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selfawaresaltshaker

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A member registered Jul 17, 2018 · View creator page →

Creator of

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Fun demo, I like the aesthetic and the music. The minimap could use a directional indicator(or just rotate the minimap around the character), I got turned around a bunch and couldn't tell where I was going

And yes, I did get BTFO by the boss

>I think I know the bug you are talking about, did that happen after that fairy got thrown by another one?
I meant that the marker told me it was ok to throw the fairy but when I did, it slipped off the edge

Really cool game, some of the puzzles were head scratchers for sure. Sacrificing fairies is a fun mechanic, I liked the first level it's introduced in. The one that I probably spent the most time on is the level with three horizontal platforms filled with switches. One wrong move and it sent the blue fairy into the stratosphere, also the way that selection mode works didn't help. Maybe it would be easier to click on the fairies to select them instead? Similar to something like Heat Signature where you can press space to pause and plan.
Also, sometimes the throwing marker displays incorrectly, I lost a couple of good attempts to that.

Music/SFX was pretty fun to listen to, I especially like the fairy waking up noise haha

I had fun playing this, looking forward to seeing more!

Thanks for playing and leaving feedback!

>handling the cube felt cumbersome
Yeah, there was originally an inventory system but that was even more janky than what I have now. I'll try to improve this or find an alternate solution.
>New cubes could be present for each room.
This was originally the plan but i then I had an idea(that will be implemented later, maybe for next DD) that benefits from cube persistence. Also, it ensured that I wouldn't get too crazy with multi-rune puzzles, god knows those would have been tedious and hard to design in a fair manner
>I tried to find a hidden puzzle outside the rooms. Found a floating rune at least!
Haha, nice! I was hoping someone would try that. I was going to block it off but i put a small secret on the other side of the staircase wall, I guess you missed it. (it's just a button that links to a youtube shitpost)

The game ran kind of poorly on Firefox, sometimes the character images wouldn't load in. The gameplay is ok, I just wish you'd start out with lesser HP/energy to make encounters really matter.  I like the variety of buffs/debuffs, but with the sheer number of enemies the only stat i can bring myself to focus on is the HP. The character designs are really cool and creative, "Doughgnat" is my favourite. I feel like they deserve more depth, I just clicked some of them out of existence in <20 seconds.

The only time I had to focus was to take out the summoners first. I like the fact that they can spawn more summoners though, quite devilish.


Also yeah i'd spend more time with it if it was a desktop application. Would also prefer hand drawn backgrounds instead of the kuzgesagt artstyle

Fun game. The controls take some getting used to but they work well enough. One thing I dislike is how you have to have an empty hand to open doors. Also stuff you're holding gets stuck in the walls if you turn around while having it extended. Exploring the house was cool. I had to quit because I sprinted towards the large spider and got stuck in some invisible wall

also
>can't light your farts on fire
immersion broken

this game is brimming with enginedev SOUL. cool song btw

Thank you! You can review all notes in the inventory.

And yes while there is LORE that's not the focus of the game, I hope to have more gameplay the next time around

Pretty cool demo, I really like the way your character controls. Kicking feels great, i love the fact that you can double kick in the air.  One small thing though, the camera roll feels greatly exaggerated while crouch walking. Dashing is implemented nicely but the range is too short and i feel like it should make you come to a sliding halt instead. 
The water gun is neat but i feel like it doesn't work well with your character(assuming you want your gameplay to be fast paced).  The bow could use some velocity inheritance, unless you want your player to aim according to their movement  speed. Not a fan of how it breaks after a couple of uses but i guess it's okay if you want the player to constantly be finding new weapons and discarding them.

>Can you see yourself enjoying a game built around some of this stuff???
yes!

>Are you doing your own character controller?
No, i'm using the default first person character controller. I guess the "jank" that you're feeling is my teleporting ledge climb mechanic. Also I changed around a bunch of movement variables, i guess i'll have to tweak them further to make movement feel good.

>I'm not saying that you should invest in first person juice right away but it does go a long way towards making you feel comfortable in your own game and can lead to enjoy it more as you make it, at least I think so.
Yeah I totally agree. I've been staying away from animation all this time because i'm not really sure if i want to bother with visible hands or go for the floating gun type presentation. I'm going to have to set up animation states either way so I don't know what to choose. Camera juice is definitely important as well.

The demo is pretty barebones at the moment yeah, the stat redistribution won't really contribute to anything until i have other systems in place.

Thanks for the feedback! It's nice to know you found the notes enjoyable. I'll definitely check your demo out,  it seems cool!

I've got to rework the visuals of the grappling system so the line doesn't disappear when you cancel a reel-in. As for the grappling marker, I think I'll add in a HUD symbol telling you if your marker is fixed somewhere else. I do hope you were able to complete the races with decent times (I completely forgot to mention the racing system in the description/readme).

Thanks a ton for playing, DD23 version is going to be so much better and I look forward to putting it out there.