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Plutoneus

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A member registered 99 days ago · View creator page โ†’

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Yeah, I am for sure changing the tab method to a menu style to compensate for later mech additions, but with release rather than a separate button. I just wanted to change it for playability really (temporarily).

End room text is different, it should have shown up when you entered the room rather than hit a button.

The bomber key is now space, so I figured there was no reason for a prompt, as players would (hopefully) hit space to jump and discover both that: they can't jump, and jump key shoots a bomb.

Thanks very much for playing and the feedback.

No problem that you didn't finish. Not a good percentage did. Thank you for playing. Pretty sure this is the same bug as the normal freeze glitch, but thanks for letting me know.

game is challenging and looks really nice. Lewd themes hurt it more than help it, they just seem forced/random but that's just imo.

Control is great, and the platforming feels refined, as do all of the mechanics.

All around fun game and I'd love to see more to come. Great job so far and good luck

Thanks so much for all the feedback! Others have talked about the falling jump scenarios, and so I'll have to figure that one out.

Tab release switching will most likely be the decision I make for bettering the controls, many others have said the same about that as well.

I realized that the camera was an issue in the final room, and it will most likely be an easy fix, but thank you for bringing it to my attention.

I'm very happy you enjoy the sounds and mech mechanics. The low res is so I can focus on learning to add mechanics :) but it happened to come into its own as an aesthetic, and I'm pleasantly surprised that some like it! 

Thank you for the follow and thank you for the feedback.

Thank you so much for playing and making a video. I love that you showed input display as well. It is noted that I should definitely make switching easier as it's such an important mechanic for smooth gameplay. I see you ran into a lot of the glitches too, sorry about that :X I'm glad you played so much of it, even though you got lost!

With the two video playthroughs I've seen, and friend's comments that I got, I feel like the difficulty in my game is much more frustrating than it is fun. Would you agree with this? 

I'm so sad you gave up on my TERRIBLE kobe trick shot room, but I comepletely understand why! I hate it, and it was added very late. It's technically not "required" to "beat" the demo.

Oh no! you didn't finish it, and you ended the video in the room where you were supposed to do something. But this is fine, because that is the type of game this is anyway.

Thanks very much!

If you're planning on going for the classic ff/dq feel that I felt it had, then yeah, removing it would probably be the best move. It's a sort of modern mechanic for it to sway like that.

pretty satisfying hits, but I was kind of bummed about being unable to dodge. I feel like Guts, and I feel like that's what you were going for.

Satisfaction increased severely when I learned to block. Everything feels/looks much more smooth compared to last demo and I love juggling enemies. This has a nice learning curve with learning to block attacks, but considering the block is basically a parry, it feels odd that I don't gain some sort of advantage over enemies I block. This is just a personal opinion though.

Overall I enjoy it, and I hope to see more progress

This feels so calming to play, like final fantasy 3 if it were on the gbc, but I'd suggest changing the camera sway to really nail that feeling.

The music is super good.

damn, a pink eye 1-shot 2 of my companions (named QT, QT2, and QT3 because I'm extremely creative) that seems a bit harsh for the first encounter I see in the game. But more power to ya if that's how you want it to be.

On the other hand, I see the I don't end up at my last save when I die, but the last church. That's good at least.

Very cute game, good luck in future development.

Interesting little thing you have going here. I enjoy the aesthetics, but it's quite hard to tell what's going on without at least a little indication. Such as whether or not I actually planted seeds or used an item.

Very comfy. Good luck on development.

I generally don't like click to move, and this is no exception. 

The combat feels decent, and everything seems to be working as intended. Except when I died, I wasn't able to actually proceed and the camera just slowly spun around me. I assume that it's just not a feature yet.

Dodging projectiles in the 3rd dimension in a top-down game feels pretty neat and unique.

I am consistently trying to attack, but it turns out that when I right click an enemy (or a lot of space around them), I have to wait for the player to walk over to the enemy (and put myself into danger) before my attack actually starts. I'm often trying to find dead space to click on that is in the direction I want to attack. Maybe make a different button attack in addition to right-click? considering the keyboard isn't used at all currently.

The little slash effect isn't quite accurate to where the hitboxes are.

The enemies above are completely passive. Is this intentional?

It's very satisfying to kite around enemies barring the annoyances mentioned above. I enjoy the fairness in fighting the large guys, but they might be too easy on their own. They are a good test of patience.

I very much like the idea and the shell of what you have here, and wish you luck for future demos and hope you keep at it.

Ok, back at it again with Frauki. I wanted to make a video but obs with this annihilates my memory use.

Fluid feeling still there, basically all my gushing about that was said last time so I'll save it..

Glad you got rid of the needless tutorial text.

Kind of wish there was a faster, weak attack. Especially for these extremely obnoxious hornets! But I understand that you want to emphasize satisfying large hits. Very frustrating for some situations though.

Every time I die I keep coming back to this zone and not being able to exit. Did I do that debug mode thing again?


Also I'm using my controller as of typing this now and I like it much better. ps4 works well.

mother fuck these robots to the left are hard. I miss being able to cheese everything through walls :( just kidding... glad you fixed that (I think, I'm not getting as far as I did last time).

I enjoy that I find use in all of the different moves for different scenarios. 

Also forgot to mention I'm glad you made a download. Everything is a decent step up from last demo.

All in all, I'm excited for whenever you decide to release the full thing, good luck!

As soon as I got in, I thought the jump felt so weird because of how slow it is, but in combat I love how much variability it gives you. This is a very very promising project and I had a lot of fun losing 15+ times. Is practice mode not in yet? I clicked it first and the regular game seemed the same as practice mode.

As I just stated in another demo's comments, I am terrible at shmups, but these feel much more natural to me because I can control the pace of progression. Dodging these projectiles feels great.

Good amount of difficulty for the type of game it is.

Sound design stands out the utmost, and it's consistent and great throughout. 

You have a great thing going here, good luck. If I manage to actually get further, I'll edit this comment. 

Cool tech demo, it looks really nice, and I can see this blooming into something I'd definitely love to play. but I am frustrated at the hit registration and don't understand why I'm missing sometimes.

It feels really nice to gate off other enemies to focus on your target.

Dashing feels so dissatisfying, because of the lag afterwards. A stamina depletion is enough punishment for getting out of the way of something, but that's just me.

I absolutely love the style, and I'm sure with some audio juice and general fluidity this will gain lots of traction. Keep up the good work.

Great game feel. The game looks and sound good, and plays very well. Dash mechanic is nice. I could not beat the 2nd boss, which seemed extremely close to the first one imo.

Very sleek design,  smooth gameplay and visuals. There's really not anything wrong here, and it's a nice understandable experience overall, though I'm unsure how much more you can get out of this with only a 3x3 grid, but I enjoy the current puzzles. Is this near completion?

It took a bit for me to understand what you were asking of me on the 5th tutorial room, but I get it now.

The narrative is nice and understandable, and I'm encouraged to complete each level because of this.

As the game goes on, I'm progressively enjoying the puzzles more and more. I'd say that's a good indicator that your pacing is on point so far. I am very impressed in general. I am noticing that adding these new features of different enemies and altered room shapes is adding to the depth.

You've made so much progress and I like it all a lot, great job so far.

Thanks for bringing my attention to a sound glitch, and thank you for playing. Yes, as much as I wanted more content for the bomber, the bug fixing came first, and is probably all I'll be spending time on between now and mech jam :(

Will you be making playthrough vids for this demo day as well?

running out of bombs is a very new problem, hadnโ€™t heard of this til now, so thank you!

I agree with switching mech on tab release being much better, I just hadnโ€™t figured it out before demo day, so Iโ€™m glad you agree. 

Switching is very buggy, and I already know which room youโ€™re referring to falling through the floor on. 

The sprite glitch happens after certain stuck instances, itโ€™s on the big bug list haha

The bombs are never supposed to run out, Iโ€™m sad you didnโ€™t get to finish because of this. I will check it out this afternoon and try to replicate it. Thanks so much for your feedback again, Rokas. 

I forgot to add: while up against horizontal walls, you walk slower, but while up against vertical ones, you walk at a normal speed. Unsure if intentional.

(Edited 2 times)

So funny you mention Space Station Silicon Valley! My friend told me about it when I told him about my game idea, I hadn't heard of it before then.

Yes, the mech charges by hitting down. I am working on communicating this better to the player, preferably without text. Very new to programming in general, so I'm trying to learn to add in different states of charging and animations for this. It will take a bit due to being such a novice.

Hey, wow, I thought I had noticed an increased jump window in your game! My suspicions were correct, huh. That is a great idea.

So glad you liked it, thank you! and thanks for the feedback too

Yes, I definitely hit QWERTYUIOP while trying to use the apple hahaha. Caused all of those oddities then.

  • God I love a good while-rising slash and while falling-slash differentiation. 
  • These animations are fantastic, all around
  • I think this "can't open from this side, but can from the other" didn't need to be said, you make it pretty clear with the visual
  • Am I mistaken that this has to be played in browser? If it does, that's a shame! I just don't ever prefer in-browser
  • Such pretty lighting effects. Again, the visuals are so good
  • The platforming aspects feel great, and I enjoy moving around very much!
  • The portrait of the big forest spirit lookin lady is very different from what she actually looks like. She moreso looks exactly like the MC in the portrait. 
  • just discovered the downward stab, so cool!
  • I'm only being nitpicky now because this game seems so well-polished, and frankly fantastic so far: I keep confusing the dirt-esque texture with a background, I'd say because there's no clear outline. Pic for reference: 

^ This might just be my terrible eyesight and you can take it with a grain of salt.

  • unsure how saves work. Died to the hornet/crawly bug dude combo in the pit, ended up at the beginning. Died to them again (I'm bad) and ended up just outside their domain.
  • shortcut tooltip appeared again when returning to the original zone even though I had already seen it from the prior shortcut
  • heart tooltip only appeared for like 1/4 of a second for me: 


  • respawning here put me nearly inside the enemies' hitboxes before I could react. But maybe I'm just a huge baby whiner: (also doesn't really matter considering you get healed right after this)

I'm cheesing this guy from underground: 

  • Q to eat an apple is not working for me, but V worked. (your site says Q)
  • Ok this time there was no cheese, and it was a very fun fight... BUT, I didn't take damage, even when he hit me: 
  • Yeah I'm not taking damage from any sources now
  • I'm so entranced in the exploration that I'm forgetting to type anything! I absolutely love shortcut-style progression. The feeling of opening a new one never gets old. So satisfying to play this game all around, and I am already a big fan. Praying for a later exe version!

Biggest problem is this invulnerable glitch. I may have tapped a debug key or something while looking for the apple button. It still hasn't gone away and I just defeated this robotic enemy.

Good luck and I hope you stick with this to the end! Love it. SO GOOD

(Edited 1 time)

From the thread, I was going to comment but learned I was playing the old version!

Now the alien saying I came through the portal makes a hell of a lot more sense... heh.

Anyway, as I said, love the cam transitions, models, and screen transitions. Do not like mmb to center cam as opposed to a click-to-drag cam. Might be preference, but I do believe it just gives much smoother control.


For some reason I was unable to jump while up here (with spacebar) and then it worked with rmb, then after jumping once with rmb, I could jump with spacebar again. I know nothing about unity, and wouldn't know what the problem is.

No screenshot for this but after walking out of the mill, as I talked to the alien again, the cam just zoomed into his crotch while he was talking.


beautiful.

I like the visuals a lot, and the movement is good other than that weird spacebar glitch (it happened outside as well). Only dislike the camera control, but that's about it!

Very nice, though, keep it up, man. Cute game

EDIT: didn't know until I saw Khrysdev's comment: you can fly the plane? Or was that the old version? I flew on it and it just fade-transitioned and said thanks for playing.

Also, windows calls the game Leapy Knight instead of Elemental Knight (in the window and in my volume mixer).

1 and 2 to select tiles was definitely hard to get used to, and very annoying. Even by the end of using it (like 15 min) I still kept trying to click the icons due to muscle memory.

Feels cool, but am I unable to delete characters? Had to restart to get them to go away, it seemed.

The drag-to-create-rooms is my favorite feature, and the layer system seems to work fine.

Nice work

(Edited 1 time)
  • Very aesthetically appealing
  • Communication is perfect for learning how to play. Love the simplicity of the 'tutorial' aspect
  • Segmented statements in between learning mechanics caused me to often forget what I had last read, but I got the gist of it, as ambiguous as it was.
  • Sound design and overall feel of movement is very crisp, feels great along with the screen transitions

Curious to see where you go from here! Keep up the good work

Thank you very much! I appreciate it a lot.

I hope adding rooms and making it a longer experience won't take away from the simplicity, I'll try my best. Will look into the mech bug you and others experienced after classes.

I anticipated playing this while seeing your webms in the threads. I am very interested in any game similar to my favorite CV games! This is a very very fun and exciting demo. I had a very very hard time with the boss, but I'd say it's just because I am bad, to be honest. But at the same time I very much dislike having roll on the shift key, granted I haven't played a platformer with a dodge roll in either a very very long time or ever at all. I got more and more used to it, and the boss probably took me 8-10 tries.

I didn't understand why I couldn't jump at certain times, and it was because I was running and shooting, and while still holding down arrow keys, was trying to jump. The jumps never worked until after I let go of the arrow keys and tried again. It looked like my little helper buddy was stuck on my gun, was that intentional, to show shes charging it or something? 

Great boss design! his moves were choreographed to where even when I went in the first time, I felt like I saw what was coming. At the same time, the strategy I used to win was just hide in the lower corner of the walls to auto dodge the smash attacks. Though, after I won, I came back to this page and saw you increased the shot frequency (I was playing an old version... shit!). That will probably stifle my cheesy strategy.

Very sweet game, I don't see much wrong with it other than my previous statement and lack of controller config.

Keep up the great work and this can be a huge success, one of my faves so far for sure!

Glad you enjoyed the slowdown due to intended clunky-ness! It was something I wasn't sure how people would handle, but I would like to add some way to get out of it and roam free as the chip when the player feels the need. I will look into this bug, as I came across similar things when adding this 'spring' effect.

Also concerning the joy in figuring out how to use it: I am conflicted on how obvious I want to make it when you receive one of the mechs, on what it's controls are. 

As far as the visuals go, might look into a filter, might not. 

Thank you for testing and commenting!

(Already replied in thread, but will again anyway)

I was thinking about making some sort of UI bar or like a 'thruster' animation to show how long a player is charging, but I'll figure out what feels right. thanks for playing

(Edited 1 time)

Friends of mine who played said the same thing. I didn't make it clear at all that you charge a high jump with the mech by holding down. Some communication about it is something I intend to add very soon.

(Edited 1 time)

Made it to the tippy top. Very fun to move around when you get the hang of it. Only thing I don't understand is when you can do the F key boost, it seemed random.  Also I never learned to slide, but never needed it to get up high. did I miss something?

Very nice so far!

EDIT: I see it now, the orb is the indicator and you can only do it in the air. I had a feeling that was it, but I was trying to hit F while on a wall, so I dismissed it.

I like the concept! The combat seems fun, but I really think you should add either a sound or particle effect for hitting an enemy and for getting hit.

What a great game. I too didn't ever feel the desire to use the speedup button but I can see how a better player would. The difficulty is very nice. Too hard for a shitty schmupper like me to 1cc first or second try.  Very nice, mate.

Thank you!