Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Tangenten

34
Posts
23
Followers
A member registered Nov 16, 2023 · View creator page →

Creator of

Recent community posts

Thanks for checking it out, and for the detailed feedback!

The game is supposed to grab the mouse when the window is focused. but you should be able to free the mouse by pressing escape or alt-tabbing. if it doesnt work like that then theres a bug. what version of windows are you on?

Controlling the strength for bouncing is a neat idea. but would probably not work well on a controller as with a mouse, probably no issues with having it as a feature and leaving it up to the player to utilize. i think im gonna slow the the movement speed and scale down the gravity a tiny bit to make bouncing a bit easier. also experiment with visualizing bounce trajectories. having more tutorial levels might solve this issue.

i've heard similar complaint with the wall jump. the issue i wanted to bypass was accidental wall jumps. if you wanna double jump up a right wall, holding right/up and press jump the player probably didnt want to wall jump to the left but thats what would happen. holding left and pressing jump i feel makes accidental wall jumps impossible. its easy enough to add an option for though

The pause menu is a bug, but it looked cool so i kept it. will fix at some point ;P

this is great, thanks for the detailed feedback! 

damn, sorry to hear that. what gpu do you have?

ok, the game launches now

i feel the game has improved alot since i played it last. faster movement speed, more aesthetic and a better tutorial. once the other beings come and help you collect stuff i got really engaged with the game. been playing for a while now. just reached shrine rank 4. the aesthetic is great, i like how the creatures talk and animate. some of the music is incredible, did you compose it yourself? the background cosmos effect is a bit distracting maybe. i turned it way down in the options. there are some bushes and rocks that might spawn inside your shrine area at the start of the game and they cant be moved but can be destroyed. a bit awkward but once i figured that out i could organize my base better. just got to the creature manager and its great! not sure how im supposed to use the fertilizer, would like to make my berries grow faster. got to shrine rank 5! and finished the demo

i like it. after a bit theres no real reason to leave your base as your busy crafting or building stuff, ordering your buddies around. i think it couldve been fun to go out and cooperate with the creatures, maybe shoot down a big monster or something like that, or set up other camps with different resources available. you managed to make ordering the creatures and giving them duties very simple which is great, so fun to see them running around. might be cool if they interacted a bit more socially maybe,  i really like the way they talked at the beginning of the game. eager to see where you take the game next!

alot of different environments and characters which is fun, its got charm. getting the axe and figuring out which parts of the world just unlocked was good. i think maybe one hit death is a bit too harsh though? for a game like this character interaction is probably the funnest part, to me anyway. wouldnt mind a volume control either. my biggest feedback would be to add more midi trumpet. keep at it

thanks for checking it out, glad it finally seems to run for people. you are spot on with the rain world/animal well comparison ;D  i added a mouse invert in the options (escape key). maybe it should be the default if its what people expect. might still be weird as the "field" reaches in the opposite direction to give you a bit more reach. maybe ill remove that

looks cool, but cant figure out at all how to play, gonna need a strong tutorial for a game like this.

alright so people have hade some issues getting the game to run, updated the zip files let me know if it manages to run now.

probably not gonna do a linux build, i changed from aot to jit compilation, and removed embedded resources, but i doubt that changes anything? feel free to try again.

this is super slick, the raiding visualization is so neat. not my genre of games at all but i had a great time playing it. i thought starting with so many items in item storage would be overwhelming but its fine. maybe too many concepts are introduced to quickly? im not sure. i kinda ignored "projects" for a while and i feel maybe the player doesnt need to know about that right away as they try to figure out all the other stuff. one of the first things i wanted to do was to get more heroes and i guessed that placing more beds might help with that and it worked out. does the crafting menu need to be 'manual'? placing each item on your own. i just used the guide to craft stuff. 

got stuck for a while since i didnt realize i needed to hold lmb to start climbing? i cant latch onto the mountain consistently at all. did not make it far up the mountain. character should maybe move a bit faster, maybe add checkpoints? i didnt get to one at least.

keep at it, i like these kinda games but the game feel is a bit rough for me atm.

super boing boing, feel good to boing, i played the browser version. leveling up during a 'mash' has lead me to missclick on alot of upgrades, since im already spamming left click id just select whatever option i was hovering.

i got stuck at first, not knowing how i was supposed to make the coffees, which lead me to think i wouldnt like the game. But then i figured it out and the game became really fun. But im not sure how much the gameplay can scale as a singleplayer experience as tending to 5 customers seemed to be the max i could handle? as a multiplayer experience i can see the cafe growing more and more which sounds really fun.

some other thoughts:

maybe the stemed milk should have an indicator that its full/done, i got stuck for a minute where the milk was one step from being done and i tried using it.

not sure why you can add non steamed milk to a coffee when i dont think any customer wants it? for a minute i got stuck on "wrong order" when adding regular milk instead of steamed.

maybe the game progresses a bit too slow? i didnt see any new order types even though there seems to be many ingredients and equipments to use. do i need to buy the ingredients before new recipes show up?

i tried figuring stuff out on my own mostly as the tutorial from what i remember didnt do a step by step showcase of how to tend, prepare and serve a customer.

i wouldnt mind the movement speed being faster tbh
 

the included shortcut does not work, but i launched it via bin\

super small binary, nice. the first demo had some good juice and punch. keep at it.

i played trough the whole demo. some thoughts

maybe make the button to open the barriers a bit more obvious, thought i was stuck for a bit.
the sound for the revolver is so bassy it cracked me up, similarly the monkeys seem super loud compared to the rest of the sounds.
controlling the boat is fun, takes some practice to get good at. i was hoping for some kind of boat to boat combat as steering the boat and shooting at the same was the most fun.
running out of ammo happened alot and makes you pretty powerless. reason i died was mostly because of lack of ammo. maybe put ammo on the boat?
the bullet trajectory seems randomized by a bit too much, long range shots were pretty hard because of this

nice demo!

Cant launch game ):

It feels well constructed, the game continually finds small new ways to keep you invested wether it be with powerups, narrative, music, achievements, or aesthetic changes. Its simple and minimal but enough to keep me playing. 

Presumably missing sound effects, walking and jumping notably

Killing the purple duck feels a bit bad, he makes such a cute noise when he dies

Maybe the player hitbox could be made smaller, i felt i got damaged on projectiles i wasnt touching

I feel rescuing your family members could have a bit more kick to it, at first i didnt realize thats what i was doing when i got them out of their prison. Maybe play a little melody or show some text/emoticons that shows their appreciation

The  control on the mount feels maybe a bit too floaty... even the simple platforming to get the double jump took me a couple of tries but maybe that was intended

The boss battle was a fun increase in difficulty, but maybe too difficult. i was engaged for a while until i got the feeling i just couldnt beat him, i found a way to cheese trough him though (standing at the edge of the room makes it so the projectiles cant hit you) and got to the end. I noticed theres no cooldown on how often you can take damage, maybe adding post hit invulnerabilty could be enough to make the boss easier, or letting the player shoot the top projectiles. The boss was the most gameplay engaging part of the game and i enjoyed trying to beat him.

The AGDG statue at the end is cool, did not expect my sprite to appear. cheered me up. Curious to see what you do with the game next.

that gpu should work, might be because of windows 7. i'll have to do some testing

major props for struggling trough the demo for 3 hours. i did a horrible job teaching mechanics and the game was so much harder for you because you didnt know about them. you can jump/fly higher if you hold the jump button as an example.

thanks for playing trough, and for the detailed feedback!

Hey, thanks for going trough the demo, and for leaving such detailed feedback!

thanks for playing the demo! i've got plans to introduce more mechanics to add some variation. i'd also like to make the game more open world so you can travel between levels and explore a bit, but we'll see if i manage that (x

thanks for taking the time to play this, even when the game screwed you over. i definetly need to do better in teaching the mechanics and how the game should be played. that you somehow beat the portal level without knowing that holding jump lets you boost significantly farther is kinda funny, and sad cause the game is definetly designed with that in mind so you missed out on that i expect.
Lots of good ideas, i've started implementing some of them. The wall jumping thing is intresting, they way i've imlemented it is opposite of what most people would expect i think, you have to move away from the wall after touching it then jump. i feel this leads to less accidental wall jumps in a game where you're likely to bump into walls when moving around. but enough people of complained about it where i'll have to consider changing it.

thanks again for the detailed feedback, heavily appreciated

(1 edit)

do you have a dedicated gpu? old gpu? if you're on a laptop is it using the gpu to run the game?

(1 edit)

do you have a dedicated gpu? old gpu? if you're on a laptop is it using the gpu to run the game?

got to the end screen with 4 rangers and 2 mages.

this game is really great, it started slow and felt silly. but by floor 3 when you start to get more heroes in your crew it quickly gets very engaging. the balance between upgrading or acquiring more heroes works pretty well. as its hard to control a longer snake but you get more damage output. i wonder if you cant try and push the snake to be even longer, let the player decide between the trade off.  i think the difficuly should be pushed further. it was satisfying to see my rangers destroying everything but i feel like that feeling should be earned.
i'd like the gold to be auto pickuped when you clear a floor, or let the player walk up and grab it.
i feel its a shame you cant dismiss heroes from your crew, but it adds a layer of strategy that might be for the better.

it's a really great demo, i enjoyed playing it

great aesthetic and presentation. the 3d geometry and lightning is great. it controls very well.

i only played 5 levels, so take this feedback with that in mind
got stuck for a moment at the beginning because i thought "R click" meant pressing the R button on my keyboard, but you expected "right click"
i feel like i get to little time to make decisions in rewire mode,  if i wanted to do a sick combo i'd have to know what to do before hand. maybe thats the point.
the enemy ai doesnt seem to advanced, just shooting them was the simplest solution, maybe the later levels make rewire mode a must to take them down.
the end of levels didnt feel that great, it just takes you back to the menu

it's super cool though and feels great. i hope you keep refining it

great presentation, ui, graphics, text, sound, music. nothing feels off putting or awkward.

i played 3 rounds, got to 213 panels on the third try. was surprised that i progressed and got better so quickly, and it feels like theres more to learn. in the beginning i thought i would just stumble around and get lucky, but as you do you start to develop some strategies and can clearly feel yourself improving. it's a nice feeling.

updated the download once again, it works without virus/trojan warnings on my end now. let me know if you try it again and can get it working

fuck, yeah this is probably gonna take me a while to solve. if anyone wants to play it now you'd have to disable windows defender.

i updated the download, hopefully removing the false positive trojan warning. if you get a trojan warning please leave a comment.

this rules, love it

i did a crouch dive and ended up under the area where you needed to crouch, and got stuck. had to restart.
on the first mission after the tutorial, whenver i died and respawned the game was bugged and unplayable. no sound, i couldnt shoot anyone. i restarted the game and the same thing happened when i died again. i like the aesthetic, music fits nicely. but i cant really say much other than that at this time.

after fiddling about for a while i figured out how to plant some stuff, water them, and harvest them (i think). i'm not sure what the benefit of the unique control scheme is. maybe you have some plans. but it was awkward to figure out how to interact with stuff and how to use your tool (have to be holding to be using the tool right?). i wasnt sure what my objective was or what i should be doing. it was cute that i could interact with the bed and blinders though. 

got to the end in 2:47
lack of mouse sensitivity option made me switch to gamepad, which worked well. game seemingly just exits on pressing escape. maybe thats intended?
the runescape aesthetic is immedieatly grabbing. i like it. leaning into that as much as you can might be a smart idea.
the game plays well, and theres nothing off putting about the presentation or controls. but i cant say it feels unique in terms of gameplay mechanics. interested in seeing where you take the game.