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Tastygraph

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A member registered Jan 02, 2017 · View creator page →

Creator of

Recent community posts

Thank you so much for coming back to my little game, I appreciate your comments and support :D

Now about discovering that Pick-Up Radius upgrades during level up also passively increases Range (and in some weapons case size, thats an error on my part) is actually intended design.

I felt that "just upgrading" Move Speed, Health, Pick-Up Range was not interesting enough... So i actually made it so that:

Movespeed also buffs weapon/projectile speed.

Health also buffs Weapon Size

Pick-up Range also buffs weapon range.


Now with some weapons (like the trap weapons, i havent yet made it so that Range does nothing for them, but health buffs size... in my original code i didnt have size, only range, so with some weapons i would use range to be size. Thats not the intended case anymore, so i will slowly be changing all weapons to follow the same rules where Range = range and Size = Size.

I was considering making it so that Max Weapons also buffs "weapon amount", however, I'm a bit worried that it would be ridiculously OP with certain weapons that are hardcoded to be 1 weapon only... like Thors Hammer for instance... imagine having 4-5 of those, instead of just 1... that would instantly wipe everything and make it ridiculously OP.

Alternately, it could be a percentage rounded down, so you would need ro reach 100% amount to have 2 hammers.


Thanks again for stopping by. I'm always open to ideas and suggestions and critique, so dont hold back :)

I am sorry about that :(
I  didnt expect it to wipe the playerprefs/saves. I've been uploading new versions over on the Unity Play site without it deleting progress ever. I'll have to look into what I can do in the future to avoid wiping player data.

Good call on the spear! It's on my list of weapons that need a revamp. 

I originally wanted it to feel like this massive but deliberate weapon that attacks just one direction. 

But you are not the first to say this about the spear. So ill see if i can come up with a plan to redesign the spear and make it more interesting. 

Thanks for the suggestion and welcome to the credits of Midgard Survivors! I appreciate your help with your feedback.

Yeah the pricing on the upgrades is scaling upwards a little bit fast, making some of the final upgrades unreasonably expensive... thankfully, those are numbers i can easily tweak... None of the upgrade prices at the moment are "final" as i continue to tweak the numbers and find the proper balance.
Currently, chests do not scale with difficulty/waves either, so they are most effective early game, and pointless later... I want to implement a system where if you grab a chest and there's less than X chests on the map, the system spawns another... so you are always encouraged to move around the map and explore for chests and powerups.

Thank you for the feedback. Good point with the dying. It is due to minor change in my code where the player heals to full health on level up, instead of retaining their health... which makes things a little bit easier... Also, 100 deaths is a bit much for an alpha, so it will be changed in the future.

About the never-ending farming, thats a result of me not having an actual "death/game over condition"... It used to be that the Shadow Elks basically came in and one-shot you... Then i started a balancing pass and downgraded them.

My intention is to develop a system where the final wave becomes a loop that just gets harder and harder...

about the die 100 times, im fixing it in the next update and changing it to something that feels more "fun" to do. Nobody likes to just die for the sake of dying to unlock a class. 

Thank you for your feedback, it means a lot! Keep it coming, I appreciate it! :)

Hi RaidanBullet. First off thanks for the feedback, you're right about the hunch on the AI-looking sprites, which is also why i classified the game as having ai-generated stuff in it. The majority of the graphics were generated with ChatGPT as a combination of my own artwork and asked the ai to generate sprites based off of my artstyle (Thick outlines, bold colours, kind of sports-mascotty looking artstyle).
if my budget permits, then i would love to replace all the sprites, but as things look right now its not likely. Hopefully in my next game I'll be working with artists, or taking the time to do it 100% myself.

This game, for me, was a kind of trial by fire where i promised myself I would finish development of a game, no excuses. So I've been doing everything in my power to stay focused and do the programming, even if it gets "hard"... I have a background in arts, so programming is my nemesis :)
Thank you for dropping the comment for me and giving me some feedback, I appreciate you taking the time to do it. If you have more thoughts on the game, design, mechanics, whatever, feel free to drop them here. Much appreciated!

Thank you for the feedback! I'm curious, did you get to 56 minutes on your first try ? If so, holy moly impressive! :)

About not being able to die, thats a balancing issue that i will be working on. Originally the shadow moose wave was intended to be the "final wave" in the test, but with rebalancing and scaling its become... less of an end wave and more of a minor roadblock :D

It is something i'll be looking into before progressing from Alpha state to Beta.

Again, thank you so much for testing and taking your time to provide your thoughts on it.

i just realised i rated your game, but i never commented! Shame on me! :D
Good job on the game. with a bit more polishing like audio and effects and perhaps a ducking mechanic, then i could easily see this game being played be mainstream gamers :)

Thank you for your compliment, it is much appreciated. I'm currently caught up with rl, so I havent had much time to do graphics, however, I'll be putting your suggestion on my list of TODO.
Thanks again!

I love your artstyle. Its giving me Amiga500 vibes, but still a very modern feel as well.
Keep up the great work!

Took me a few tries to finish it. Well done guys :)

Thank you. I agree, it would be awesome if they were animated, but its not a skill of mine (yet) :)
For my personal game project, i animated the monsters by just squishing them on X axis then stretch on Y axis... to make them slightly wobble... Made them seem less static.

Thank you! :D

Really? I would have thought your favorite guy was the Axe Cultist! :D btw do you mean the spectre? or the spider? or is it above or below the fungi? heheh Either way, thank you very much! :D

Woohoo! Been waiting for this update. Awesome :D

seems cool, i didnt really feel a sense of progress or a feeling of knowing what i was doing. I ran a bit to the right of the screen so all the enemies spawned on my left side, held the LMB and moved it up and down slightly, killing everything.... After about 200 seconds i stopped playing :)

lol, as i am writing this message, i noticed that i totally misunderstood what you were saying... so i actually pulled the teleport distance MORE away from the walls :P disregard until next update heheheh... on a more positive note, i did some visual updates, apparently the web build did not include all the post-process effects, they should be included now :)

Thanks, I will have a look at the distance :) 

First off, thanks for playing it! I appreciate the feedback very much! :D

Yes, on a positive note, that means you've finished the game! Yaaaaaay! ... on a not so positive note, it means that thats sadly all i managed to create in time for the GameJam... but... but... I'm going to keep working on it and adding in proper , well thought out, levels (a minimum of 5) before i let this game go :) and also going to have a proper look at the gameflow and difficulty.


I'm currently looking at videos of shoot em ups to get a feel for the pacing and the movement patterns of enemies, so i can make my game a little more "game-like" :) Right now its very crude, but ill get it upgraded.

good job :) I love a good slice of 1, 1, 2, yum yum! ;)