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ShaiGames

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A member registered Dec 23, 2021 · View creator page →

Creator of

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Heya!
Feedback is always appreciated, whether here rediit or anywhere else :D

Gamepad support might be added in the future, but I'm not actively developing the game right now, it's more like bursts of motivation to push an update once in a while so when I get on the next one I'll likely look into that. Bugs and small tweaks I tend to fix asap but larger suggestions might take a while before making it in(feel free to send them my way tho!).

For the framerate issue, I think it'd be hardware acceleration being disabled in opera, try enabling it and if that doesn't work try chrome and make sure hardware acceleration is enabled on it. Only thing is - if it happens in specific gameplay moments, that's a red flag so lmk if that's the case and I'll look into it asap.

Thanks again for trying the game and the feedback, super appreciated!

Thanks a lot for all the feedback and compliments, especially in your second comment below. Really curious about your dev friend you mentioned, completely understand not wanting to mention his name here but if you want feel free to leave your discord and maybe connect us. Sounds like I could learn a lot from him.

I'll go over your points 1 by 1:

  • Gamepad support - If more people ask for it I'll consider it, but not planning on it as of now.
  • Downloadable version - Unless you're on firefox which could cause issues, the web version should work perfectly fine(lmk about any bug you encounter and I'll fix it tho). Still, if you prefer a PC build, happy to send you one privately if you'd share your discord. I just think most people won't bother downloading it while it runs on browser.
  • Low rewards - Most feedback has actually been the opposite, which is why almost every devlog(and updates that don't appear in devlogs) nerfs them. Even now, gold from quests(~25g each) and runs(30g lowest diff) adds up fast. Getting just 5g in hours sounds super unlucky even just from drops. I definitely suggest doing more quests and completing runs tho as those are the main non RNG sources.
  • Controls - What exactly felt off? The way movement handles or just the keybinds? If it's the keybinds themselves, you can rebind them in the menu. If it's the feel, lmk and I'll definitely look to improve that.

Again, really appreciate the feedback. Saying this could blow up the genre is wild, especially with how good other games in it already are so thanks again.

First off thanks for the feedback, and congrats on beating the final diffiuclity that's awesome! I'm not actively working on the game anymore, but I do fix issues and often add features based on suggestions.
I deleted our discussion to keep the comment section clean, so here's a summary:

  • The material you suggested won't be added since I like the RNG crafting(HEAVILY inspired by POE).
  • An arrow pointing at chests won't be added as I feel like it'll add visual clutter and I want to avoid none critical distractions.
  • Materials are now sellable by right clicking them.
  • Save/load issue was likely casued by the game not detecting quits on browser exit/refresh, fixed now.

Thanks again for the feedback, help and for the time put into the game!

Thanks for the compliments! Happy to hear the game keeps you returning here although you're not the target audience, that's awesome! 

The final boss fight gets pretty hectic, but with time and the right gear I'm certain you'll beat it.

For the stretched character portrait, embarassing that I'm only now noticing it, I got it fixed now.

And sorry to disappoint but there isn't another track on a different level. The difficulty levels don't change the stage itself, instead they increase material and gold gains while making the run more challenging in various ways. Thanks again for the feedback!

You're actually spot on! Dunkey's Gamedev Tycoon vid was a big factor in our game choice. Glad you had fun :D

Extremely impressive, there are so many different mechanics and to do all of it apart from music on your own blows my mind, great job!

Hey glad to hear u played it to the end! Hope you enjoyed it

That sounds like a progarmming bug on my end, no way bingus will recieve a negative review

Had to unlock the whole shop to know what each feature does, couldn't stop till I got there and really tried to minmax playing multiple games at the same time which was awesome... Admittedly I did not reach the destination but the whole experience is really smart and well crafted!

I'm working on a WebGL Unity build with touch support for Puff Up Mobile. I selected the mobile friendly orientation setting to be set to landscape but it seems like on iOS devices it doesn't work... I found this Post mentioning the same problem, but sadly it doesn't have any replies or updates on fixes.
Another weird issue I ran into is that the font I used in this game doesn't display on iOS.
Both these issues aren't happening on Windows or on Android devices, just iOS afaik...
This could either be an iOS issue, an itch issue, or something I'm missing. If anyone encountered something similar and found a solution lmk!

Thank you so muh for the kind words! Glad you spotted the jetpack joyride influence!

The expanded fish is slower veritcally specifically, not horizontally so you get more time to avoid obstacles, it's a minor tweak(80%). I might adjust it to 70-75% to make it feel more impactful. I wanted the slower speed and reduced damage to balance the larger hitbox, which is a big handicap in a game focused on avoiding obstacles.

All your suggestions are spot on, and seeing how amazing your game is, I'm not surprised. But let me geek out for a second...
After seeing your replies to comments on your game, I have to say: you're either extremely humble, lacking in self confidence, or unaware of how good your game really is...

At first I wasn't impressed by it, but as I saw more mechanics, and more, AND MORE, and how they overlap with eachother I was blown away. When I figured out what the flag does and how it speeds up gameplay I nearly fell out of my chair by how genius that design choice is. This might sound exaggerated as a way to "repay" your kind words, but I genuinely mean it, your game is EXTREMELY good!

I completely missed how this game was designed to fit the theme at first playthrough although you have the intro just because the objects move really slowly. On second playthrough I finally noticed it and how it enabled you to reach places you wouldn't otherwise, got to experience the different upgrades. My thoughts about the game changed drastically, I genuinely think it's a great game - art style, design, music... Idk what about it really managed to capture how I imagine space to be which was really fun!

Oh wow this is extremely impressive, you managed to develop so many different and interesting mechanics in this short time frame I'm genuinely amazed. I also personally love these type of math deck building games especially after balatro popped off so had a lot of fun trying to minmax.

Thanks for the compliments! The game has been featured on their website for quite a while now which is really awesome.

This version has way more content—characters, enemies, bosses, abilities, stats, quests, items, crafting, difficulties, and more... You get to create your own build and defeat harder difficulties to earn more loot.

Hope you enjoy it!

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Really happy to hear this is one of your favorites, that's a huge compliment!

About that buff, I'm not sure about making that buff stackable since it could get out of hand. EDIT: all buffs now stack.

For the cleansing issue, if you quit right after using the material the game may not save the stats. It could also have removed a different stat since it’s random or returned the material to your inventory if it had no effect. If none of these apply sadly I'm unsure, but I suggest trying again and if it repeats let me know and I'll look into it.

I appreciate all the feedback and that you enjoy the game a lot!

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Hi! I saw you left a rating on the game along with this feedback, thanks for that!

  • Yes uzi is supposed to only shoot backwards.
  • Cleansing is the second rarest material in the game and designed to be very strong. Min-maxing with it is intended, game should still remain challenging on harder difficulties even if u do so.
  • I saw you mentioned a revive bug in your rating. It was likely caused by being able to take damage and die during the revive process, oops... Hopefully I fixed it now.

Thanks again for the feedback and enjoy playing!

Pretty much the whole second day of development went towards trying to figure out how much rent should be and we kept playing with it, we decided to go for 420 cause we felt like it'd be a good bar for players who try the game for the first time and its just a good round number you know...

Thanks for the feedback and kind words!

So we're not the only team who thought about a farming game, great minds think alike it seems.

Fantastic game! I'm seriously amazed you did all of this in just 2 days...
The art, sfx, music, gameplay, even the tutorial with pictures?WHAT? It's all on point, what a great submission!

Amazing job!

I actually completely forgot to save the equipment's unique perk between sessions, that's insane.

It's fixed now, Thanks again!

Thanks for the feedback and suggestion!

It's fixed and I lowered the hp threshold for the x2 regen, lifesteal to 20% hope it feels better.

Weird... Do u remember what interactions lead to this?

Registeing key clicks is built into Unity and this issue isn't common. Maybe try checking your keybinds in options, maybe you have extras or a faulty key.

Hey there, thanks for playing, glad to hear you had fun.

I mixed low res sprites with higher res ones due to lack of artwork(I'm not an artist myself). That being said the game is heavily inspired by Vampire Survivors which does the same thing and imo it contributes to its retro feel so I don't think ill be changing that, thanks for the suggestion tho!

Hey glad you had fun!

I appreciate the recommendation on the pixel perfect camera/canvas, it does solve the issue with the lines but it also makes the movement appear a lot less smooth so u kinda lose the "breathing" effect and it just looks like laggy movement. Thanks for the recommendation anyway tho!

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Happy to hear you liked it!

Ice nova was broken but is fixed

Thanks for the feedback, it helps a lot!

You are a hero, thanks for that!

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Hey, thanks for jumping over and the feedback! The difficulty does seem to be very subjective with different opinions about it, still not sure where to take it.
I(hopefully?) fixed the black line between tiles issue.
Thanks for the help with the lost progression, I'll leave the thread where you helped me out Here.

Cool game, I liked the idea of having an objective to protect on top of the existing idea in Vampire Survivors.

The art looks amazing,I don't know why you feel like it needs to be changed it's very appealing. The main thing imo is the balancing, it got a bit stale at the end, but I really like the idea.

I've made my own roguelike inspired by Vampire Survivors and it's playable on web. If you feel like it I'd love to hear your feedback on it at Plague Survival .

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What an awesome game, really reminds me of 20 minutes till dawn and I love it!
I also made a game in this genre of roguelites, it's a web playable version and if you feel like it I'd love to hear your feedback on it at Plague Survival !