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A member registered Aug 23, 2024 · View creator page →

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Not sure due to difficulty adjustment + new way to mix but it's clicked for me.

Game is MUCH more enjoyable now, good shit no glaze.

One bug I've found, not even sure what happened, but I can't shoot, can't change weapon anymore and have to quit the run after killing a bunch of enemies and got hit a bit, other controls like movement and dash still works fine. I don't remember what enemies or what status I got hit with :(

I got the "increase attack speed 200% after received status effect" from the shop, 1 15% not consume stock.

Combat works nicely now, a minor issue I've found is that sometimes if the character is too close to the enemy, the enemy will keep walking toward the character until his movement ran out then start attacking.

Some first impression in terms of character:

- Modest: Kind, sad, stoic.

- Osheen: Maniac, tough.

- Anna: Zealout, abit bitchy.

In terms of game feel, I'm not sure if I like the attack anims for melees, it does have a unique feel and can be categorized as artistic choice, but because the attacks are not committed it doesn't feel that satisfying.


Yes... Let's melt together

0.2.3

- Fixed a bug where when you die it fuks the save.

- Fixed a bug where you don't restart when die.

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0.2
Changed genre to RPG.

Lots of things are still a bit half-baked, apologized for that :(


Still no support for controller.

No support for keybind yet.

Initial start requires shader compile, might take a bit.

The game is cool, smoke is overpowered but very fun to use. Maybe some extra sfx on stealth kill would be good, right now it's a bit bland I feel.

Not my cup of tea, so I don't have any useful feedback :( I just want to say the art is fucking kino.

Dialogues are surprisingly charming.

The gameplay has an old-school feel to it, but it also comes with the annoyance of the oldschool, the level is designed to be like a maze, yet it lacks unique landmarks (not specifically objects placed on the level, but color and everything visual). It makes it really hard to track where I am and where I've been on my mental map, because everywhere feels the same.

The combat is a bit bland, the sword is fast, and the stun lock is strong, so there's no reason to switch to other weapons. But when I start facing enemies that can't be stunlocked (in the forest area), I start switching to a stronger weapon, but then I have a problem with seeing when the enemy will strike.

Switching weapons shouldn't have a delay; it would feel better and possibly open up new types of gameplay, like while attacking with a sword, I can switch to a hammer to stun and then switch back to deal damage.

As the game goes along, there's not enough HP to sustain, so it feels like the game expects me to die at some point, so when I start a new zone (where the game is saved), I try to commit suicide so I can refill my HP, which is bad design, I would say. It would be better to just put a HP restore item or something to refill my HP when a new zone started.

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lmao cute. Pressing Z to change the camera is absolutely retarded, I hope that's just for now and not the final decision.

Got stuck here.

Keep it up mate, you can beat Juan!


Cool concept, maybe the AI could be a bit more... tough? Right now it's a bit retarded, so it's hard to judge how fun it would be if the other player is competitive.

Selectable dots should be a bit more highlighted or a completely separate color from the player, as in the late game in a big board where there are a few selectable left, I have to look for clickable dots quite a bit.

One thing I still don't understand is, for example, if the trace reaches a corner where there are 2 possible corners to trace, which one it would choose?

Tbh right now it's a bit bland, maybe add a few more objectives? Like adding stuffs in the middle of the board, and if the trace passes through it, it would have some kind of effect? 


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Here's my suggestion to rename a few things and revamp the UI to streamline the gameplay abit so it could be a bit more intuitive:

Phases:

1. Explore: Explore box highlighted, player clicks on card, card moves down the combat box.

2. Action: Action box highlighted, player clicks on card, card moves up the combat box. If the player clicks on a special card, like extra action or something, it will be consumed immediately. Auto transition to the combat phase when action reaches zero. If there is no action can be played, just transition to combat automatically.

3. Combat: Popup said "Combat", combat box for player highlighted, player to select what action to do on what monster. After all actions used, auto highlight combat box for monster, player select what monster execute first, auto transition to buy phase after all monsters are selected.

4. Buy: Buy box highlighted, All the exp cards move to the shop to indicate exp is going up, the player buys stuffs as normal, turn end and restart the whole thing when player presses finish.



Attempt to be more intuitive:

The idea is to make the UI more intuitive, a clear what can you do (action) and what are the objectives (explore) on the opposite sides like a sane card game.

Introduce a combat phase, it's just basically merge the "select enemy to attack of current action phase" and "select monster to resolve", so it can be a separate box so we can highlight it and more inline of what a generic rpg card game would be.

Attempt to be more automatic so that we would have fewer buttons to click.

It was just... good. I was mesmerized the whole time, sorry I don't have any good feedback tbh. I took a break at the 4-2.

Maybe the die -> restart could be a WEE bit faster, when I'm slamming my head against the wall, I want to slam hard and fast.

Just a good game, I like it, I actually have no idea how to deal with the scary golf dude. I'm not sure if you put the dying guy there before, but I appreciate the game telling me that you can't kill the golf dude.

Ran through the demo just fine, no issue.

Game performs well, still barebone so I have nothing much to feedback. Having separate inventory for each character is kinda annoying.

Can't give you any feedback as a new player anymore, I really enjoyed this version, the second boss seems harder than last time, but not too hard for me. I love the iai skills :D

I don't have anything to complain about tbh, aside from the story not really being strong, I basically skip all.

LMAO, nice work mate. Even tho it's not much, you made something, it's a start. Maybe try to add AI. The character model and texture is nice.

I only tried the imsim, I assume nothing changes from last time aside that, cockpit is very nice and cute now :D

The revolver feels good to shoot, but the delay between shot is a bit high, doesn't feel good.

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I'm gonna be a bit harsh:

- Player movement feels bad, the curve when changing direction is just annoying.

-

- Ship collision should be a sphere, so when I move diagonally like this I expect it to not get stucked.

- And some design is quite questionable, for this one, there are cases where I went into a room and placed next to an enemy spawner, but I can't move because of the transition, if there's an enemy there and shoots me, I can't do anything. And the enemy spawner just hides the enemies inside it.


I see what you are going for; it could be good, I'm going to be a bit harsh about this, but keep in mind I might not be the target audience.

- Parry is kinda useless in this fast pace with everything going on.

- The juice is nice but:

- The platform wobbling when moving is really annoying, with all the juices going on, you are having a big problem with visibility. Half of the time I have no idea what hit me.

- The color of everything is mixing to be a blob that makes it really hard to see enemies and projectiles.

I think you should consider reevaluating the arts as a whole, especially the colors, and consider the non-combat related stuff like the floor pattern, etc., to be of lower value, or some way to separate enemies, projectiles, and fluffs.

Good stuff. The melee feels kinda janky, but that might just be my coordination getting bad, like I wanna swing but it just moves left -> right. A little nudge from the input system would be good, as I don't think there are any use cases for melee to just go left -> right, so when the mouse moves left -> right the system should nudge it to just be a swing.

I don't have lots of feedback for this, I enjoyed it. I really like the hat mechanic, it's forgiving but doesn't take away the difficulty of the game.

Just an idea, but maybe it could be more seamless if we hold RMB and move the mouse in a radial menu to select the element. It could take some time to get used to, but it would free up the movement a lot, and we don't have to slow the game down for this. Element placement could be more intuitive if the counter element is always next to the countered element.

Get rid of the utility element thing I would say, just have a potion with limited usage. I feel it's an unneeded layer of complexity to an already complex game.

I like it a lot—the vibe, the characters, the art, and the writing.

While outside of combat, I think it's better for the team members to not have collision, or there will be awkward blocking in narrow spaces.

The bugs seem bugged. They can attack, but don't actually hit anything. 

Not sure if after killing the big bug and reaching the stair it's the end? I got back to the title screen after hitting the stair.

That's all the complaints for now. Nice work, mate.

The mood is immaculate, and the green dude's dead animation and SFX are amazing. :D

One thing that is kinda disorienting is that because the player doesn't move with the camera when standing still, the flashlight doesn't point toward the way I want it to point, but it's likely a minor thing and will take some time to get used to.

The toy store is damn cute.

Game is very polished, and is fucking hard. The initial info dump is a bit much for me, but I think I kinda get the hang of it. Maybe consider the first level to be... a bit easier? Haha.

The concept is very interesting and I really dig it. The control is kind of janky, when I want to do the alchemy thing, I have to stop movement, which feels bad, as I kinda want a way to seamlessly switch elements without stopping. I guess I could rebind keys myself, but I still need to hold down 1 button to go to alchemy state, not sure, rn I feel janky doing that.

Stuck on the boss, I'll figure the boss out somehow, lmao.

Holy, the tutorial zone vibe is immaculate, lmao the shift to run, actual game. :O

- Opening the door causes the door to push the character, can sometimes be annoying.

- The shiny should be on the object of interest if we are to use shiny. Maybe I'm retarded, but I keep finding the lantern in the drawer or clicking the shiny. I think the shiny took away my environmental awareness and fixated on the shiny.

- Rapier feels great.

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Very nice art style and environment designs, I really feel the potential. SFX is great.

Some annoyances:

- The camera moving with AD keys is really annoying and makes me feel really motion sick. I think it's better for the camera to be strictly controlled by the mouse.

- The recovery frames are a bit too high, I feel, especially for the third combo attack. There will be situations where I swing the third combo -> enemy dodge -> but I cannot do anything but take the enemy attack because of the long recovery time, which feels unfair.

- When you open the door, I think it's good to leave the door open so I can track which route I have gone to, rn the game is small, it's fine, but as there are more branching paths, auto-closing the door will be annoying. 

Oh my I feel bad, yeah the combo system is the core game mechanic, yet my dumbass didn't explain it clearly enough for players. UI is indeed still rough; I'll address all those points. Thanks for playing mate.

Mate, thank you so much for the detailed feedbacks. I hope you had some good time with it.

I'll address all the points raised :D

Hey, mate! Yeah, thanks a lot for playing. I watched your playthrough and had lots of takeaways. I sincerely appreciate the complete honest feedbacks and I wouldn't trade it for anything else, I'm gonna cook it again. In terms of combat system, I still believe in it tho, and I believe I can make it more fun and exciting. I hope next time you won't feel as much frustration. I feel bad that your time with the current version wasn't a good one, but do know I appreciate it.

Damn, I feel like a moron now... The game is very charming mate. 

>Also, I wanted to try your game, but it is password protected :,)
Yeah, I want to work on it more, haha. See you next time. :D

Sry I can't provide much more info about the crash... I kinda forgot what I was doing that caused the crash -_-

The game is very charming, it has a very calming feel while playing the game, the art and the music fit together really well, I really like the music.

Crashed once. The auto-combine tier 2 item to tier 3 is a bit annoying, but I guess manageable.

Not exactly my cup of tea, but I enjoyed the time spent with the game.

___________________________________________

############################################################################################

ERROR in

action number 1

of  Step Event0

for object o_agent:

index out of bounds request -1 maximum size is 115############################################################################################

gml_Script_engage_interact_target (line 20)

gml_Script_pawn_state_processing_ready (line 1060)

gml_Object_o_agent_Step_0 (line 103)

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Played through it, it's oozing with charms, beautiful artworks.

- The cat is a bit tanky?

- KB bindings are kinda awkward, but it might be a given due to the type of game.

- Pulling off melee combos is really fun.

- The art is excellent, but I feel because everything is high in saturation, the VFX of projectiles (not the cat, the sword swing projectile is great) is kinda hard to see as it blends in with the environment, not a big deal now, but as game progress with more things happening it could be annoying.

- The music is great.

- Boss fight is cool, but... I feel what's the point of teaching all the cool melee stuffs and encouraging it, then for the boss you should just stay afar and shoot, because it won't stun easily, getting close to it and you will get punished by its big ass swings.

Not sure if you want feedbacks as you posted so late, but hey.

I think I might be a bit invested, so take my glazes with a grain of salt.

- I was able to go through the whole thing with a quite enjoyable experience.

- I only vaguely remember the last time I played, but is locking the player while NPC talking a new thing? I actually read the whole thing now, LMAO.

- Shooting feels good now (it could still be better), but I feel it is much better compared to last ver.

- The bosses made me use the items, I like that.

- I enjoyed the snow place kill waves level, but it might drag a bit long, just a bit.

----

- The boy boss got stuck. Attached gif.

- What is even the point of the nail gun?

- The 4 leg boss in the tunnel I still don't know the mechanic at all, when he does the thing where the screen goes weird and health goes down, I just slam down a shield and heal through it.

- I feel in the last level, only a set of specific weapons can clear it, not sure if that's a good thing.

- I don't really feel the music.

- I read everything, yet after the game I don't remember any of it (might be just a me thing).

- Some burning corpse is too highlighted I feel, it makes me think it's a bomb or something.



>Will leave a review when I get the time
don't feel obligated to, it's fine, I just saw your game and it's kinda interesting, so I wanna give it a shot, I like mining games.

The swing control and itself feel great.

The middle mouse spin is... weird, not feeling it. Not sure what the intention is going forward.

SFX, anims, art style are great, nice work.

This doesn't work as well as I hoped it to be :(

Ah.. I have always like knight in armor, the way the characters are animated is very charming, I like it a lot, but I'm not sure many people will like it. I like your start of the story, it keeps me interested. The color of the environment gave a good mystery feel, with better environment works it could be so good.

In terms of gameplay, I got softlocked twice due to the enemy permanently walking toward me >.>

When I select an attack action, I need to press the arrow key once more to actually attack; otherwise, he will swing and miss 100% of the time.

The combat is a bit slow, if your game is a game where combat will often happen, if it happens occasionally and each fight has meaning to it, then it's ok, I think.

Even tho it's not much right now, I really like it, maybe I'm biased because I like this type of story. But the combat needs quite a bit more work.

Not big fan of Suika, the art is charming, and the music is relaxing, but in terms of gameplay, sometimes the objects feel like it should have merged but not, not sure something wrong with the collision check, happens twice for me, as in it looks like the edges are touching, but the game treats it as not touching.

Oh one thing, it might be challenging to identify which way the enemy is facing at first glance, but I guess I can pause and just look hard enough. Just an observation.