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SwordSquid

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A member registered May 05, 2025 · View creator page →

Creator of

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I like that the tracks are designed so you can see what's ahead of you. It made it possible for me to go around the track even at 4FPS on my oldest xbox known to man.

I'd say being able to play with an undersized deck makes it too easy, because you can take just one card that grants double-attack or taunt and etc. and chain them with certainty onto a supermonster, and have the rest of your cards be maxmagic and walls, with a leader-archer or something to make up for inconsistency. I found a 15 card deck was the strongest. I don't think it's a bad thing, since you need to worry about boardclearing cards and such, and it being singleplayer the balance isn't that important.

Daffodils as a leader card is crazy though, it just turns into endless board-wipes at 10, it sticks out too much for countering it to be fun unless it was a set challenge-match where you play one round knowing what's coming. And it's exploitable in the worst ways, where I'm not sure there's any counter to a healwall Daffodils deck-out strategy, except the passive agony of participating in that. You go minus for clearing the field with a card, but in a game where monsters can't attack on the first turn being able to click board-wipe each turn is too much.

I'd also really like the card-packs to be location specific, if they aren't already and I just got unlucky. I went to get a card I wanted from the area I thought gave it out but then got completely unrelated cards.

And I think it's best not to increase the number of rounds with the difficulty level, since the enemy health is already higher so it combines to make clearing it take more than 4 times longer or something at level 3.

There stamina system which affects maximum jump height, which doesn't take effect while Nemo is healthy because the regen speed is too fast, but taking injuries, soul damage, or fatigue will reduce maximum stamina and stamina regen at varying rates, and this affects jump height. For instance, being cut with a sword reduces max_stamina but doesn't affect regen at all except from blood loss, while burns and broken bones will make Nemo get tired easily from running and jumping as well as swinging her sword. There's no way to treat injuries right now, but I'm working to make the game not kick you out so much as take you somewhere new.

You also have to hold both the jump button and upward movement direction to reach the highest apex, and you can't jump while stumbling, which happens when you hit the ground hard and slide causing dust to appear by your feet.

While jumping or sprinting there's a short cooldown between moments of acceleration, shown by the "STEP" sprite coming out of Nemo's feet, which the animations sync to.

And flight is on a cooldown shown by Nemo's wings turning black.

AAAAAaaaaaa why did I make it like this? Thank you for trying my game.

You even posted a video, thank you. I'll add a warning when enemies spawn from doorways, and make the little parry gods die when you step on them, by the next update.

The teddy ghost glitching out I've only seen once before, also on someone else's computer. It must require a faster processor -I'll add it to the todo list which only gets longer and never shorter.

Thank you! you are like god to me! I will quadruple flight time and start the player with temporary superwings that provide more air control.

Alas,  I think I can only make the clumsiness of the game more interesting. If I could start over from scratch I'd make a game about a clumsy robot that stumbles around destroying everything.

> Busty Detective! The Case Files of Aine Tamagushi

Christ those are huge, she must feel the weight of the world.

Sorry, I should add more of an explanation to the description. Indeed I have enjoyed every facet of pain that development has to offer, and the game is made in C++. You're spot on with Chakan, I'm surprised.

The right analog stick moves your sword's crosshair, and pulling the right trigger controls how far your sword can be from your body. It needs enough momentum to turn the crosshair white in order to cut something, and the weapon will stick in bodies -the easiest way to get it back is to let it pull straight out.

The left bumper makes her jump in the direction of the left analog, and holding the button makes her run. You can drop through stairs by pointing the analog stick down and jumping.