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Rokas

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It works. Looks like all you need now is polish for the graphics to make people feel the punches with teeth, liquid streams flying out on each hit. The mechanics need some speeding up and variety too as I could just spam 1 and win without even looking at the screen. Hope you utilize the fact that the fighters are furries by having moves based on their features - horns, jaws, hoofs.

I play evertim. Everything's still great. Complaints on new (forgotten) things:

-The weapons are very dark now for some reason everywhere not in direct light - would up the ambient light much more
-Melee is alright
-With the increased number of weapons a fading indicator on which number is which weapon would be useful on switch
-Same for whatever the the alt fire of the shotgun does
-Grenade launcher is alright
-As with fall damage, would prefer not to have self inflicted grenade launcher damage, realism doesn't work for me here
-Rewarding roof-climbing is alright
-Z fighting line above the final room door
-Glass shattering is alright

Sequenced thoughts as in order:

Music is alright. Flash level customization is welcome at all times. Text is tiny. It says you can click a card to resort it - thought that means place the pathed card back on to the stack, but that doesn't work. The 50/50 mechanic is cool, real cool if explored well. Oh, once the cards are placed, you can move them to the other side. Encounter music is annoying and doesn't fit the turn based gameplay, at least at the very first encounter, when I'm still learning what to do. You can hack your own team - noice - no restrictions are top tier mechanics. Descriptions are good comedy, meme-free. Text doesn't split into lines. Assuming the party numbers and abilities are going to be introduced more slowly in the final (good luck) version. Had an encounter with ran, goblin and 2 chests - not sure what did the rain do or what happened to the chests. "Why? Fuck you" is too much.

It's very fun. I'll get inspired from this for the next game. Glad I redownloaded.

Ctesiphon clone huh.

-Good atmosphere
-Liked the skill needed reachables, got the armor, but failed to reach the second platform, the door opening on the side of the stairs was confusing and the platform seemed to be one shot, one opportunity thing
-shift>space+Q is great
-holding Q and E is not as pleasant
-not clear when enemies die
-would be nice to press shift to stop running instead
-a state icon could help
-somehow glitched through the wall ramp platform on the second level when running into it
-it's unclear what the buttons do and which passages are 'temporary'

Completed it. It works, would play again.

I like atmosphere-heavy games. This falls into that category:

-the first puzzle with the wall-clearing block does not require any thinking due to the screen being so small and having so few moving options, solved it just by moving towards open spaces
-the second one was more interesting, but did test my patience with the block positioning, the difficulty ramp is possibly too steep here (didn't read the controls until after finishing it though)
-I would allow movement in the minimap view
-sound effects work great
-kept pressing select for minimap - reinforces 5x5 being too small for level 3
-the blue square positioning became too much trial and error rather than logic based due to the uncertainty in what type of positioning is going to be useful leading to loads of rewinding
-tried 3 configs of the blues, but there's too many configs to brute force, gave up

Would sell/buy this for 1 £/$/€

It's solid. I never liked this type of games but this was alright:

-I don't see a reason not to continuously shoot - make the button stop shooting, if that's ever relevant, instead
-The dim background option seemed cool, but options are not available in game
-Would be nice to see the health of the boss
-The limited continue system doesn't make sense when you aren't paying for retries
-Would prefer to not die when touching things that aren't obviously dangerous, such as side walls and ships
-Reached the second boss only

https://pastebin.com/3hnRSah9

It's a shame, I wanted to play it.

Put things in a folder, then zip it. Played it with an Xbox controller.

-Movement feels pretty bad, running momentum is destroyed as soon as you start turning
-Transitions to ziplines are jarring
-Jumps are hard to make
-Camera seems funky when using it in a stationary position, but didn't seem to be a problem while actually playing
-Shooting and trying to move non-forward is broken
-Walking into the sanic ramp might as well be a cutscene, one with shit transitions at that
-No ledge grabbing-like auto correction is frustrating, but that's mostly a shit jumping side effect
-Fuck jumping

Eventually got stuck in a sanic ramp cut scene with the camera becoming fixed and not being able to enter cut scenes again.

Even with all fancy graphics settings disabled I was getting something around 20 fps I'd estimate. I'm on a toaster.

No restart kills any motivation to retry this game where dying is part of learning.

As smooth as I'd like it. Nitpicks:

-R is for restart
-Escape is not for quitting, preferrably menu/pause
-V formation enemies ignore walls
-If holding to shoot works for one gun, it should work for all of them clicking second weapon 2 is annoying after using wep 1, even more so that you're forced into a cooldown after a some clicks
-pop sound effect is nice, didn't like the music
-weps 2 and 4 felt the exact same apart from the visuals
-wep 3 is fun to use

It's alright, but the quality of the game rests on the enemy and their sequence design, which is not in this version.

Moving into the spikes from the side and getting killed is frustrating.
Can't tell the difference between mines and mechanical buttons. But you know that.
I get where you're going with the story, I'm trying the same thing. It's not subtle enough for me though.
Remove the legs and you're 2 pixels away from a lawsuit.

Got 2 (3?) pieces, not sure if that means I completed it or if there is a proper end game sequence. Either way, it's pretty good.

Here's some feedback.

How it played:

-Tried my favorite strategy: spam snipers - didn't work
-Tried obvious boring strategy: spam basic units - did work, but only initially (sign of good design)
-Realized I can upgrade towers
-Had some genuine challenge for a few levels, few thing making through, good times
-Started focusing upgrades on a sniper, with 0.075 speed I could have probably sold everything and still won

Overall it's pretty solid, plenty to suggest level and balance wise, but that's still part of the design from the state the game is it seems. Too bad we got to play the worst level out of the three shown in images.

Nitpicking gallore:

-Bug: pres scale twice and you lose the scale option along with the ones below it - the screen cuts off for the whole game
-If you press windowed, it full screens the game, confusing
-The full screen is a cornered windowed version extended with black bars - could at least center it
-Expected the square cards to be selectable using number keys, takes too long with a mouse, then tried Q (maybe it's done Dota style) - nope
-Can't move the camera using the mouse via corners RTS style - fine it moves automatically, but then find that WASD moves it too, but there is no point in using that after quick initial map scan as it just recenters once you make a move
-Doors only cosmetic? Also draw over enemies but not you

The game is very smooth and I would like to explore the levels, but the controls are abysmal, not in terms of learning (like mine), but in terms of slowing you down on every action you take.

Crashes when pressing Start Game: http://pastebin.com/8dmZv7Fv

Since I like the shadows and there isn't much else, I'll nitpick:

-Screen shake is unnecessary and would get me annoyed very quickly on a longer version of the game. Also, the pistol gives the same amount of it as the other weapons, but not grenade launcher explosion, which I would expect the only one to shake my screen due to an explosion, which tends to be stronger than a bullet shot.
-The shadow implementation is imperfect - it's possible for a line of pixels to appear on the lit side of a wall
-H is in a very uncomfortable position, holding WASD and the mouse when you die
-Shadows hide other objects but not walls - be more consistent - both or neither
-Things shoot at you from outside of the screen. Worst one.

Make this game into a larger Amorphous+ and it's gold.

Patch the controls, add sound and it gon be good. Should have called it NOAUDIO.

Link to feedback.

At the point where it shows [1] on the wall the character started running to the left automatically, taking away control and kept going into the wall. Not sure if a cut scene didn't trigger or it was a bug. Didn't feel like restarting all the way from the beginning.

Love it every time. Only things I got are the inability to change weapons using 1 2 3 keys above WASD and having to hold shift to run - would prefer holding it to walk instead (option?).

The weapons are slightly to random to be reliable, but at least there is incentive to change between them. The control layout is horrible and you've removed the helmet blocking, which was arguably the best feature of the last demo.

Felt the improvement since the last version. The movement, zoom, music, atmosphere are all smooth and great.

There's some z-fighting on back map wall as well as rooftop on the right of the intersection and the billboard frame - need to look from further away to see it. You can also see the lines between storeys making up the buildings.

pls no fall damage, at least not from short drops

Forgot to add - metal shoes would also be great, as right now you are forced to go to the floor as soon as you enter a room without cover, due to the higher chance of survival because of the helmet, shoes would give more choice.

The playfulness of game is amazing. The hits and even deaths feel great and so does the dialogue, which for some reason reminds me of Megaman Zero. Really appreciate the helmet mechanic - blocking shots is great.

On the other hand it's hard to make out what the objects on the screen are, except for the bullets Also the difficulty is a bit high when playing it for the first time; hope to beat it at some point.

Was going to complain about how hard 9 was but then on 11/12 got too frustrated to continue. The levels before that seem to rely on killing the opponent torpedo rather than outrunning it, as that's too hard with its speed and maneuverability. Mines still feel a bit random and the red indicator is nearly invisible if not focusing on the mine.

The game is still great.

The mechanics work and the concept is pretty great. Will definitely try the future iterations.

Would have missed this demo if not for the fanart in the threads.

I think the responsiveness of the uncontrollable jump felt great, while a bit odd. The piano track is fantastic and combined with the rain sounds added a lot to the atmosphere, which would probably be amazing with more sound effects. It would be nice if the teleport-bite face attack had some indication though.

@buttfield

Loaded up the dev environment on Windows 7 and can't crash it - it is likely that the OpenGL version used (3.3+) is not supported by your computer. If that's not the case, I'm curious and could you contact me @rokasvo on twitter?

@Coldest

All the keys in the game are position based - the key you should press for semicolon is on the right of "L", which in your case should be "Ñ". Thanks for reminding me not to hardcode the key strings.

@buttfield

I've had trouble with Windows 7 before, investigating now.

-Really glad that the progress is saved from the last time

-Fuck 3-7

-3-9 you never need to enter the loop

-The track playing on those levels is absolute trash

-The bomb range seems to expand after detonation, but you can't accurately anticipate the safe distance

-Consider fading the text once the torpedo is flying over/next to it, gets annoying (3-12, 3-13 as examples)

I found the controls to be frustrating. Usually, you would expect the jellyfish to be controlled relatively - rather than going right on D, it would turn right from wherever it's facing and W would just propel it into the faced direction.

Amazing. Feels like one of those high quality flash games. Got through the whole thing in about an hour, music is great and fits well. Found only 2 of the levels frustrating.

Until you start failing repeatedly the endlevel-level select-next level transition seems unnecessary. Also, try experimenting with playing sounds while traveling entering/leaving currents if you haven't already.

Atmosphere is at a level where I want mine to be, fantastic. Suggestions:

  • Make walking close the 'alt' dialogue box
  • Give 'Enter' the 'alt' button function, it's more intuitive as you press 'enter' to submit commands
  • Allow short versions of commands: "Take" = {Take, t}, "Look for items" = {LFI, look, find...}
  • Change the font
  • Show flavour messages on invalid text entry: "take bag" where there's no bag = "I can't see a bag"/"I can't reach it".
  • I'd prefer to talk to people by bumping into them when possible - like the first guard guy encounter
  • Text auto-completion for inventory items; terminal like behaviour in general would be great
  • Diagonal movement
  • Inventory items text is too dark
  • Non black-barred full screen
It's going to be great/10

Thanks for the encouraging words, guys (some triggering intended).

haversine:

I realize that the current controls seem overly complicated for no apparent reason, however they do provide very precise control over what you want to do. Specifically, you might have 5 items when approaching the door, each of which could in some way be used on it, which could result in a significant list of available options on each tile. In other words, the mechanics of interacting with other objects are still being explored and I agree that the input can be improved. Also, a good point on inventory hotkeys, should map well to the keyboard numbers!

Secret Hint: the map is upside down.

Vanilla: It's planned but I'd rather hold it off until I've tested the OS X build myself (still dealing with Windows).

armoafro: Thank you for the feedback, good eye on the generator issues.

The casting-crashing seems to be a core problem for Windows 7. I am working on a fix and feel rather bad about it.

The build is now free of the error. Sorry for the inconvenience. Hopefully my 3rd demo-day will be the charm, hah.

Oh, man, this is definitely one of the best games I've played in a long while. I don't even like action and twitch based games, but this got me going for about 30 min straight. Loved the maneuverability and snake crushing mechanics, didn't like how slow switching attacks was due to having to pause the game and the name is hard to remember.

Personally, I wouldn't base the whole game around ice controls because of the frustration Yomic mentioned. But for what it I found it executed well, the controls make sense for ice levels. The music and sound effects fit the theme well too.

However, I couldn't get too far, not because of the frustration, but because the game seemed to hang occasionally. Cannot pinpoint the cause. When it did hang, closing the window wasn't enough as the music kept playing. I'm on Windows 8.1.

Aside from the crashes, single blocks are the devil, more so when there's a single block gap you have to jump through right above it.

(Edited 2 times)

Mac version is coming eventually. Worst case - after the game is released, best - I get a Mac and do a build for it each update. Chances are slimmer for Linux.

It's built with SDL2 and OpenGL3.3+.

Thanks for the feedback, you might be the only one using the filter, yet making it worth being implemented!