I just pushed a new build for the web and downloadable versions that makes the rocket jump a bit more forgiving. letting go of jump during a rocket jump would kill 66% of your vertical momentum before. You still need to shoot the rocket down immediately after jumping for full height though.
squid_lawyer
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Thanks for the feedback! I just pushed a new build for the web and downloadable versions that makes the rocket jump more forgiving. letting go of jump during a rocket jump would kill 66% of your vertical momentum before. You still need to shoot the rocket down immediately after jumping for full height though.
Which animations seemed off? they are still roughs but id like to know what needs the most attention.
thanks for playing! Rebindable controls are on my todo list, to be honest the last platformer i played on a keyboard was Iji so I think that is where the control scheme came from. I agree that the one spot you need to stand in place to shoot a column of targets with the machine gun in level 1 kind of suck, it totally halts your momentum and there is no better way to break those targets.
Guns are definitely staying but i think your point about the gun management dragging down the gameplay is fair. I'm not sure how much of a pure speedrun game this will be in the future.
You are the 2nd person to mention dustforce so now im thinking I should really play that.
Feedback is much appreciated
Thanks for playing, the video is extremely helpful and it makes me smile to see a very skilled player. I made level 2 in like 45 minutes before submitting so I haven't playtested it like crazy but your time is better than my best in the ~30 attempts I did, so you definitely aren't playing the game wrong. Only thing I maybe saw was you can clear the gap after getting the shotgun without walljumping if you jump off the tiny ramp with a little bit of ground speed.
I haven't optimized the levels yet to make everything super smooth so im not surprised parts feel un-intuitive. Dashing is a different animation than walking but it should probably have some kind of distinct effect like an afterimage or something, that is a good point.
Wallkicks/jumps should probably give you more speed (shotgun anaconda had similar feedback) so I will try that while refining the movement. I havent played Dustforce but its on my list to study (aka steal from).
Thanks for the feedback!
Thanks for playing! The rocket launcher explosion applies a knockback velocity that is additive to your current velocity, so if you rocket jump during the apex/falling portion of your jump you dont really go no-where. you also need to hold the jump key otherwise you will lose a lot of vertical momentum when you release it, which your comment made me realize really doesnt make any fucking sense for a rocket jump.
There is a jump buffer with a 0.12 second buffer window, but there is currently no buffer related to aim. Finicky is not the goal so I'll spend some time tweaking the values of the movement.
I will see if I can make jumping / rocket jumping feel better / more intuitive and reply here if i get an updated build out. Feedback is much appreciated!
thanks for playing!
- i think i made default walking a bit too slow, i might toy around with having the player slowly accelerate to dashing speed once they are at full walking speed
- im glad you liked the movement options, "not particularly striking" is kind of in line with what im going for since im burned out on things like celeste dashes
- i agree with your points on rocket jumping, its hard to reconcile metal slug style aiming with the mechanic. your point makes me think it might be worth trying to implement a mechanic where you always get some velocity component in the direction of the explosion knockback, currently it is just additive so it is counteracted if you have downwards momentum. I think this might be the issue Shotgun Anaconda had as well
- those are some nice times
- The current setup of shooting at targets being the main mechanic is temporary, im hoping if this barebones setup can be tweaked to be fun on its own that it will make a strong base for a more involved game. Still definitely gunning for the movement autist audience.
I appreciate the thorough feedback :)
First time player but love to see some momentum based king shit in my platformers. The swinging had to be my favorite mechanic as an umihara kawase head , and the last level 'difficulty spike' was definitely my favorite in terms of how it pushes you to use your stars to retain your momentum. I managed to at least 2 star all the levels and I feel like the difficulty is just right. It was very unintuitive to me at first to shoot the star blocks by boosting away from them and it never quite became natural to me but thats a skill issue. The menus remind me of kirby 64 as well, which i appreciate.'m not sure if collecting stars serves a purposes yet but i like the way downwell does it of allowing you to unlock new color pallets/characters as you play. I dont have many suggestions because this is extremely solid as is.
Keep up the good work!
I last played this several DD's ago back when the main enemies were all just sprites. This has now ascended to absolute kino and I had a lot of fun playing it.
- i still love the idea of a boating boomer shooter. The boat controls are good and its really smooth to get on/off the boat
- the guns feel good and powerful. The grenade launcher should 1 shot mooks in my opinion. the SMG fire-rate is crazy high which i love
- some of the gun viewmodels look a bit strange (double barrel, speargun look 10 feet long)
- the levels are really well designed in my opinion. The ambush with the handstand guys got me good and the construction site was fun as fuck
- taking the boat through the little caves was fun, but in one in the chieftan level i managed to clip thru the ceiling by getting on the HMG
- the enemy AI is pretty fun to fight! I like how they come at you in droves too
- I realize these are probably the first few levels but I found the game pretty easy even without the lifesteal upgrades (which made several parts trivial)
- the boss fight was chaotic but fun and was really impressive to me. definitely the hardest part of the demo and i went through all 5 medkits to survive
- the flesh wings were great for getting back to the boat
- I like Rag conceptually but wish he had a bit more personality. I'd like him more if he actually felt like a gruff boat captain. as is he is kind of a nothing burger
- I think you should play up the mystery of what is at the heart of the island and have it be a crazy reveal. im thinking of the ending of DUSK and how cool the last few levels were
- some textures clash with eachother and the game overall looks a bit washed out to me. I honestly dont mind but it could put some people off
- The HMG is a great addition, but the boat still doesnt feel very tied in with the main gameplay
- I also encountered the issue where my framerate slowed to a crawl for a few seconds when i got the boat close to shore at a weird angle
I think its neat. I would buy this game on Steam.
Keep up the good work!
I gave the new build a try, it looks like my issues with rebinding have been fixed and I can now consistently rebind. Some buttons are labelled differently still on my PS5 controller:
- pressing cross shows up as circle in the menu
- circle shows up as cross
- options (start) button shows up as R3
- create (select) button shows up as L3
- triggers and R3/L3 do not register (this is probably fine)
thanks for the quick update, controller support is a headache.
Fun little game with great art and polish.
- changing color palette is one of my favorite features in games
- tested on a ps5 controller. remapping controls I think was buggy in a way thats hard to explain
- what was labelled as "square" and "cross" were swapped on my controller face buttons
- changing one action's binding seemed to randomly change other actions bindings, even if they were not bound to the same button
- sometimes no matter what binding i try i cannot rebind an action, and i know it isnt 1 binding per action since i managed to somehow bind 3 things to triangle
- its weird! but once i randomly managed to get the bindings how i wanted they worked fine in game
- i ended up running past a lot of enemies since they were a bit repetitive to fight
- i like the art and sound effects, it looks and sounds great. nice feedback on attacks too but my slop brain is conditioned to more intense hit/kill VFX
- I didnt think the existing itemization was very interesting, none of it really changed how i played other than new weapons. maybe there is more that i didnt find
- I like all the enemy designs! very comfy.
- got stuck in doors trying to transition rooms a few times
- MP is pretty limited and the base attack gets a bit stale after a few runs IMO. maybe thats just my low attention span
- i ended up soft locking myself a few floors in by twirling into a corner as a chest spawned as shown in the attached screenshot below
It was a fun time and very well put together! looking forward to trying the NextFest demo.

teleglitch my beloved. cool little prototype.
- i really like the animated HUD face for the character
- I got lost in the first area after the tutorial since it was really unclear that what looked like a normal wall was a level transition to the next area. In the tutorial the exit was clearly visible by the stairs.
- enemies seem to not react to being shot if you are far enough away, kills the tension when spotting a far away enemy
- the line of sight culling system is really great! I loved having to carefully check my corners and turn around every so often, made me feel more immersed and paranoid
- the SFX and VFX are pretty piddly right now on the gun and swing, could really use a bit of juice. The melee in particular if its gonna be a swipe i want to see a lot of knockback when killing an enemy with it
- wasnt able to consistently melee any of the enemies without taking damage. had more success shooting 2 shots and then finishing with 1 melee hit, which worked most of the time
- you move really slow and sprint runs out very fast
If the combat had a little more going on with it and the juice was cranked up a bit i could see myself sinking some time into this. Very atmospheric and immersive base for what it is. Keep up the good work!
the number do indeed go up! got to wave 30 before quitting
- there isnt much here to talk about but what is there is surprisingly solid
- i like the mp5 model, the way it moves and recoils reminds me of timesplitters 2
- feels like stacking dmg and fire-rate is the best way to keep up
- sometimes RNG can fuck you with only health / walkspeed upgrades
- I see no reason to take the walkspeed upgrade when you can pretty easily avoid everything strafing with the base speed
- it was really rare to come across a tier 2 upgrade, my dopamine receptors were drying up
- the repeated grass texture is pretty ugly
Its a functional base for what it is, not much here to praise or criticize yet. I could see this being pretty fun with more guns, more involved arenas, more interesting AI, and something to do besides hold m1
Keep up the good work.
Chaotic and fun. Played with the Shotgun and Minigun and ended up with a best score of 670k
- the laughing when you get holy time is such a nice touch, i love it
- the art and music is great, gives the game a really fun atmosphere
- I think the minigun is pretty OP, i never felt threatened and idk if there is a reason to use anything else since it constantly spews bullets and everything dies in 1 hit
- Both the weapons i used feel great. although i wish there was more feedback on killing/hitting an enemy to make it more satisfying
- the gravity mechanic was really fun to mess with, but with the shotgun i ended up mostly dashing backwards constantly orbiting around a floating cloud of demons by the end of the timer after collecting all the time ups. Basically turned the game into a flight sim!
- I was confused why i couldnt walk up the towers but could kind of, slide up them sometimes?
- wish where enemies can spawn from was more clear and that their AI was more interesting than just charging you
- i like the RE mercenaries aspect of collecting time ups, though i think it would work better with a more involved map since my strategy after the 1st run was just to shoot the hourglasses from the center of the map and get them all quickly at the start from 1 location
- The shotgun feels good, I like it even more than the minigun even if it felt like a downgrade
Pretty sweet demo, I've played 3 of your games now and they never disappoint. Keep up the good work!
One of the more polished demo day games ive played, really fun stuff. Beat the 3 dungeons with a few deaths
- I love underwater games and this game nails that atmosphere
- the music is all awesome, i especially liked the DnB track on the egg level
- IMO the cooldowns on the RMB abilities is way too long. most of my time spent in combat was spent circle strafing and holding M1 waiting for my cooler thing to recharge. This game reminds me a lot of RoR2 where your abilities also had cooldowns but in that game you could rotate through them pretty quickly with most characters in a satisfying way, and there was ways to get multiple charges and refresh the cooldowns. I tried stacking more of the stat that reduces recast time but it didnt make a massive difference by the end of any of the dungeons
- Dying seems to have no consequence beyond having to pick back up your stuff? maybe there was a lives system i was unaware of
- all the lowpoly models and shaders look great!
- The R abilities were all really cool, but i only got to use each of them 2 - 3 times before the stage was over. again with having no cooldowns available most of the time I spent a lot of time holding M1 wishing i had more at my disposal
- I didnt see the point of having to look for random adds to kill after getting the elemental stone before the boss spawned
- My overall damage felt low and I was wishing things died faster after the 1st stage
- By the end i wasnt paying that much attention to the stats since my progress would reset by the next level
- I like bumpsy and his show
Its as shrimple as that, really fuckin cool game. I had some nitpicks above but definitely one of my favorites to play. I could see myself playing this with friends and having a blast.
Keep up the good work!
The pixel art is pretty awesome and reminds me of several games ive seen on Game Dungeon before. The animations are cool too. I managed to get the goblin ending and then free the prisoner but no luck past that. Havent tried the 2nd scenario yet
- the jump feels really weird and there were a few jumps where i wasnt sure if they were barely possible with 3 agility
- 1 intelligence being unable to read is pretty funny, but doesnt that make the game impossible to complete?
- several events could be triggered that didnt make sense, like making the admiral go back downstairs after freeing the prisoner
- i didnt realize a bunch of the drawers and bookshelves contained items since they dont stand out in any way, until i noticed the tiny exclamation mark that appears sometimes
- sneaking past the goblins is functional but can be really tedious if they just decide to keep turning around. This also makes them impossible to predict, mercifully they forget you were there once you hide again
- does the mouse cursor serve any purpose? if it does i feel like it would be annoying to move my hand back and forth between the arrows and the mouse
- I really like the scenario and most of the writing. got a good chuckle out of me when she puts the bird in the cage and dirk says "god i wish that were me"
- I ended up having the classic adventure game problem where you completely run out of ideas and places to explore. Must have missed an item or misunderstood a mechanic?
- the RPG elements were cool and differentiate the game from normal adventure games
I see some pretty huge potential here! especially with the DOS game aesthetic, I ate that shit right up.
Keep up the good work.
Pretty sweet to see all the progress made in this game, the scope is getting pretty big with the PhysX, gravity flipping, and ImSim elements.
- I really like the idea of getting out of your mech as a SHOGO head, can tell its an early test but i love the concept. Hoping for better movement controller and more satisfying guns here
- The pyramid dog boss previously gave me a lot of trouble but this time i tried shooting down his missiles with the nail gun and it was a breeze
- I really wish the G boost was on a shorter cooldown or something and always available, In the big maps i spent most of my time slowly walking around waiting for it to recharge
- I still dont understand the berserk powerup or moon level
- dodging missiles with the side boost is fun. every time i play this i remember how kino HAWKEN was for the brief time i played it
- I was at ~300FPS for 90% of the time, but every 20-30 seconds i would get a stutter down to 14fps, usually at the same time a hit/kill VFX was playing
- the loading screen art and character portraits are absolute kino as always
- killing other piloted mechs and scaling the tower were by far my favorite parts of the gameplay
Seems like you are adding a lot of stuff which is cool but I personally would rather have what is already present be more polished than have a bunch more mechanics, even if the new mechanics are cool.
Keep up the good work!
I really like the look and feel of this game and it probably has my favorite music from this demo day.
- i thought the bat felt really weird with the mouse but fine with the controller
- but playing with the controller with the fast enemies and not-that-fast bullets made me wish for some aim assist
- shotgun was by far my favorite gun
- the lighting looks great but the visual clarity could use improvement, half the time i got hit i had no idea what hit me
- i just dont feel like any gun besides the shotgun was half as satisfying as the bat
- sometimes the camera would zoom on a dying enemy when it wasnt the last one on screen and shit was still shooting at me. this killed me once
- the spectacle of everything and the subway tunnels are so fucking cool
its a great demo, keep up the good work.
I fucking love fucking demons souls. I'm excited to see where this goes
- i really like how everything is very weighty and high commitment
- I kinda hate how massive the input buffer is, there were times id press the button for a 2nd attack a bit late and get a whole extra 1 second 1st attack that left me wide open
- really nice texture work! i love the atmosphere
- the death animation im guessing is a placeholder for the enemies but i liked how the bald head and hands stay visible as the rest of them fades out
- The health/stamina UI reminded me of shadow tower abyss for some reason
- parrying feels great!
- wish there was a heavy or special attack with the falchion
- fighting the 2 guys at once was interesting but since your attack is so slow it feels impossible to try and make an opening without getting punished unless you hit both of them at the same time
- The dodge being boxer style shmovement was cool and reminded me of blade of darkness. Its not super useful with the current enemy movesets in my opinion since it doesn't really leave you in a place where you can punish them for missing the attack.
I killed everyone in the manor and had a good time, really curious to see what boss fights will look like in this game.
Keep up the good work!
I had fun with this, seems like a very unique game
- the dialogue was pretty janky but funny
- I like the graffiti in the alley that says "clap my cheeks"
- the idea of a tekken-like turn based combat system is dope, getting your combo up for higher risk higher reward moves is a cool idea
- Seems like combat is currently pretty one note, you just use your higher accuracy attacks and then roundhouse kick until its the enemies' turn, then you guard or duck and repeat. Doesn't help that there seems to only be one enemy type and sprite. Could definitely use more variety or tactical depth. It kinda reminds me a bit of Lisa the Painful with all the martial arts moves
- I like the setting! but the map seemingly makes no sense to navigate. I entered a door into an empty bar, and there was no door to get out until i clipped through a wall
- i took the alley to the industrial district and ended up on a dock, then when i went to go back through the alley i was back at the dock instead of back at the city, and i was clipped into the edge of the map and unable to move until the end of the day prompted me to go back to the apartment
- going back to the clinic and speaking to the doctor makes the day reset to the previous cutscene? seems unintentional
- Post-day XP screen seemed like i could select multiple menu options at once, very confusing to navigate
- After waking up in the gym an invisible wall blocked me from going out the door and i was soft-locked.
Needs a lot of bug fixes but id be curious to see where the combat system goes. I also like the emphasis on martial arts, I can tell the dev did his research.
Keep up the good work
Pepsiman! With a name like Wagie Run I had to try it.
- dodging shit is fun
- the theme is cool
- I liked the level description
- wish there was controller support
- sliding under the truck was fun
- wish there was more levels or a reward for aceing the level
- feels like it shouldnt need to take so many clicks to just get into the first level
- i had a car randomly come from behind at one point, im not sure if thats intentional since it seems impossible to avoid
Overall fun little game, keep up the good work!
Feels great to play and one of the best looking demo day games! I dont have much in terms of feedback other than i wish there were more moves to use. I noticed the firerate on the gun was basically unlimited for tap firing, seems like the kind of thing where you could break the game with an auto-fire macro.
Some of the platforms were really unclear if they were part of the background or foreground.
I also hope some of the combo/melee mechanics make their way into the platforming, since moving around was fine but really dry when there were no enemies on screen.
Keep up the good work!
This was pretty fun and i like the improvements from the last build. I like the art of the main character and hope to see more once you get around to adding more story
- Visibility really needs to be more prioritized, enemy projectiles are extremely hard to see and have the time i have no idea what hit me or that i even got hit
- The wobble effect when moving gave me a bit of a headache and i never get motion sick playing games
- Stacking on kill upgrades and getting the upgrade that triggers them every 7 seconds was cool, i like the different builds you can do
- i like the deck of attacks on the pistol, but i feel like i am randomly flinging around with the sword since the movement attack keeps surprising me. its always on top so could be skill issue
- game slowed to a stop and crashed as soon as combat started in the room after i got the just like in the ads upgrade
- game stutters first time hitting a shot, are you precaching your particle fx?
- seems like you can walk out of bounds at the top of the room while enemies are still alive
I'm digging the games style and think this was an improvement from the last build but the visual clarity took a nosedive and definitely needs improvement. I'm looking forward to seeing where this game goes, it seems right up my alley with some more polish.
Keep up the good work!
Making some nice progress, shooting things feels good and one of my favorite ways to balance a gun is to have the potential fire-rate be fast as fuck but limited by recoil. The skeleton animations were dope.
Felt a bit confusing why my laser sight would be on top of the enemy and i wasnt hitting them, then i realized they were out of the bullet's range
Kind of wish you could use the mouse buttons instead of Z/X in the tamabuki menu since you have to take your hand off the mouse and then move it back whenever you want to do anything with it
the AGDG boxes in the toy store were tight!
Keep up the good work
Finally got around to trying this one out. I was a big fan of Magicka and my brain is pre-conditioned for rogue-slop so the alchemy shit seemed intriguing.
This game has a steep learning curve. Magicka softened the learning curve a bit by slowly introducing each element unlocking new combos, but i could see an argument that it would simplify the early stages and kill the early pacing for a roguelike. At first I was genuinely annoyed when id see the spawn indicators pop up for a bunch of different color enemies knowing id have to swap a bunch of times to do decent damage to all of them, but eventually i figured out there are combos that are good for general use. Once I figured that out It felt more fun and less like a requirement to switch up your elements every other shot.
The base character feels kind of sluggish and weak at the beginning of a run and gets better but not to the point where i ever really felt powerful. I also didnt beat the game so maybe more upgrades eventually makes you feel like a power god and i just didnt get there. I took a break since the first floor started to feel a bit like a chore with how slow you and your attacks are.
booba lady made me smile
I definitely plan to come back to this game, the core mechanic is pretty fun and learning the muscle memory for the combo you want on the fly is the exact kind of mechanical complexity that makes me want to come back to a game and replay it.
Keep up the good work
i like the improvements you made thus far.
- its a bit jarring to have inertia/smoothing on the default camera and then raw input on the aiming camera
- rolling while aiming will reorient your heading towards the direction you rolled in, i like it when you can roll while aiming and not throw off your aim
- the bone guys are extreme sovl... gave me a boner
- i actually liked the old resident evil camera and aiming a lot! but over the shoulder is probably easier to develop for and more functional
- wish there was more satisfying feedback on shooting an enemy (i say this on every demo i just realized)
excited to see where this goes, keep up the good work!
I've been looking forward to trying this one after seeing it in the thread, glad it made it in for this demo day! farthest i got was room 12
- i like the main character design and story idea you posted in another reply
- parrying is fun
- is the sword supposed to do 1 damage? seems like it shouldnt be used since the pistol does 10
- the aesthetic and visual effects are cool and differentiate the game from other top down shooters
- first time firing the gun causes a stutter, might be instantiating a shader or particle for the first time which triggers a compile if you dont preload (see Federx's comment)
- the slowdown on parry reminds me of third strike
- i wish the parry had a bigger hitbox , it feels like you have to sit perfectly still and not strafing to parry
- chaining executions is satisfying but wish it was
- your sword and pistol do such pitiful damage after the first few rooms that parrying is the only meaningful source of damage
- cleaning up the tanky thorn enemies after taking out the other enemies is kind of tedious, they take so long to kill
- the gun and sword feel pretty piddly right now, no screen shake or on hit sfx? maybe more powerful weapons should feel meatier
I love broken build sandboxes and your current progression cards seem like an interesting start so excited to see where this goes, especially as a top down shooter enjoyer. keep up the good work!
Im a very casual shmup fan but this one was really fun. Played on ps5 controller and had no issues.
- The menus are really clean and the sfx are punchy, its a nice first impression. Id appreciate being able to back out of a menu with the focus button though
- i like the sound effects for killing an enemy, its punchy and bassy but in a different way than most shmups
- picking up score seemed to have no point and kinda weak sfx, so it wasnt very satisfying
- The backgrounds look really nice, a bit samey by the time you reach the end of the level but understandable
- i enjoy the short break in tension between areas but wished the transition was faster by the end
- I feel like its currently missing some kind of special sauce to differentiate it from other shmups, but this is a very solid base
- Died 2x against the miniboss tank and nowhere else, which i think is about appropriate for a first level of a shmup with a stage select
- I dig the music
Feels very polished, keep up the good work!
I got a few floors in, I was a big fan of the pokemon mystery dungeon games when they were coming out so i thought this looked tight
- the map overlay is appreciated but i feel like the opacity is too high, much higher than other games with a map overlay
- traps did by far the most total damage to my party, doesnt seem like theres any counter play to them and maneuvering the AI around them is kind of annoying
- Moving around killing enemies is pretty fast and making progress is fun
- wish there was a bit more chunky visual feedback on hitting an enemy to make it more satisfying
- Maybe if i played more i wouldve seen more of this but there didnt seem to be any party building strategy beyond just putting the biggest damage sword on each guy. maybe im missing something here
- i dig the sound effects, neutral on the music
- I like the enemy models and thought it was cool to see 2x2 enemies
- angling towards diagonal enemies to attack them with WASD is extremely finicky
- menus overall could be more intuitive but understandable for a prototype
- controller support is much appreciated, didnt have mine on hand to test though
- I ended up casting the explosion spell to see what would happen and killed both my allies. leveled up though which was cool
I think its a solid mechanical base, but personally i wish it had more satisfying visual feedback or encouraged more strategic depth. IMO the old pokemon mystery dungeons still hold up partially because just running around mindlessly killing things is fast and and has good feedback.
Keep up the good work

