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Preece

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A member registered 3 years ago · View creator page →

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Thanks for trying it out! And great feedback.

  • I'll reduce the slow mo effects, and the death time. I can see how that would be annoying.
  • I might make the flying bug have one health, and add a telegraph to the spore monster with some flashing red maybe. 
  • Samurai should usually have a door. But I can also give him an attack if you try and jump over him.
  • There is music! I just have it all disabled because I'm tired of hearing it over and over while devving. Forgot to enable it. Here is one track if you wanna hear: https://preecedev.tumblr.com/post/157629320754/the-dank-sounds-of-the-tenements
  • I'm going to have "region" text when you enter different areas. "Memorial Cathedral", "Frogtown Ruins", "Tenements", Depths", "Sewer", "Infinite Terrace", etc
  • Messages are currently pretty random. Once I finish the geometry and polish the world up, I'm going to do a pass where the history and character of the world and Frauki are elaborated. Then the messages will be more coherent. But I do like when she says random silly stuff :) I think of it a bit like flavor text. 
  • Orbs use is a WIP. I've tried a bunch of things but nothing has quite felt right. They can't really be gating anything important or the player will feel compelled to farm them. Most simple is just a DKC banana situation.
  • Probably going to end up adding a few checkpoints. Only shortcuts was my goal but I'm not sure if its possible. Which parts had you running 5 minutes?
  • Attacking through walls has been fixed in the working build

Thanks again!

I edited one into my first post :)

(Edited 1 time)

Beautiful font!! I've been meaning to improve the font in my game. I just put this in and it looks great.


Thank you so much for this detailed and useful feedback. I really appreciate the time you spent to go through it all. Below I'll respond to your points, and then ask a few questions if thats ok.


  • Rebinds are coming. The game is currently menuless, and I'd like to keep it that way if possible. So this might involve editing an external file. Is that too tacky?
  • Roll is X, down -> forward, or double tapping forward. I thought having a few options would be cool. In MMX you could dash with a button, or double tap forward. Maybe down -> forward is not needed.
  • I have a plan to replace the background cues, depending on if there is a keyboard or a gamepad, prioritizing the gamepad if its plugged in. I think the game works way better with a gamepad. Having additional text prompts could be a good idea.
  • The global attack timers is in, but its set at about 300 milliseconds right now. Tried it longer and it made things too stilted.
  • Working on a fix to hitting enemies through walls. Only complication is that I need to make sure that it doesn't cause a "miss" when there should be a hit, because there is a little corner in the way or something.
  • Graphical cue for shard doors is bugged right now. It should have a small shard come out of the player, grow to size, and then slot into the door. Will fix it.
  • I intentionally let players roll under half open doors. I thought it kind of makes sense, you can roll through narrow passages. Does it feel weird?
  • Not sure what you mean when Frauki can't jump down from a platform?
  • I'll tone down the slow mo effect, and add an option.
  • A lot of enemies can counter the roll-stinger. Unless you dodge them first, then use it or something. Were you able to just blast the samurai with it?
  • Apple UI is busted rn
  • Pipe area is heavily WIP. Sorry bout that
  • Hilarious gif with the samurai. OOPS. I'll fix his AI
  • Been going back and forth on checkpoints. Probably a good idea but I had a kind of idea that everything would be shortcut systems. But as you keep going, it will always get longer and more annoying. 

Again, great feedback. I've collected all the actionable things onto my todo list. Few follow up questions

  • Did the size of the world feel too small? I still need to finish the white stone area, the cave area, and the big metal tower. Plus, only a small section of the game has its full complement of enemies and stuff.
  • How long did it take you to get through? I'm hoping for about 5-10 hours of gameplay in the finished thing. With a higher density and more carefully implemented encounters, does this sound reasonable?
  • Did falling down through the world and looping back to the top make any sense? My plan is that the final "shortcut path" will be to start climbing up that tower, instead of going down.
  • Did you find any of the health upgrades or anything?

Thanks!!!

I couldn't get my controller working. It's a knockoff USB SNES style jobby. I will try with a PS/XB controller later. Really want to try this game with one.

I also forgot to mention one thing in the movement section. A grace period after you fall off a ledge in which you can jump is very, very nice. Players often try to hit the jump button right before they jump off a ledge, but hit it right after. A window in which the jump still works is really useful. Mario invented this way back when, and is a gold standard technique for platformers now. Eliminates so many frustrating moments.

This is really fantastic. I had fun playing. The game looks great and all the visual polish really comes together. Feels great to hit stuff.  Few thoughts

  • Really wish I could use my controller. That alone would make the game twice as fun.
  • Got a lot of drops, but didn't really know what any of them did. Some more messaging around that might help
  • Except the gun. Was wishing that ammo was a bit more plentiful. I'm still a noob at the game, but it felt great to get a gun. But then I would run out of ammo almost immediately. A really weak/short range default gun might work, with infinite ammo. 
  • Tutorial felt a bit incoherent. I was usually just running past all the control indicators without being forced to learn the move. 
  • Again, the look of the game is really great. You better take this project to the finish line.

The movement mechanics and feel are very good, but I think they could be tightened up and improved in a few areas.

  • The wall jump mechanics feel too easy. That is, you can just be as dumb as possible and still get the best result. Adding in some finesse to the process would really elevate the mechanic. I think cribbing from Mega Man X would be very appropriate here. Players tend to want to climb straight up a wall. In MMX it is natural and feels good to do so. Here, it works and you can do it, but it doesn't feel good, it feels like you fucked up. In MMX, you can dash away from the wall if you time your jump with the dash button. It feels great to master this and get those big huge jumps. Here, you automatically do the biggest jump when jumping off a wall.
  • Acceleration feels a bit too slow and uneven, max speed too high, and I think you slide a bit too much when stopping.
  • Moving fast does feel good though, and I'm getting into a really nice flow state. Have you considered a "vaulting" mechanic, where jumping right after grabbing a ledge will restore your X velocity? That could help things feel more smooth and preserve that flow state.

Anyway, overall this project has massive potential. Keep it up.

Thanks so much for trying it out. Loading screen incoming!

Ah ha! The sooper jump. Now I got to the actual end of the demo. Keep it up.

Whoops. Try it now.

Really good start, I can see where this is going. The room with the enemies moving back and forth is well designed, I felt very satisfied when I failed twice, then succeeded. Because I realized I could make the enemies drop down and fall out of my way. The minimal look of the game is perfect. Especially the mech that you inhabit, his little animations display a lot of character, and more than that, the way his movement feels also adds a lot of character. That is not an easy feat. 

I am reminded a bit about a game I used to play, Space Station Silicon Valley. You play a microchip, inhabiting various robotic animals with their own abilities. That seems like where this game is headed, which is cool. That concept has not been done justice. Speaking of the mech, once I got him I did not know how to go forward. Is there more I am missing?

Also, one tip I picked up about platforming from Mario (well, one among MANY). It feels really good if you add a jump window after you leave a platform. So players often hit jump right AFTER they fall off a ledge. Then their jump doesn't do anything. If you give them a small window, say 200-500 miliseconds after they fall off a ledge, it feels much better when jumping around between platforms. 

One last thing. When I jumped into the mech, it made me smile. I think the concept is fun.

(Edited 1 time)

Thanks so much for this excellent feedback! Sorry about the glitches :(. I think think spawning in weird spots, as well as the invincibility, is some debug stuff. Q will save your current position, I use that to spawn over and over again in certain spots when I'm testing. W clears that. And O makes you invincible. Refreshing should clear the invincibility.

  • -I have seen so many people get confused about the dirt! You're not alone! I need to adjust the colors more.
  •  There will definitely be an executable for the final version. It's all written in Javascript, but I can package the JS code with webkit to create an executable. Sorry I didn't have that together for the demo day.
  •  Ill update the control list :D
  • The Goddess portrait is temporary, I don't have a more detailed one quite yet. 

Nice work. I really like this. The character is well animated and feels good to control. Run speed, acceleration, jump height, etc... all feel good and polished. That "starting run" animation adds a lot of character, even though it's short. I like how you have that without having a delay to the movement. The "float time" in the air is cool, I think it makes your jump mechanics stand out a bit. Kind of a short Peach float, before you start falling.  The dash feels good, the shape of the motion is useful and interesting. Back-dash when you're not holding a button is a good idea. Great work on the camera, it feels smooth and natural. I think you're on track to have a very nice platformer.

A few crits/suggestions though. When you release jump, you can divide the y velocity by something between 2 and 4. This will make it smoothly stop, instead of setting the y velocity to 0 and making it instantly stop. Infinite range on the gun reduces the strategy of most encounters. Just stay as far away as possible and shoot. Shorter range would force players to get in closer to enemies, risking more. This would also set you up for a nice upgrade later. 

The stamina bars are really hard to make work. In my game, I had a system like that for quite a while. Every attack/roll would use up some stamina. But no matter what I tried, it never really added anything to the game. It just seemed to the players to randomly make things stop working. Even once they figured it out, it never felt natural or fun in any way. And the same problem is in your game. There is nothing fun about not being able to shoot or dodge. It's just frustrating. All you can do, as far as I can tell, is sit around and wait for it to recharge. If you watch people play, that is usually a hard stop for them. If you can find a way to make this work, good on you. I couldn't and I'm glad to have taken it out of my game. In it's place is a positive system, where you're rewarded with more powerful attacks if you can build up energy. Instead of a negative system, where you're punished for doing the main things you're supposed to be doing (attacking and dodging). 

If you're like me at all, you were looking at Dark Souls to see how its stamina system worked. The stamina in that game was really the backbone of the entire experience. But what I found was that the slower timing of confrontations, and the way they used space was why it worked at all. It forced you to pace yourself, and balance your attacks and defenses. Then, you could run away/run around if you used too much stamina, and that act itself was fun. In 3D space, you have to watch the aggressor, and try to avoid them while you're vulnerable. That's all much much harder in a 2D side view game.

Very cool. Had no idea what was going on at first, but figured it out and was pleasantly surprised! Fun. My main complaint is the controls, I felt like I was constantly fighting them. I got to the face room, but it was far more challenging than it should have been. Once I figured out what I needed to do, I had to try a dozen times or so because the controls kept betraying me. The mouse seems wayyy too sensitive, I don't like that I instantly do a huge jump when I hit pink, the air control is very limited. Every tiny incremental improvement you can make in the control scheme will pay exponential dividends in the fun of the player. Feeling that you can confidently and smoothly move around the world wont make the game fun itself, but in your case it will really help reveal the fun already present.

Nice! Love the progress since I last tried it out. Things look and feel better all around. Cool mechanics and feel.

Cute game. I had fun chuckin goodies into the pot. I'm curious where you're going with this, but I'm along for the ride. Had a good laugh when I threw the tutorial frog into the pot.

Missing the data folder

Hey boustro, good to see another game from you. I like it, but I think the difficulty curve is a bit off here. In Torpedo, you really nailed it after some polishing. And in this type of game, difficult curve is everything. Here, the first level has way too much. There are the two pits, the two ceiling spikes, and then the three staggered spikes. That could be broken into a couple levels. Also, the collision with the spikes doesn't feel super fair. I can tell there are rectangular bounding boxes on the guy and the spikes, so sometimes I glide by the corner (where there are no spikes) and still die. That doesn't feel good. Also, running into the sides of spikes and dying doesn't feel good. The art/collision model might need to be improved.

Them dinos are cute. It's pretty frustrating to die in one hit though ;_; I never quite figured out the spell system either. I would draw a shape and then hit Q and nothing seemed to happen.

I like the character of the game. I think the interactions between the two girls could be very funny. But the promise of having a jetpack isn't quite delivered on when you just remove gravity. I just feel there are so many cool things you can do with a jetpack. Also the level design feels like it should utilize it. The levels that I saw were suited for a platformer, where you don't have a jetpack. The shooting feels good though, I like that. I think if you find the fun potential in having a jetpack, you'll find the fun in your game.

Well made but seems to hew too close to Castlevania. Unless you are trying to appeal to hardcore Castlevania fans who just want more of the same. For anyone else, it's going to be difficult to make the case that your game is more worthwhile than just playing the original.

Looks promising but I am terrible at micro. So I don't have much constructive to say. But I found the tutorial clear and easy to follow. I do like that game seems to confidently know what it is trying to accomplish.

Interesting game, I've never seen anything quite like it. The art all looks good. I agree with Cox though, felt a little slow at times. Seems like it should either be more actiony, where youre trying to manage your inventory quickly to keep things moving. Or you should be able to step forward when youre ready into the next encounter.

Great intro, and the premise seems like a lot of fun. Had some frustrations figuring things out though. I think currently the mechanics outstrip the messaging, making it hard to understand. Playing a minion master D2 style is really fun though, and the game has a lot of charm and a very good tone set.

Cool game. I like the shield mechanic, that feels good. The art all looks good, it has charm. Sometimes I feel like there is a bit too much going on at once, but I'm just not good at those kinds of things. Nice work

Cool! The rocket jumping mechanic is fun, and I think your game is a promising start to using it effectively. I think you can build it out a bit more here, though. If you could incrementally build up speed with it, that would be cool. I really hate that you drop the gun when you get hit, I see no point to that. The look of the game is very nice. Keep it up.

Very cute, love these lil buggs. I like the combat design, but a little more messaging around damage / life totals could be good. Also maybe you could have levels of success with each of their skill checks (with the horned beetle for instance, releasing exactly when the indicator lights up does the most damage. if you release before/after that it does less). Keep up the good work

Damn... nice work! Right away the look and feel of the game is very professional. I generally don't like these kind of games, but I honestly found this one fun. The pace of rewards is great. The dash feels great, I found myself actually using it. Enemy design is great, it's chaotic but clear whats happening. My only crit is the UI at the top. It feels very unclear, there is no visual hierarchy. After playing about 15-20 minutes I still wasnt exactly sure where my health was.

This is quite interesting, and quite complicated. It feels a bit overwhelming starting it. So much was happening, and I wasn't quite sure what I was supposed to be doing. But the art and flavor is all great, I think with a smoother introduction to the game you have something with potential here.

Fun little game. I like the different modes. The race and avalanche in particular were fun. The feeling of carving back and forth is great. Speeding up could feel better. I feel that your speed should not go away right when you let go of the button. Maybe you need to carve back and forth to slow down (like in actual skiing). Then you could introduce some slippage, which would be fun. Nice work.

I went back and beat all the levels except the last one. I was able to beat level 10 after 5 or so tries after sleeping and coming back. Felt good. My iterations for levels 11, 12, and 13 were 5, 16, 30.

Also had a thought about what might be a cool level (if you haven't already done this): two enemy torpedo launchers next to each other, firing through a narrow channel you have to go through. Their shots are staggered so you have to weave back and forth to avoid them.

Fun game. The Wilhelm screams had me laughin. it was satisfying to blast people, and fun to make them drive off the cliff. Best moment was when I accelerated to a cliff, then hand braked and a whole fleet of cars went flying off around me. I like the control scheme, picked it up pretty fast. I wish that when you pulled the gun out, it always defaulted to being perpendicular to the car. That would help me keep my bearings about where the gun is pointing. Right now, I have to assess where I left it, and then where I need it to go. It's hard to tell where the gun is pointing when there are dudes right next to you, because you can't see the gun. The AI is quite good, I enjoyed it. Guys might be a little too suicidal though.

Overall, very nice work.

Game is very slick, and has a fundamentally interesting idea: encircling enemies to crush them. That part feels good, and is fun. Where I think things get a off-track is with all the bullet hell elements. To be fair, it's not a genre I enjoy very much. But it actually seems contradictory to the encircling mechanic. You're using your mouse to steer around a guy, to shoot him means you have to steer directly at him.

I really think this is a cool game, so I'm not trying to harsh on your progress. I just personally think you're going down the wrong road by building a bullet hell shooter on top of the more interesting game. Honestly I picture this game in its ideal form as something closer to a single player Agar.io. But the enemies are all like you, snake-like. They are trying to encircle you, and you are trying to encircle them. Length only matters because it gives you a better chance at being the victor. And eating the enemy makes you longer.

Not a bad start. The controls and movement are solid. The character feels too heavy for me, though. The graphics are obviously crude, but you do a good job of making clear what is happening. Even one unique frame for the attack would improve this a LOT. The movement of the attack itself feels pretty good.

Not sure why the dead witches turns transparent instead of going away though. Also, jumping up a series of tiny platforms is very tedious. That sort of challenge died with the NES for good reason. I think you can do better with how you challenge the player!

Feels great! The way the camera works is really smart, I like it. The controls are pretty good, but could potentially be simplified. I would prefer to just click on items to pick them up, clicking then hitting E feels a little clunky. Consider one click to select an item, a second to pick it up. Hell, you could even drop the wasd entirely and use the mouse to click to your destination. WASDQE + Mouse1 + Mouse2 feels like too much for what you're trying to accomplish here. The graphics are so inviting and cute, but the complexity of the control scheme could act like a brick wall to the wide range of people this game might attract.

Also, this is just a gut feeling, but I don't see "Innkeeper" as being the ultimate realization of what you have here. I suspect there are ideas that would better compliment this aesthetic you have going.

The sprites are cute, good work on that. But there are some problems. First off, the pixels are all blurry from Unity. I agree with @SpaceDogGames, Unity is likely not the right choice for this project. Second, they shift around strangely as I move. The camera lurches and pops. The controls can be much better. Running is fine. The jump height and speed feels good, but you slow down when you jump and when you land. Not sure if it's intentional. The wall climbing can definitely be improved a lot. When you do it, your control of the character is virtually taken away. That doesn't feel good.

You clearly have an interesting vision, and there is a certain mood you are beginning to develop here. But you need to resolve the technical issues of control and presentation before that will really start to come through. Keep it up.

Sooper fucking fun. Music and sounds are great, fit the gameplay perfectly. Deserves better art. Really had me hooked. I personally would smooth out the difficulty curve a little bit. Here are my iteration numbers for your reference (level 0-10): 2, 1, 1, 1, 1, 3, 9, 23, 19, 24, 100+. After 100 tries on level 10 I stopped. I got past both cannons three or four times towards the end, but then you put a hairpin turn in after that. Comon man, thats a dick move ;)

I love the super fast iteration loop. The concept is funny. Addicting gameplay. Improve the art and perfect the difficulty curve and you have a very solid game here.

The atmosphere is excellent. The art style, animations, grainy texture filter, the music and sounds, all wonderful. Controls feel pretty good. Diagonal movement could be good. I forgot about left-alt and then was totally stranded, unsure what to do next after I picked up my bag. I had to restart the game to see what I missed. When you hold left or right, hitting up or down doesn't overwrite that. Takes a second to see where the new text starts, wish the most recent text was highlighted somehow. Going in houses is awesome, that's a great idea.

Keep going with this, it's already very cool, and I feel compelled to explore the town more. Do this game justice!

Interesting game! I like the concept. For brief periods I got into the zone where I was nailing them back to back, but most of the time I felt overwhelmed. Imagine Lucille Ball in the candy factory. I think what you really want is to bring the player into the zone, where they are really hitting one after another. Its currently really hard to get there, even on the easiest difficulty.

Have you considered removing the difficulty choice up front, and adding a dynamic difficulty? All you need to do is vary the frequency of drops. When they hit one, the speed increases a tiny bit. When they miss one, the speed goes down a tiny bit.

There is no clear failure state. You just keep dropping balls and eventually it's over. Tetris has a perfectly designed failure state. You always knew how close you were to losing. In this, it's not clear.

Great start! Your art assets have a lot of character, and I like the colors. Concept and world seems fun and interesting. Control and movement definitely need some work. Moving around is disorienting. The controls don't feel reliable, I often don't jump when I hit the button, or move in a way that I did not intend. I suspect the player is moving much too fast, but this depends on the gameplay to a degree. Consider a 16:9 aspect ratio. When you jump, you go rocketing up into the air. Little trick to prevent this while keeping things from getting too floaty: lower the global gravity and the jump velocity, then increase the players specific gravity while they are falling. The early Mario games did this.

I think you have a knack for interesting concepts; the player character, the gun, and the cat wizard are all good. With more polish to the movement, to the point where is it a joy to simply run and jump around, I think you'll really have something here. Keep it up!