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Sodeko

40
Posts
9
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A member registered Dec 28, 2023 · View creator page →

Creator of

Recent community posts

1. Mouse control is just side effect of virtual joystick code, it wasn't supposed to work with mouse at all.
5. Got this feedback a lot, will redo it for sure.

Watched your stream and as always, your comments in process helped a lot to understand about my flaws. Thanks to you and your co-hosts. And kudos to folks in chat, who quickly recognized Guilty Gear music.

>Good performance and game loaded instantly.
Still not enough for toasters, but it works, yeah.

>The ring of damage killed enemies too easily.
Damage balance for this weapon was outright copied from VS garlic weapon. OP for early game, almost useless for late game.

>Or just copy Bunny survivor. Buns: Bunny survivor is my favorite VS with skill shots game.
I'll definitely look into it.

I really like NSFW bikini armor design of this bug girl.

And why Sans and Serif fonts have a blur on 'em, but Dyslexia don't?

First two of your suggestions are already in VS, they've added a lot and still add more stuff. CPU players and dash is okay overall, but kinda breaks game flow in case of VS-clone. I'll try to think of something either way.

I was going to add different set of clothing to grind with ingame money, but it's for way later versions. And about mixels - I've tried to simplify design, but that's as far, as i can go for now, maybe rework it later.

Mouse controls will be scraped, it wasn't supposed to work at all.

Masterpiece. Demiurge parable.

>Well, it sure is a survivors-like.
It is.

"Non flying enemies become will become" in tutorial.
And am I supposed to kill all enemies in one turn for tutorial objectives? Cause when I don't, it's kinda stun-locked, I need to reset mission.

Don't get, what Aura Of Force do. Does it buff collisions for units around it?

Forcing demons to murder their kin is the most satisfying thing in this game.

Death transition is planned. And mouse is rudimentary of virtual stick implementation. Probably will cut it off completely, since it creates only problems.

It's just I do what I can do. I'm not good at game design and ideaguying, so I've just chose to make clone of really popular genre with every skills, that I have. Gonna add some more tits and pussies, but that's about it. Tits and pussies are nice.

Got some sensible chuckle at Miss Tutorial and "tried to report his luddism". Got some Robert Asprin vibes from it.

Gameplay-wise it really need some progress bars on contracts demands, especially when there's some big numbers< any 5+ demand is headache to guess did I already sold enough or not?

Left-clicking on Trading Hub doesn't work, when you don't have resources to sell, but works on right-click. Not sure it's supposed to work this way.

Sometimes when I click sell-confirmation button, it clicks on Leave Planet.

Overall it was pretty fun.

Nice rogulite-pinball (BOING BOING) concept here. Still, didn't get, what's the build to boing green or blue balls. In fact, I didn't get, what any of the stats do. Does boing adds to momentum? What does size do? What's powercap? So many questions.

Played till second track a few times, but kept dying. Shame, cause I wanted to listen to second track a bit longer...

Thanks!
Well, it all was planned, but right now project is scraped for the time being,

Bit late on my review, but still. At first I was kinda confused, but then got a gist of it and started to pick abilities on the go. Still, don't understand completely, how they work. Little description on hover would be nice. Got it to Gambler and he got me. 

Concept is definately there.

Thanks for your service. Watched the stream and it was pretty insightful for me on some stuff. About inspiration - it's more of Donpachi from Cave, so speed(and speed range), weapon patterns, laser mechanics - all was stolen from there.

I've heard about it, but never gave it any piece of thought. Thanks, it's really clear this way, what needs to be tweaked in terms of colors.

Thanks!
Additional animations planned for sure, especially for bosses.
Never tried to grayscale, but I realize it's can be hard on eyes.
Fat guy's projectiles are chrysanthemums, otherwise there's no really deep lore. It's just what looked fun.

Inertia is overwhelming. Only viable strategy I came with is carefully sneaking on enemy and then fly up high bringing fire from above. You can really control if it's fly only straight with a little tweaks. Otherwise you will start to rotate uncontrollably. Took me something like 20 tries to get used to it. 130mm cannon reload time makes it's absolutely useless. And equipping can done only by getting back to main menu. Still, it's fun to play flying mech anyways.

Thanks, I really do spend most of my dev-time drawing, not coding. And explosions are stolen asset, yeah. I don't even remember, where did I get em' from. Gonna replace it with my own as soon as possible.

Pros: in terms of style, liked everything about this game. DOS or simply King Quest type of graphics just works, because you know it's era, when Terry Pratchett and Robert Asprin were still popular. Have the same style of humor, subtle, but creating sensible chuckle. Like main character skipping instead of normal walk. And it's nice to see you have references, but still your art style is your own, and it perfectly suits this kind of humor.

Cons: inventory are not intuitive, I was puzzled, how to use some of the items, like fixed lute for the bard. I thought I can, but turns out it doesn't do anything. And going upstairs to attic, I jumped down and got this error message with light blue screen:

Error

player.lua:989: attempt to index a nil value

Traceback

[love "callbacks.lua"]:228: in function 'handler'

player.lua:989: in function 'adventuring'

player.lua:1230: in function 'update'

main.lua:295: in function 'update'

[love "callbacks.lua"]:162: in function <[love "callbacks.lua"]:144>

[C]: in function 'xpcall'

Speed is based on game balance and references like Donpachi. Sounds are placeholders for now, wanna redo it for sure.

I'm impressed, that you struggled through all three characters despite the obvious freezes. If game starts to lag, I just reload it. Enemy bullets pattern are first iteration and rehaul is planned. And redrawing background to more bleak colors too. Maybe...

I guess it's really created for controllers, since I couldn't do anything with keyboard. Trying to aim and move with arrows is really confusing, can't do both with one hand, so homing bullets were way more convenient. But somehow after first dialogue I was switched back to usual bullets. Unskippable dialogues are not my thing too.

I have some feeling, that you wanted to have kind of LSD: Dream Emulator vibe, but darker. Got the letters puzzles, but don't know what to do with the hooked rope, stuck after that. And it's kinda tedious to search for all interactable objects, pressing E all around until I find any.

Thanks for playing and thanks for streaming especially! Powerups are planned, so is sound balancing.

Oh, I see, thanks. In fact everything is exactly like you described, lol. Explosions and siren isn't mixed right, and there is no shooting sound indeed.

Thanks for review!
And can you tell, what's off with the sound?

Already looking for a ways to fix the background's palette. There's a chance it will see a complete rehaul.

Tried web-version and interrogation room didn't scale to fullscreen, so I've downloaded and interrogated, but just one prisoner can be interrogated. Then I was struggling with the player's hitbox and realised it's the boobs. Nice. After finishing first mission and additional mission, I've thought I can spend my hard earned PP, but somehow I had exactly zero, though I remember getting 15 for each mission.

Girl hanging from the tree is my favorite.

Removed inertia in a hotfix. Shooting sound and animation is definitely planned. And escape is supposed to work this way for now, because I didn't make pause menu and it had to quit game somehow.

Can't figure out fusion and nuclears just from ingame-tutorial, had to read description. Still, kinda interesting to mix alchemy-craft type of game with Tetris. But I would make it something more grid-based, like Tetris itself or match3s.

Had to playtest it again, and you're right, there's is some inertia, if your movement buttons released after being held and not tapped. Gonna fix that in next version 100%. Visible and articulate player hitbox is planned too.

I got behind two corners and it started to drop somewhere after second corner.

It turns out that shooting frequency depends on PC specs, if that's what you're talking about. Better PC leads to more frequent shots. Definitely gonna fix it. And character sprite will be redone too, and will have animations for sure.

After 35 kills frames dropped to slideshow. Just got warmed up, kicking mechasses.

(1 edit)

You sure, you've felt inertia? Cause I deliberately didn't add any. Classic-Cave-shmup-101 and all that stuff.  Is character moves too much, when you tap button lightly?

Edit: turns out there is some inertia. Will fix it for next version for sure.

Noted. Guess I'll redo second boss attacks. Thanks for review!

Checked all the yellow books, but still climbing ladders is always hard.

Thanks for your feedback, Sicave! Easy-distinguishable hitbox and ingame-controls chart are definitely planned for future versions.

Thanks for playing!