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redinator2000

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A member registered Oct 14, 2018 · View creator page →

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Works on linux

Movement speed depends on my keyboard settings

I think I went up and down a staircase or something, and now the wall collision does not align with the wall visuals at all. Its like I'm on one floor but see another floor.

sefualt after going up and down some more floors after being in this glitch state

Very difficult to tell if any buttons actually do anything

last 2 levels were kind of just "fuck it, super hard levels for the end of the demo". I'd like to do a modern-puzzle-game non-linear overworld so these types of levels are more like bonus optional levels

I have some ideas for some distinct mechanics so people have more to reason and think about

I got bored after around 5 minutes of playing, wave 2

Optimal strategy was to go as slow and cautiously as possible, usually just hunting on the outside of the city where there aren't any obstacles

please add mouse look support

Add lighting and shadows. mat_fullbright is not a good look

Map was uninteresting

dropped items need magnetism

built this

There is a level select screen and individual levels

I am under the impression that these types of games live and die by the funny animations that play when you find one of the treasures. You need more big funny animations for when you click on a treasure.

Get some of these and compress them down to like 3 bytes: https://pixabay.com/sound-effects/search/audience/

if I aggro an enemy, then go through a door, the enemy will camp the other side of the door. It is very difficult to re-open the door without taking damage.

If you aren't going to have a crosshair, I would like my weapon view-model to be centered, please

I can't tell if there is infighting, or if enemy projectiles can even hurt other enemies

this isn't period-accurate, but I think it would be nice if every room had a unique wall texture or other landmark to make navigation easier

This could use some camera hints in the level

Red = Where I want the camera to go
Pink = Where the camera currently goes (violently moving every time I hit a new platform)

Black = Places the camera never needs to see. These could be collision volumes for the Camera, blocking the camera never from straying too far off of the main play area.

Or just zoom out a bunch

suggestion:

make the sides of walls clearer. Sometimes i can't tell at a glance what cell a wall belongs too

A horizontal pathway with walls to the left and right looks very similar to a vertical pathway with walls above and below


maybe its just a resolution thing, but even in fullscreen I can't see the gridlines that are in the screenshots

I'm aiming for a mobile release, so I'm trying to do it without any buttons.

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tutorial text is only visible for like 0.1 seconds if you hold forwards. Every time I had to walk backwards to read the text.

"red stuff kills you" lighting makes it look black, not red. This is also a problem in some normal levels, not just the tutorial block

if you fall in the water before hitting any checkpoint, you restart the entire level. The timer does not reset to reflect this. Showcased in level 2-8

Even though I can see a checkpoint from far away, I don't know if its a "no go" checkpoint until I reach it. Its a frustrating random guess to know what checkpoint I need to go to next. I don't know why the "no go" feature is even a thing. Can't I just pick them all up in any order I please?

NVM, I notice that only the next checkpoint gets highlighted. Maybe make the icon for a checkpoint distinct from the checkpoint model? Or make inactive checkpoints much more obvious from afar

Add some screen effect and sound to death, currently it is indistinguishable from landing on a bounce pad

Checkpoint hitboxes aren't clear. Sometimes I need to jump up to collect them, sometimes I don't. I think I would prefer it if I actually touched the floating checkpoint instead of just flying near it and hoping it collects.

The right click ability is rediculously powerful and makes the game very easy. Usually in these games, the ledge grab is the a soft failure. "You made the jump, but you lose a lot of speed. Next time try to make the jump properly so you don't have to ledge grab". But in this game it seems optimal to ledge grab every time since it just adds speed. AND it lets you totally change your speed direction. The solution to every problem is right clicking. I don't like using right click often because it means I have to focus on bar management, and managing resources is lame, but I have to, because right click is just so powerful. If it was my game, I would remove right click entirely and redesign all the levels to not need it.

A partiallfy filled bar is the same color as a fully filled bar. I have to memorize the size of a bar to know if its filled.

Oh. You can't ride rails underwater.

2-6 checkpoint 4/13 sucks since checkpoints don't retain speed.

If I slam my face directly into a wall, it starts a wall run. (and you don't know if you are going left or right because all I can see is wall until I turn the screen)
If I am traveling 1000mph and decide to just barely skim across a wall, it doesn't initate a wallrun.
Suggestion: to start a wallrun, you need more tangential horizontal velocity than wall-normal velocity, AND be facing in the vague direction the wallrun goes.

I haven't been able to figure out if the rings around jump pads are rails or not

Ok beat all the levels now.

Rarely ever used the grapple, since the right click grab ability was so strong. Maybe if the grapple had a much longer range I would have used it, but since it has the same range as the right click ability, why would I ever use grapple when right click just lets me fly to where ever I want to go and its FAST.

Too many rails. Rails are boring.

It seems like wallrunning is the only ability that slows you down. Rails always lock to 35, right click goes to like 45, sliding doesn't have any friction. It happens pretty fast too, so even if I try to bounce off a wall as soon as I start wallrunning, I still go all the way down to like 22.

It would be cool if you could steer around while sliding to change directions (after right click ability is nerfed to hell / removed). Like hold W and turn mouse 90 degrees, and your velocity gets rotated 90 degrees.

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All the turned-off colors should have similar value
Pink, purple, and yellow can easily be mistaken for active walls when they are turned off

arch linux AMD
Window opened

"error: VulkanInstanceCreationFailed"

Being able to attack down would be nice. Something like jump -> hold down + attack

Couldn't figure out torches and then firefox crashed


Platforms act like a wall while standing on another platform. I can't walk to the left here.

With non-circular sprites, sometimes two of the same sprite can visually overlap eachother, but they don't merge, because the circular physics bodies don't touch.

This can be frustrating.


Please clarify:

On itch demo 0.2.7, does the game run at all? Does it crash instantly or after a few seconds? Are there just a bunch of white squares, purple and black squares, or do textures load?

On steam demo, does the game run at all? Does it crash instantly or after a few seconds? Are there just a bunch of white squares, purple and black squares, or do textures load?

(2 edits)

The game should only require opengl 2.1

I will investigate if it does require 3

When you unzipped the itch demo version, is it in a read-only folder?

Does the demo on Steam work?

11x11 with the spawner in the middle

I'm adding a visual for it in the next update 

(3 edits)

Make sure that the folder structure looks like this

roody2d_0.9.8_install_folder/roody2d.exe
roody2d_0.9.8_install_folder/libgcc_s_seh-1.dll
roody2d_0.9.8_install_folder/openal32.dll
roody2d_0.9.8_install_folder/libstdc++-6.dll
roody2d_0.9.8_install_folder/libwinpthread-1.dll
roody2d_0.9.8_install_folder/content/...
roody2d_0.9.8_install_folder/mat/...
roody2d_0.9.8_install_folder/save_templates/...
roody2d_0.9.8_install_folder/localization...
roody2d_0.9.8_install_folder/structures...

(doesn't have to be called "roody2d_0.9.8_install_folder")

If it doesn't, re-install

then while looking inside roody2d_0.9.8_install_folder, double click on roody2d.exe and make sure that works with textures and everything

then try making shortcuts to roody2d.exe


Demo has a different folder structure, with almost everything inside of "content/"

roody2d_demo_install_folder/roody2d.exe
roody2d_demo_install_folder/openal32.dll
roody2d_demo_install_folder/...
roody2d_demo_install_folder/content/...
roody2d_demo_install_folder/content/mat/...

I wish you weren't scared to fullscreen/resize the window. I usually play in 1080p

I'm not sure you played with sound or not, it helps with welding feedback.

"Do we get a tutorial on how to open these [guidebook and research book]"
he says after the last 5 messages were all "press G press G press G press G"

Most players end up crawling up to the roof of the crafting tutorial at some point and figure out that it drops stuff. Everyone can zoom out.

When you press G for the first time, it opens on iron ore. You browsed the guidebook beforehand so it wasn't on that. But I think it resets to iron ore on application restart, I'll change it so it always resets to iron ore on level restart.

Thanks for the bug report when your hand is holding nothing when scrolling. I almost always use F as the dedicated flip button, or use Q to empty my hand, so I haven't encountered this.

The streamer that didn't understand the "wires don't interact with some things" never read the message there (idk why, he just never flicked that lever). So it doesn't matter what that message was.

I think the "build stuff to defend from monsters" is pretty overrated in Terraria/Minecraft, since it only takes a few seconds to dig a hole and be perfectly safe. If monsters constantly tried to break your base like in Factorio, that would be exceedingly frustrating since breaking 1 block is usually enough to stop an entire production line. Full auto production lines are usually quite fragile in Roody:2d.
The monsters in the trailer act more like skeleton spawners in Minecraft where once you find one, you just use it to harvest materials.

For most players, going through the tech tree seems to be enough of a motivation. You "win" by getting to the end of it, and "lose" by giving up.

If you want to play the standalone puzzle version of this game, check out Infinifactory.

I appreciate the quick R, but Z-undo is also standard for sokoban clones. There's like 2 things moving on screen so you could just make an array of the last 1000 game states

Played without sound

I would replace the books that permanently disappear and you have to press E on with something simpler: If you are standing on a book, you can read the book. If you press any movement keys while reading, you step away from the book and stop reading. Disregard this idea if the E interaction on the books is meant to teach a future mechanic

The ice streaks don't reset on first death (intentional? if so, have another set of ice streaks sprites that are more worn away). R doesn't work during the death animation.

Rapidly tapping right then down will drop the down input.

Holding right then tapping down while still holding right will drop the down input.

Anti-clockwise was kind of a big difficulty spike, but its fine since its the last level before introducing a new mechanic.

Make an L shaped ice streak sprite for corners in your path

This coolguy account has strange behavior.

You left a one star review, I'd really like to know why you didn't think the game was good. Was there something glaring that you couldn't get past? Do you hate all games in the sandbox/automation genre? Did something unintentionally offend you?

it did take me like 3 flowing stream attempts to shake the bear

I wandered around picking up sticks, chased a rabbit, and found a bear. The bear was the exact same speed as me, so I ran around for like 5 minutes, with a bear and a swarm of skeletons following me. Eventually I crossed a flowing stream and most of the enemies, especially the bear, got washed away. With only a small patrol of skeletons following me, I ran through the forest, searching for thin gaps where the hoard of skeletons would have to become single file, so I could combat each in 1v1 combat.

Suggestion: tweak tree spawning artificially to have more walls of trees with 1 wide gaps

They all dropped bones, and one of the bones I couldn't pick up.

Then I clicked around on the menus looking to see if I could craft any of my sticks into equipment. I couldn't find any crafting menu, but I did find what looked like a spell menu.

I went to try my new found skill on a skeleton, but pressing 1 or clicking on the fire icon didn't seem to change my attack from just being the normal punch. I later learned that to use a spell, you click on the spell or press 1, and then click where you want to fire. If it isn't in a cardinal direction, my character attempts to path find and line up a shot.

Suggesion: when you click on a spell, your cursor goes into "spell mode", so the when you hover over a hexagon, instead of just being the normal white walk symbol, its a new shape and is either red or green depending on being in a spell range. Attempting to fire a spell will never make your player walk. Make the fireball much bigger and easier to see. Like maybe a meter in diameter.

I tried to light a tree on fire. It didn't do anything.

I noticed that my health and mana bars increased as I walked around.

When killing some skeletons, my entire screen was taken over by a skill tree. I wanted to see what some of the skills were, so I clicked on one. It said +1. I tried clicking again. The +1 remained. I clicked on some other skills, and then clicked around until the menu closed.

Suggestion: See path of exile skill tree. You can open/close the skill tree at any time, only getting a simple notification when you level up. You can hover over skills to see what they are, and there is a big "confirm" button before actually semi-perminently committing points.

I tried rearranging the items in my backpack. Clicking around didn't do anything.

When I walked arounds afterwards, I think a campfire appeared. I guess thats all I can do with sticks. Bones don't do anything.

I found 2 helmets. They both were tin helmets, so I didn't have a use for the second one. I couldn't drop either back onto the ground.

Suggestion: when hovering over an item, its tooltip appears near the mouse, not at a fixed location on the right side of the screen.

I found another helmet. It might have had higher stats, but I didn't want to risk losing another inventory slot, so I didn't pick it up.

I found a rabbit, but I didn't have much mana. I got the rabbit down to one health, but it regenerated its health back to full before I could regenerate mana and line up another shot. Eventually I killed the rabbit and got some meat. I tried to cook the meat in a campfire, but it didn't seem to work. I did notice that I couldn't walk through campfires. This seems useful, since I can build strategic walls in combat.

I found a sword. When trying to swing it, I clicked on it in the 3x3 equipment menu. I unequiped it. I requiped the sword and then tried unequiping the helmet. It stacked with the helmet that had been stuck in my inventory. I tried equiping the double helmet. One of the helmets disappeared, and I was wearing one helmet.

A raging bear appeared. Perhaps it was the bear I had seen before, chasing me down all this time. I tried stalling it with campfires, but since it takes 2 turns to build a campfire, I realized this was useless.

With my sword, helmet, and magic fireballs, I hoped I would win. My mana drained rapidly. In melee combat, both my and the bears health bars rapidly drained. The entire skreen turned blue. I thought I had died.

No, it was the skill tree! With my next 3 points, I bought what looked like a picaxe and a berry bush. I went out to look for some berry bushes or picaxes or rocks or something.

I found a green lantern. All I could do with it was turn it into a campfire with a stick.

I found an ocean. There were some static blue and pink dots on one hex in the water. All I could do was turn it into a partially submurged campfire.

I found another sword stuck up in a tree. I stood near it and found it in my inventory. I used the unequip-equip trick to delete the redundant object.

It is nice to be able to hold down mouse 1 to continue walking. I've been doing it for most of the entire game. While walking, I wanted to switch from spells to inventory. Unfortunatly, the Z and I buttons seemed to not work sometimes while walking continuously. Is opening my inventory a turn?

I killed a few more skeletons and finished out the skill tree. I think there's a bug where the XP bar only updates when you pick up bones or something? After selecting points in the skill tree, my XP bar was at like 90%. Then I picked up a bone, and it went to 0%.

With the fish skill unlocked, I went to look for an ocean.

Bug: when swimming on the surface of the water, the mouse cursor selects the earth beneath the water, not the surface of the water

Couldn't figure out how to use my fish skill.

I don't know what the blue book stat is.

I found some sticks that were floating like 20 hex-widths in the air

I tried to find the mountain again and gave up.

Playing on Linux, I pressed the "Play" button and it zoomed in on the world map and opened up a 1-0 backpack hud bar. The "Play" and "Exit" buttons are still here while I move my camera around the 3d hex grid. There is no player character as seen on the screenshots. Development console has some things about null exceptions

Took me a few minutes to figure out that none of my keys did anything, and I needed to tilt the camera down.
Got to the sewer level, flicked the lever, and gave up eventually. I don't think the wind particle effects that the lever summoned helped

I think I would like this game a lot better if the camera was looking down, so that the camera and pogo stick were parallel, not perpendicular. Maybe thats just because I'm used to source rocket jumping pogo, but I think it feels a lot more precise, and maybe easier to go from a pogo that pushes you fowards to wall-pogo.

That does make it harder to see, so maybe have 2 viewports: a camera looking down on the pogostick, and a fixed Mario-3D world camera for the environment. Obviously the levels would have to be reworked for a secondary fixed camera.

Since there is NOTHING you can do while mid-air, maybe add some arrows and stuff to look at that indicate precise velocity, and pogo stick angle (but the pogo stick angle indicator wouldn't be needed if you had that down facing camera)

It isn't easy to tell if you've selected a square that has already has a white arrow thing on it.

I didn't play much, but I think this game should be restructured into seperate levels.

Right now you are just constantly watching the "money lost" counter go up. New symbol you haven't seen before appears? You are basically guaranteed to lose money.

Suggestion: If the game was split up into distinct levels that slowly introduced new mechanics, your progress of learning different mechanics would be visceral, you could see your progress on the overworld map or whatever.
Because right now its like "the witness" if it only had 1 giant puzzle and a counter that said how many people you killed.

The I/O sensitivity "slider" can go to zero

The glow grids aren't all aligned to the same big-grid, so if two separate glow grids intersect, it is likely to look messy

Walking up a ledge of 1 block shouldn't slow down my horizontal speed, if you imagine the player movement system is supposed to represent a human with legs.

Needs a FOV slider
Only being able to look 45 degrees down gives me a headache

Couldn't figure out how to click the wall buttons

No clear objective, and not very interesting to wander around in

Needs lighting at some point (ideally baked, but I don't want to get too political here)

Escape to close is non-standard in 2023

After unlocking the (seemingly useless) melee ability, nothing else really happened. A continuous stream of enemies kept spawning, and I very slowly ran out of health.

Menu on death doesn't work

Could improve a lot with even the most basic of enemy variety. Even just a recolored thumbtack with more health or something

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one way to do it:

make a que data structure
every input event, if the player presses a movement key, it gets added to the end of the data structure
every "turn", if the data structure has any keys in it, it pops off the first one, and does that turn
so if i rapidly press 81616416494816 in less than a second, I can sit back and watch as the player character slowly does all those moves.

you can add limits do this, like only allowing the que to have a max of like 3.

turn based games should also have input buffering. Just because pokemon or whatever got away with not having it (probably because d-pad makes it harder to rapidly tap 2 buttons), doesn't mean you shouldn't have it

played for 30 seconds


When I quickly tap left and then tap down, the character only moves left.

You need to add input buffering. Keep a list of all the actions that haven't happened yet.

Key key rebind menu is MANDATORY, especially if you are going to have something non standard like numpad contrtols

you could replace the unbreakable trees with a cliff face or water, like Forager