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Team Puzzle Games

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A member registered Feb 05, 2021 · View creator page →

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It's improved a ton. Very fun. I really like the flamethrower guys, BUT I think they're a little too threatening in confined spaces, since they sometimes seem to stop moving right at their doorways. The random stuttering toward the end of the video was me alt-tabbing to check something, not a problem with the game. I had a blast the whole way through. Great work.

Video should be up a few hours after this post

Thank you very much for testing that. I think I'll just concede and bake the lights for future demon days so I don't have to bash my head against it to try to make performant.

Had some slight performance issues, but this game's a ton of fun. I don't have any real complaints other than wanting more content. Maybe some kind of stealth kill that you can perform when dropping down onto unaware enemies? Oh, and I'm retarded and didn't know which direction to escape to initially. I tried running back to the house you spawn in before running toward the actual escape route. Excellent work! Video should be up about an hour or two after the time of this post. I'll be eagerly awaiting your next demon.

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It's been a while since I've played this. It's coming along very nicely, but it feels super hard! I couldn't beat it in 3 tries, and I'm generally pretty decent at RTS/RTT games.

Some nitpicks: 

  • 100% needs control group binds.
  • I can't tell if I'm using the units correctly/for their intended purposes, since it feels like my kangaroos sometimes just get shredded without doing much of anything.
  • It took me a while to figure out how to get the tanks to change from AP to HE. I wonder if that's why they didn't feel very impactful vs infantry.
  • Having units stop dead in their tracks when they lose sight of an enemy unit is annoying.

Great work so far though, I'll be looking forward to future submissions as always! I forgot to record the first two attempts, but here's the 3rd. 

Awesome game. I had some performance dips on the 2nd level in certain situations. It reminds me of the old PS2 game Seek and Destroy in a really good way. The art for the tanks reminds me of S&D a little bit as well, it's very charming. I played through most of the tanks and all available missions a few times over and had a blast each run. I can't wait for more. As of the time of writing, this video is still uploading, and won't be done for a few hours, but maybe it'll be of some use to you.

Yeah, sometimes you've gotta just kinda say 'no' to feedback if it goes against your vision. Not to say feedback should ever be completely ignored, but with niche genres you'll definitely have to go directly against popular opinions sometimes. Make a game you want to play, that you can be proud of, and you're 100% gmi. You definitely know your target audience, and that audience is a bit on the small/niche side - and that's okay. You don't need to appeal to everyone, just that small group. You got this, so don't give up!!! It's REALLY fun. 

I fuckin love (a)woken. I think you've reached a point where you're gonna wanna take a big polish pass on everything that's here and make it shine. I know the claustrophobic UI is going to be very controversial among DD players, but please don't remove it! The clutter and claustrophobia of the cockpit are a selling point for games like these. That said, it does need a ton of work and polish. I couldn't tell you exactly what I'd like to see, but it feels hard to read the cockpit elements at a glance in its current state. Aside from that, the levels need a lot of work, but the foundation here is fun as always. You've got a great game on your hands, but it definitely needs some polish! I'll be eagerly waiting for your next updates. 

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I recorded a no commentary video of my playthrough for this DD. Maybe it'll be of some use to you.

The game's as fun as ever, and I really enjoyed my time with it. I love the soundtrack. 10/10 as always. 

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It's been a while since I've played, but this is a ton of fun as always. The writing made me chuckle a few times, watching Elsa appear and instantly fumble and fall was really cute. The whole experience is honestly really well-made and I can tell there's been a lot of love poured into it. I love your art style, it's super charming. The only gripe I have is with the skill descriptions. When I first leveled up and was prompted to spend my new skill point, I read through some of the ability descriptions and didn't really understand what I was reading, since I didn't know the definitions of the game mechanics by that point. Other than that, I don't really have much else to say - it's cute. It's really fun. Please release it before 2048 so I can buy it before I die, though.

You've got a really cool game on your hands here. Some notes, and things I would like to see:

  • Muzzle flash is too high. I'm epileptic, and it feels a little seizurific.
  • The tommy gun feels great to use. Great job.
  • The pistol is fun, but I'm old and arthritic. I'd like to see a hold-to-fire feature in the future, even if it fires at a rate that's significantly lower than the maximum fire speed.
  • I'm a big fan of sprites over 3D models in boomie shooties for enemies and pickups, so you get points from me for that. Your enemy sprites have a lot of charm.
  • More precision on the volume sliders would be nice. Volume 2 is too high, and 1 is too low for my PC, so I had to adjust it in the Windows volume controller.
  • Due to the combination of the way the AI works, enemy bullet travel speed, the size of the levels and the fact that the pistol has infinite ammo, it's very easy to cheat the AI and just stay out of range while unloading into them. Large groups can also easily be hitstunned simultaneously with how fast the pistol fires. Encounters become pretty trivial because of that.
  • Level 2 has some really cool stuff going on (I liked the climb to the top of a building on one side of the map to grab a key) but it's pretty easy to get lost in.
  • I really like the setting.

All in all, great job so far. I hope my bullet list doesn't sound overly negative, because I had a lot of fun. I'm looking forward to seeing more.

This is my first time playing this in quite a while I think, so it feels super fresh. Movement feels great. Mouselook feels like there's maybe some acceleration on it? My old man wrists have a little bit of a hard time with mouse acceleration. The sound effects and animations are amazing, super satisfying. The music is excellent. The first level has a very good flow to it, and I learned a lot from playing through it. The second level reminds me of the original Ghost Recon in a really good way. Looks and feels excellent already. You're probably the first person to make robots fun to fight in an FPS, great job with the enemies. Your shotgun feels amazing. Probably genuinely the best-feeling auto shotgun I've used, most of them suck. The machinegun is fun too. The scope feels a little useless with how much recoil it adds. I've never really felt the need to use it at any range, though. I almost got my ass beat on level 2. The little fireworks that blast off when you clear a level are cute. That was really fun. Great work.

Needs to be retitled to The Game is Good. 100% GMI. I have no useful feedback to give. It's really, really fun, super polished, and just an excellent time all around.

Thanks a ton, looks like this revealed the problem. Hopefully I can actually fix it this time.

I've always been terrible at precision platformers, but I decided to give this a try. This game's super cute, and I appreciate the ability to change the character's costume to something less lewd. Sitting idle for a little while in the school outfit caused the outfit to change colours at one point. I waited around to see if it'd happen again, and the idle animation didn't play before I decided to continue playing. As I said, I'm terrible at these kinds of games, so I'm not the target audience and I don't have any real useful feedback to give. The art is super cute and cozy, though, and watching other people who are good at these kinds of games play it is super entertaining.

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I have some trouble with depth perception, so catching dropping eggs proved to be pretty difficult for me. I tried watching the shadows, but since the pan covers the egg shadows if they're above it, sometimes an egg would spawn and I would think it was positioned over the pan, only for the shadow to appear in an area I wasn't covering a bit later as it got closer to the surface. I suck, in other words. The eggs clip through the pan super easily, as well. It's a neat concept and I could see it being a lot of fun with how hectic it gets, but I was thoroughly filtered.

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Looks like you've made a TON of progress since I last played. It's looking super good. I'll be writing my thoughts as I play.

Game started in fullscreen, enabling it in the options mode changed nothing. Same with borderless. Disabling them both made my tiny enough that the game was no longer visible, but it's resizable so who cares. The Video/Audio/Controls menus at the top are kind of hard to notice, and some people will probably miss them. The music you've included is very fitting. There's a bit of lag when loading new sounds in arcade mode, like when firing a missile or minigun shot for the first time. Onto actual gameplay feedback.

The slow turn feels really good. I don't think it would bother me if it was tweaked to be a bit faster or a bit slower, you've got some wiggle room there imo. It's good as-is too. The new(? I think it's new, or at least different from the last time I played?) level is fun. These kinds of games are like crack to me. I got around 100 kills and walked into the room with the TV showing a football match and it started lagging really badly until I died. I'm gonna keep playing another few runs, and if I have any more thoughts I'll update this post, but tl;dr the game is really fun already. Tell mom I said her art is cute. Great work.

Oh, and the kill counter gains a scrollbar and becomes basically unreadable after 100+ kills.

If you have trouble with the first unlocked (brown) door playing a sound but not opening in version .55e, please send me your player.log file at \Users\YourName\AppData\LocalLow\Team Puzzle Games\Cult of Damaskus\Player.log. Thank you.

Cute game. The controls are a bit funky and take some getting used to, but I don't think they're necessarily bad - probably just in need of some more polish. The models are cute, sounds are fine. I played as a swordsman with a partner. It's fun even in this state, so I'll be keeping an eye on this in the future.

I did have some issues with the webplayer. After beating up the bad guy, my mouse got stuck on the game screen and wouldn't budge, even if I tabbed into another program, so I couldn't close the tab. I tried to alt-F4 at that point and that didn't work either. I had to close my browser from the task manager. Not a big deal, but yeah.

Looking forward to seeing more from you!

Thanks a ton for testing that. Hopefully this issue's finally taken care of.

Thanks for trying it out. I'm not sure what the cause of the door issue is this time around, but I pushed a potential fix in v0.55d with a door to test right at the start of the level. If you don't mind testing it to see if it's fixed, I'd really appreciate it. Thanks again.

That's understandable. Do you have any plans for what you're going to work on next? I'll be looking forward to it either way. Good luck

The UI is looking super slick now! Great job. I jumped straight into the Cleanse the Rot campaign to get started. The first mission kicked my ass. Took me a good 25 minutes to clear it. It's super intense in a good way, and figuring out an equipment loadout and strategy that worked for me was really fun. The way every run is a bit different (or extremely different sometimes) keeps it from feeling like a puzzle game. The new classes are great, but the wizard's definitely my favourite. Speaking of wizards, the briefing about T-Wiz the wizfluencer was hilarious. All the little references and stuff are cute. The Dreams of Joy Departed level is fugging awesome, and I'm beyond honored by the CoD level. The gnome lines had me in tears... "I'm not a gnoblin!" is really funny in the context of FantaSWAT's universe/lore.

The new (I think they're new anyway) tunes are excellent. The difficulty curve seems to be shaping up nicely. The old campaigns feel a bit easier now, which I think is for the best since some of these newer levels are really tough. The controls still take me some time to adjust to whenever I boot the game up, but once you get into the groove it's not too cumbersome. I play it a bit like an RTS when I can, trying to micro my squads as much as possible to squeeze the most out of them (and I fail miserably 100% of the time).

All in all, it's still a blast, and it's really coming together to feel like a complete, polished package. I might be biased since I'm a huge fan of the game, though. Are you planning to plant this on Steam once it's done?

TL;DW: It's fun. I guessed in the video that you probably aren't going to keep it as a melee horde shooter (not that there's anything wrong with those,) but thinking about it a little further, it makes sense to have a scoring system in a horde shooter. Either way, I had fun and I'll be looking forward to future demos.

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TL;DW: It's a bit buggy but the short length prevented that from being bothersome. The story is intriguing, but it's too early for me to make a real judgement on that aspect. Hope to see more in future DDs

Cute and fun little game. Your sense of humour always tickles me.
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Video, as promised. I forgot to hold down my push to talk button a few times, sorry. The game's shaping up super well. Difficulty ramp-ups feel steep, but I'm a shitter. I don't really have any negative feedback though, it's a blast as always and it's getting better and better. Keep it up.

Thank you very much! I haven't finished this vid yet, but I did finish the other one you worked on. You're a saint for doing these videos. I'm gonna try to get a video done for Goblin Resort this weekend.

Cute art. The controls that are in place are functional, everything feels smooth - especially the camera controls. Great work.

Are you planning on adding in control groups? It's perfectly playable without, but I definitely found myself trying to make them subconsciously a few times. Took me a second to realize that recon vehicles don't respond to the attack move function. That turned out to be kind of a blessing to sort my units out at the start - the ability to double click a unit type and select all nearby identical units might be nice. I'm an avid RTS and wargame player, but I'm getting old and arthritic so I tend to do everything I can to avoid doing box selections. I accidentally pressed esc trying to pause the game to tab out and write this and closed the window. Oops. I just noticed there's an actual pause button afterwards, thanks for including that.

I can't tell if spotting enemies is working correctly. Do units have conal sight? I can't really tell. It feels like certain enemies would go hidden and become visible at random. I assume that's probably a WIP.

Regardless, it's nice to see a quality RTS in development at aggydaggy. I had fun, I'm looking forward to seeing more and I'll be keeping an eye out for updates in the future.

You're 100% gmi with this. Everything is so polished, juicy and fun, I don't really have any useful critique to provide. These types of games aren't really up my alley, but I'm still having fun with it. Great work.

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Thanks a bunch for the detailed feedback! I really appreciate it. I'll keep tweaking it to try to improve it. Once you get the blue key, assuming the elevators are actually working like they should, you can jump off the platform where the key is and take an elevator back to the spawn. The blue door should be straight ahead from there. If the elevators are bugged (and there's a good chance of this, I've been struggling to fix a problem with them), there's a chance that you won't be able to get back up to the spawn area at all. If you can, though, here's where the door is:

Thanks for playing!

You've got a good start on your hands here. The art and style are top notch, the gunplay's really satisfying. It's easy to get lost in the levels, but I'm sure you're already aware of that and are working on it. I can't wait to see more.

Looks like the doors and elevators were bugged and activated prematurely. Normally there'd be a switch in the room beyond the blue and yellow doors that would raise a platform in the lava that takes you to the exit. In this case, the platforms were already up so you could just walk out. I don't know what I broke, this is gonna be a huge headache to fix lmao
Thanks for playing, sorry for the gamebreaking bug, and thanks for the critique. I want to rewrite my enemy AI one of these days because it's all very janky and full of bugs. I'll try to make the regular cultists more dynamic and fun to fight when I start rewriting their AI.

This has come a long way since the last time I tried it out. It's a ton of fun, feels super juicy and satisfying to play. I really, really like the clean, simple menus. The music's fitting and not at all distracting. The sound effects are super meaty.  I love tacticool games, and this scratches the itch better than most. Having my plans work out perfectly is super fun. Having my plans completely fall apart and turn to a shitfest is even more fun. I'm trying to con one of my friends or some anons into trying multiplayer with me (although I don't know if a LAN tunneler like Hamachi is going to work), so if I manage to grab somebody to play with I'll update this with further thoughts. I can't wait to see more, regardless.

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I'll be writing my thoughts as I play because I have alzheimers and can't remember anything from 5 minutes ago.

Menu music is really nice! The Keyboard configuration (confusing shit, right?) button piqued my interest so I gave it a click. It took me a second to figure out how to make it work, but I got it. I assume you already have plans to adjust it later so I'll leave it at that.

I like the art a lot, it's very unique. James' sprites are cute, love me some sleepy-eyed, dead-inside dudes. The story is intriguing right off the bat, good job hooking me in. The little intro screens for the characters are cute and super stylish. Great atmosphere too.

The battles feel nice and juicy, which is really important for turn-based combat imo.  The world's interesting enough to actually want to explore. Thank you for not including random encounters. I'm enjoying all of the music so far, really cool stuff.

I can tell you've got a lot of content here, so I'm going to go ahead and post this and update it with my final thoughts later today when I'm finished with it.  It's captivating so far, great work!


Update 1: I'm coming back to it to play for another few hours or so. It's really, really good. I'm a brainlet so I honestly don't really have any useful critique to give. I'm loving the experience so far though.

Both of the pieces you wrote are gorgeous and exceptionally well-written. I have no critique to offer, you're an incredible musician and it shows - both of the pieces you shared here paint such a vivid mental image right from the start. Amazing work.

This is super cute and cozy, very fitting for the theme. Excellent work!