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psr12

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A member registered Aug 01, 2019 · View creator page →

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Only cleared the 'regular' campaign, but I have some immediate thoughts:

  • Some of the buttons being shades of gray (eg. "move out!!!" when picking a scenario) is kind of confusing, as they don't look selectable.
  • The pixel-style font is hard to read, especially when small. The "o" looks like an "a", for example, and is compounded with the weird abbreviations like "VilDfndr".
  • The campfire screen can be cut entirely- Having just Promotions and Team Building (or better, one screen) would save a few pointless transitions.
  • The combat log is just distracting- It's much clearer to just look at the characters. It's also a insufficient for reviewing a battle, because it doesn't show the board state. It might be better gone, or toggleable. If it stays, it might be better written vertically, and split by turn, like:
    • []It's yer posse's turn!
    • []Zuzanna attacks Errol with 3 attack power!
    • []Errol takes 3 damage!
    • []Errol is defeated!
  • Written one line at a time, instead of flashing up for a split second. When the turn ends, clear the log and start over. Maybe keeping the "page" in a horizontal log like the current one.

It's really nice so far. The Tetris part made me notice it's Witness inspired, with you "drawing a line" with your movement, but it's distinct in that you can double back and cross over your own line.

If you click the eye on the title screen, you can select a color palette.

I can't speak French, but I was drawn in by the unique mechanic. It was definitely worth it; it might even be better that way. 

Can tell it's Rayman inspired without having played Rayman. The visuals are great. A couple gripes: 

  • The parry seemingly makes the normal enemies miss their knife throw.
  • Some spots where the level doesn't line up well (The upwards bouncing mushrooms tunnel is misaligned, The cliff above the two ziplines dumps you in a pit instead of onto the zipline...)
  • Jumping off the ziplines making you fall instead of jumping killed me a few times. Maybe also add a grace period where you can't jump off; I'd always miss, try to double-jump onto the line, snap to it, fall off.
  • The dagger lock-on would often either not activate, or go for a farther target. Maybe add a indicator for the lock-on target. 
  • Add controls to the game page, until they're in-game. Had to try every key. 

But overall very promising, and I look forward to your future progress!

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I love the chunkiness of the graphics and gunplay. By the changed description, I'm assuming it was too late for the F Capitalism Jam.

It's pretty cool, love the western SuperHot look and feel, and I really like the cards acting as ammo and health.

I'm guessing some code is based on monitor size rather than resolution, which lead to the HUD being squashed on my 5:4 monitor. A mouse sensitivity option would be appreciated, too. 

It's already pretty fun, and I'm eager to see it expanded. 

Probably obvious, but you could look at Inscryption, Darkest Dungeon, and Slay the Spire for mechanics and general game progression. My biggest hope right now is some bespoke mechanics to differentiate enemies/locations. Maybe different forms of attack markers, like a Closed eye only attacks if they get hit, or a Blind Eye only attacks if you swapped positions.

When assigning cowboys, moving someone between locations and then right clicking gets them stuck and will softlock you.

It looks random, but then there's some strategy. Then it gets random again.

It's good for drawing practice!

180, for "Curly's perfect score". 3 x 60

I'm genuinely so glad there's still people making games like this. (I did finish it, btw)

It was a fun 5 minutes. The gauntlet of different gameplay types was cool.  

It gets stuck in the intro:

It's pretty cool. It gets stuck on round 17 though. 

This is only the .exe, the game files aren't included.

This has such a unique mood. The water cup makes it feel like a life-or-death hot dog eating competition. The art is great, and I really appreciate the camera movement and the extra minigame at the end.

It's nice! My favorite part of Pokemon is the early game when you're scraping a team together from whatever you find, and this reminds me of that.

There's two cubes on the table, but I couldn't get any further. I'm guessing the description is an April Fools day joke?

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Pretty good; It's constructed well enough to hit the same way as Slay the Spire. 

Bugs:

  • Rest can't be played. Wagie Alarm doesn't deal damage.
  • Start of battle status effects from items will wear off when your turn starts.
  • There's an extra copy of Slash in the collection that deals 50 damage.
  • The map frequently generates with side paths you can't escape from.
  • Orangutan's attack indicator doesn't show it hits twice, Shroom will show (attack 1) for its poison move.
  • The decision events' text gets cut off.
  • When selecting items, things like potions will show <value> instead of an ammount.

Hopes:

  • There's no way to refuse adding a new card/item.
  • Allies should go directly after you, so enemies don't get to sucker punch them first turn.
  • Some of the items/cards are boringly similar, which also makes 'direct upgrades' more glaring. (Supremacy > Rage > Lift > Pink Scream)
  • "Face off against caricatures of the modern world" makes me hope for something heavier than Wojaks gnomes. Enemy designs that speak to the original intent of each face.

It's really good! It gets more and more compact, until you're thinking about every single button press.

Very nostalgic; both the gachapon toys and the early-browser-game styled interface.

I'm interested, but there's 0% chance I'm putting up with a don't touch the walls maze.

It seems really interesting, but I'm having trouble playing it. I'm on a 1280x1024 monitor, going fullscreen or zooming out in the browser makes it unplayable. vvv

A downloadable version would be appreciated too, so I don't have to re-download it each time.

I filled out the form, but I'm posting this part here for the picture.

It was a nice little adventure. The minigames were a cute addition.

"He used mini-bombs to open the lockers"

Is that an Umineko reference?

I had a nice time. I appreciate how the events are all part of the story, as opposed to something like Slay the Spire.

I have some bug reports, played on 2.2.0:

Tips always show on death, regardless how it's set in the options.

If Spaniel comes in the back door, it uses Dead-Pea's end screen and tips.

Plush-Mate's poster sometimes gets stuck on the "..." stage.

Beating Hard Mode in free-play before unlocking the extra characters led to a black screen softlock after the 9:00 cutscene.

Pausing and unpausing in hard mode causes the music to play twice at once.

The fade-out for exiting the Extras menu takes twice as long as other menus.

The doll and 'watch me' characters won't unlock in the extras menu, their bios or jumpscare.

"Use the Left and Right arrow keys to switch up  characters" shows up when you open the extras menu, rather than when you look at the character bios, and has an extra space before "characters".

The jumpscares menu says left/right mouse button, instead of just left.

Not sure it's a bug , but I can't figure out the true ending.  I got up to a silver star by playing normal mode, but nothing happens by beating it again. Beating hard mode in free-mode doesn't seem to do anything either, but it takes you to the main menu instead of the free-mode options like normal.

I didn't find any accessories either, but the only thing I did other than 'start the night' and hard mode was 1 randomized night.

It's only a couple minutes, but it was a surprisingly nice couple of minutes. The hint of discovery and the fun execution at the end make me think you've got a good eye for game feel. 

It's simple, but surprisingly gripping. I'm looking forward to the full version.

You need to do "Export as Zip", then upload the whole zip flie. This is just the .exe file, without the game files.

I had another big and small idea.

The big one is: Instead of a random card, the HIT ME is a timeable roulette. Sorted by value, so it's all the 2s, the 3s, ect... Spinning fast enough that hitting a value is easy, but hitting a suit is hard. Flushes essentially stay 1/4, but straights are slow and guaranteed. Four of a kinds get harder over time, as they get removed. Royal flushes mean waiting for a full rotation, and taking the 1/4 chance on suit.

The small one is: When you place a card in your hand, the old one goes to your 'inventory'. That way you can rearrange your hand, and you can't accidentally remove a card.

https://drive.google.com/drive/folders/1qNX7Zfqfk5lXIGS5znS7MEdg1rVVVz_N?usp=dri...

It crashes as soon as you see 'click to start the demo'.

I forgot a probably less controversial change- make clubs and diamonds different colors for clarity, like Baltro.

It's a really solid arcade game with great graphics and I don't want to detract from that, but you asked for advice and I had an idea:

Instead of just building a hand, you need to reach a chip threshold, and every hand you make multiplies your banked chips. 

That gives you a reason to collect chips and build better hands even if you don't care about score. And you get the extra decision-making of whether it's faster to grind chips or make a better hand.

 I think it's good flavor-wise too; you play poker to win chips.

Sorry, that was completely my bad. No hard feelings.

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I have a small hobby project going on: https://itch.io/t/3699133/lfsall-positionsgamemaker-studiounpaid

It's a ~15 minute caveman themed 2d platformer. There's a design doc in the link . If you're interested, join the Discord server and send an introduction.

I have a small hobby project that could use a  sound designer: https://itch.io/t/3699133/lfsall-positionsgamemaker-studiounpaid