executable and the data extract separately. Try to keep them in the same folder. Also having a .exe extractor is sketchy as fuck, why not just use .zip or .7zip?

As for the game itself, it seems like you've made some decent progress but the level is a step back from last demo day. The clown horn(?) enemies won't attack you until you attack them and I'm pretty sure there's no secrets (or at least they're harder to find than last demo day). Water distortion was cool, if nauseating, maybe tone it down a bit. The temp sound effects were really bad.

I look forward to seeing where you go with this project.

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Alright, that made it work for some reason. Movement in the game feels like it could be smoother and the levels are somewhat annoying to navigate with all the transitions. Combat is super interesting, but it feels like Iaijitsu-style single thrusts register and kill better than anything else. Attempting to frantically wave my sword around on destructible objects led to only a few of my slices counting. In addition, if you don't need the mouse for clicking on scene elements, I'd suggest moving your sword movement from following the cursor while clicking to copying the cursor's movement while clicking. That way moving your cursor out of range of your character doesn't stop your attacks dead.

For glitches, I ran into the parallax issue other people had as well as the lord getting stuck. Here's a webm I took of the lord error.
https://gfycat.com/gifs/detail/SentimentalAdmirableGallinule

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Got to the main menu and couldn't do anything from there. My cursor disappeared, my controller did nothing, and my keyboard was similarly useless.  The window was partially offscreen, so I tried using various Windows shortcuts to move it. Those didn't work either.

This is the 64-bit version, I'll try the 32/86 one later.

Yeah, I'm replacing the music right now. The new stuff will be done by the guy who made the soundtrack for Tracks: The Train Set game.

Normal mode is locked because it's only 1/3rd done and so overconfident newbies don't try it out and get disheartened.

The release plan is Steam for Windows, then Steam for Mac and Linux, then DRM-free for all of those (itch.io and maybe Big Fish Games if they'll have me). After that I'll try out mobile and figure out if I'd rather port it or just move onto another project.

Thanks for the feedback!

A bit on the easy side since all obstacles can be destroyed and level-ups are easy to come by early on. The only enemies I couldn't one-shot by the time I entered their rooms were the thunderclouds, and that was because all of my magic passed right under them instead of hitting.

Some things I noted:
*You can see the thundercloud's eyes through walls, such as the camerabot room with all the sand.
*Crouching automatically grants the effects of crouching, regardless of current animation state. That means you could be mid-combo, hit b, and you'd still be standing up but no one would target you.
*For the early levels, level reset costs increase faster than you can get currency.
*+10% and +20% movement speed bonuses actually confer ten times that amount. At level 19 I was able to take every speed boost but one and go Sonic-level speeds.
*It's possible to permanently miss out on experience points if they fall off a cliff or into unreachable areas.

Keep up the progress!

Short, but everything in the game so far works well. That one sound clip got me good.
I found one secret area, wasn't really sure if there were more.

Can't really say much since I bombed my way through it like a filthy peasant. Xbox 360 controllers didn't work well with it, some of the axes got crossed or something so you have to hold right to go down but up still goes up.