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Plasmaster09

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A member registered Apr 14, 2020 · View creator page →

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Saving isn't working- it just says "save failed", and sure enough, it doesn't save.

great game but the mathematical operators look. kinda terrifying

it's probably the shocked facial expressions/mouths

excited for stage 3 :0

normally I would consider a game being a transparent clone of another a bad thing but I love Monument Valley and its gameplay so this is just. cool

even months later this is still fantastic

rly excited for the eventual big update :D

more floof poggers

bean pog

This is fantastic.

And as someone else has probably said by now... I really hope you make a full-blown sequel out of this. (Or at the very least, add this to the PICO-8 easter egg in Celeste if you aren't going to make a full sequel out of it!)

Oh, that makes sense.

I could swear Routine was #39, but guess not.

(In terms of how many total you've seen, it really should keep track of that though.)

update, poggers!

pogguns?

pogguns.

(2 edits)

Great game.

Stage 2 is an absolute pain in the ass though.

Those absurd interconnected resource chains...

the fact it's borderline impossible to not have a ton of negatives until way later on...

Also, it says there's 40 malignant upgrades.

However, number 39 is Routine, which is by definition impossible to "obtain"...

...so what's number 40, and how do you even get it? It also doesn't show up under Locked.

*spoilerama*







what if when you beat normal mode, you unlocked:

a) a traditional hardmode where enemies have a bit more hp and new tougher patterns

b) whatever else you're planning, idk but knowing this game it's gonna be fantastic

but when you beat hardmode, in addition to just difficulties you get a customization menu with options like randomization (for stuff like guns, items, enemies, enemy attacks...) and attack pattern speed

that way beating normal mode gives a logical hardmode that fits its name more, but beating that hardmode gives even more replayability to ANY difficulty instead of "oh wait guess I beat everything now"

unlock spoiler, but...








are the hardmode enemies supposed to pull semirandom attacks out of their butts on a regular basis?

(I'd strongly recommend changing it to just be increased damage and a new attack or two for each enemy.)

new basically everything including bosses?

yes

YES.

YES!

oh yeah that makes sense

now I'm imagining a joke item that's absurdly cheap like $10 and allegedly triples your ammo regain from blocking but the extra ammo gained is purely visual

ooooooooooooooooooo [more audible excitement noises]

also while on the topic of future content, I just have a couple little suggestions for new items

weapons: one that bounces off walls/enemies (but is just a single moderate-size shot), or one that splits into two shots going left and right when it hits an enemy

items: one that makes blocking easier, and one a la mirror ammo that makes blocking recover health (at half the rate ammo would be recovered normally) INSTEAD of ammo

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ah yes the six out of ten here is made out of eleven

Little visual bug in the newer versions. I don't remember this occurring in the older ones, so I assume it's only in the new ones.

Likely explanation is that the visual ammo counter tracks how many bullets have been fired instead of just how much ammo has been depleted, and weapons like Burst fire multiple standard bullet projectiles.

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Four months and a mega update later and this game is still fantastic! (Also the new weapons and items are just great- especially the new 8-cost ones, though that may just be because of how hilariously strong they are.)

In terms of the unlocks and new game plus thing: This might literally already be a thing once you beat the boss now (I don't know, I haven't managed to get back to it in the newest version), but what if the new game plus was more... expansive? Instead of just four fights, a chest and a shop, what if it had a rudimentary branching path system akin to other roguelikes like One Step from Eden, and each world had a boss? (...though this would be such a significant change that it's probably going to be reserved for DLC or a potential possible sequel, both of which I'd also be excited for.)

7.8/10 too much fluff






;>

11/10 best mod

the world needs more adorable squid bean

:)

(1 edit)

(it's me, kirb- this is my itch account)

10/10 would dice at least one versary again

Probably the fact that the comment came out three months before the game did.

Yeah, that's definitely the only problem.

(2 edits)

Yeah, I more so mean HP. (I've had a couple runs just today where I ended up with so much ammo it literally went off the screen, but by that point I didn't need it because I only accumulated so many upgrades through obliterating the shopkeepers. I did so by brute-forcing the first one with whatever I had, and then just cheesing the ones after with Riches because they don't get harder or have more health later on.)

Also, just a suggestion: maybe some of the extra items and weapons added in the mobile versions could be unlocked first so that unlocks go beyond just more palettes?

Edit: Turns out the border problem still occurs, but only when exiting (and possibly entering) Settings while de-bordered. The solution would probably be to just have the game start up without borders if windowed. Eh, it's a minor annoyance on an otherwise fantastic game.

This game is fantastic!
Just got it from the Equality Bundle.
There are only really two complaints I have, and they're both minor (there would be three, but the creator has already said the mobile version will add more content).
1) Ammo and health almost never increase substantially. Maybe lower the starting health but make max hp upgrades more plentiful?
2) Each time it loads something while in windowed mode, it forces itself back into the center of the screen at full window size. "Full window size" meaning that 80% of it is just red to the left and right, constantly forcing itself into a size that it doesn't even use most of.

Oh, and just beat the final boss.
Creepy, fantastic.