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theVengeful

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A member registered Aug 20, 2021 · View creator page →

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Thank you for playing, and leaving a comment! Also thank you for the kind words regarding the aesthetics and gameplay:)

I appreciate the specific feedback! It seems you have had a similar overall experience to other players, but I am very happy to get specific tips on how mitigate the negative parts of that experience. I am already way too deep into mapping out the further development hahaha, so this helps a lot!

Thanks, I will definitely keep developing! Yes, finding out what is going on seems to be the recurring theme! First priority is to straighten that out:)

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I played the original game jam version of this game, and I remember loving it! The core game loop was, and still is, really addicting. I am happy to see that this is kept pretty much the same, as I remember having to actively put the game away to be able to study:P

Now, the game seems to have come a long way since then. The atmosphere of the game is really amazing, with fitting music, satisfying SFX for the spells (ESPECIALLY the dagger), consistent art and interesting story elements. I know that it is moving towards commercial release, which is apparent, and something I'm looking forward to!

I wish to go a bit deeper into the spell brewing, as I know most of the jam time has been dedicated to this. First, I think the brewing mechanic enhances the experience quite a lot. There was something satisfying about creating a good spell and calling it my own as it destroyed my enemies. The actual brewing was also a nice change of pace in between the battles. So I think it was a good decision to create the mechanic.

I like the overall look of the brewing screen. The UI makes it quite intuitive what you have to do and the ingredients going into the cauldron is a nice touch that enhances immersiveness. I don't think the  "start over" works yet, and if it is supposed to it does not for me. Anyways, in addition to starting over completely, it would be nice having some way to remove only specific ingredients from the brew. Additionally, I would like to see what each of the ingredients I have already added is doing to the spell. Maybe this can be displayed in one of the two empty boxes in the bottom corners of the screen (as they leave quite a lot of empty space), or when you hover the added ingredient (similar to how it is shown before you add them)?

I also want to mention one minor element of confusion for me during the battle gameplay. It took some time for me to realize that some of the enemies had barriers, and I didn't understand why they sometimes didn't take damage. Of course, after I realized this, the big light beam at the beginning of each round became obvious. So it could have been just me being a bit slow, but I wanted to mention it anywas, because speaking from my own experience every extra data point is good!

All in all, I had a good experience with the game again. This time I got it from steam, and I haven't had that much time to play cause I went abroad  on vacation right after the jam ended, but I will definitely play more in the time ahead once I get back! I am looking forward to its further development and release! Great work with the brewing mechanic, I think it's a good addition!

Thank you for this comprehensive comment! I really appreciate the feedback!

First, I am glad you liked the art and feel! I like it, but that doesn't matter if others don't so it feels good to get some validation at this point. 

The progression pace has been a conflicting topic for me because the game is supposed to have short runs of about 30 minutes max. This sets it apart from DS in that it needs to become action packed more quickly. Therefore, instead of learning the game as you progress in one run, the player should learn the game by playing multiple runs. This has a similar structure to brotato, risk of rain, etc. It also doesn't come across that well in the alpha due to lack of content, but like those games, mine is supposed to have variation between each run depending on which blueprints you find and which bounties you collect from the "vendor". However, like you say, this style can be overwhelming in the beginning, as you don't have that much time to figure out what everything is for in you first run. 

A lot of the same goes for the day/night-cycle, but I have heard from others that the cycle is too short as well, so I will have to take it into account as I progress and do more testing when more content is added.

I completely agree that the goal of the game can be unclear right now, and it has been a difficult part of the design for this alpha. The fact that you made it too the scorpion makes me optimistic though. For the final game I want there to be 3 or 4 portals each run that takes you to other biomes where you have to fight a boss for each biome. There will also be a final boss that you kill to win the game.

Finally, thanks for comparing it to don't starve, I take that as a huge compliment, as I love that game! I believe it will be quite clear that it is different from DS in its final form, but I will keep the warning in mind. It is not my intention to make a clone.

Thanks again for the feedback, this helps a lot! I would love to hear your take on my thoughts as well, especially the part about progression pace!

Such a charming atmosphere in this one! Left a longer comment on the game page

This game has lots of things going for it! Really liked some of the puzzles, and the game feel and atmosphere is charming. The art is cute, and the music relaxing, didn't get old as I played... And I did play for quite some time, just had to beat it:P



The grapple mechanic was a lot of fun, although some indication of whether you are in range or not would be an improvement! This holds generally for things like activating a switch or breaking trash as well.

I'll leave a ss from a bug where I got stuck in the walls. I had to quit the game and start over. This lead me to having to complete the tutorial again. Would be nice if you could just run past the guy explaining the controls, but when I did that I was unable to dig with RMB. 

That being said! I had a great time playing! Hope you expand the game in the future, I would be interested in seeing future development!

I had fun! Left a longer comment on the game page!

Seems like you nailed the physics in this one. No wonder you spent long getting the mechanincs right, they were very satisfying and intuitive! I especially enjoyed the trampoline mechanic, but I am greatful for the checkpoint beforehand cause this was the hardest part for me:P

I hope you finish the project like you mentioned, I think it can become a really cool game! I think there is a lot to explore further in the mechanincs department as well. For example moving platforms with obstacles coming at you that creates a sense of urgency. The sky's the limit, cause this is a very solid base!

BTW, here's my score. Who can beat it?

Amazing gameplay! Super cute seeds! 10/10 would recommend to a friend

Add something to work towards, and some more upgrade possibilities and you have yourself a very nice relaxation game. The music was real smooth.

Like the cute art style, and a it's a fun little game! Something odd happened at one point. The lazy lumberjack kept chopping at the root after he had chopped down the tree, and he never stopped (I had to restart the game).

Thanks!! It is not that clear, but you can only grab the green parts of the tree (i.e. the leaves)

Thanks!:)

Really tight controls, felt good to move and jump! So beautiful art as well, I am quite impressed! Well done;)

Really good gameplay loop! Getting more stressful as you go but super satisfying when unleashing the array of stars ultimate and just seeing the big horde get deleted:) Got 79, don't know if that is good or bad:P

sad to hear that:/ works well on my end (google chrome) so it's hard to say what happened. I apologize for the inconvenience

That is my bad! I think my instructions may have been misleading. I have updated the description on the game page now. The monkey is not able to move on ground. You can only move when you are holding something (so you are actually pulling you body by your arms). Bad instructions, sorry about that:))

Hey, Ben!

I have been listening to you devlog podcast, and was excited to try this demo. I think you have a very good thing going here (he said after playing through the entire thing 6 times). 

I really like the progression system. Having plain upgrades (ex: more damage), risky upgrades (more damage, less health) and long term upgrades (+0.1 damage per buy or something:PP) makes each decision just a little more engaging.

Furthermore, the art-style is cute, movement feels fluid, enemies are varied and funny, and I think that your core mechanic (positioning) is very well highlighted.

Which brings me to my next point. You have been talking a lot about the difficulty of the game. Specifically, how some of the feedback has led you to think that the game is sometime unfair in cornering the player into unescapable situations. From my personal experience, that has not really been the case. Most (99%) of the times I have taken damage (I feel like) it has been my own fault exclusively. That is not to say that I haven't been cornered into unescapable situations. But being in such a situation due to your own positioning is something quite different from being forced into these situations by an unfair game.

I fear that trying to make these situations less frequent would take away from the deeper aspects of the main mechanic, which is to not only position well for the current state of the game, but also thinking one or two steps into the future when finding the optimal position.

That was way longer than anticipated (I know i tend to become very vocal when writing). I hope you understood my main points:PP That being said, I am really looking forward to seeing/listening to the progression of this game. I had a lot of fun playing this demo, and I will definitely buy the game if you keep up the good work;)

Good stuff:) I really like the mechanic! Hope you expand upon it in the future

The mechanic is original and feels very clean. I really wanted to do more levels when it all came to a stop:( I hope you make some more content;)

Cool game! Pun intended:) The physics of everything falling into the cone (and then bouncing out:(() feels quite realistic. Good job:) 

Thank you! I like the idea of making the monsters faster. This is something I regret not playing around with that much during playtesting. Right now you can kill enemies in one hit if you have enough momentum. I fear that letting the monsters die from every single hit would take away the satisfaction of really hitting a good one.

I might make some updates to address this issue after the jam is over. Thanks for your feedback and suggestions:)

Thanks! Yes I can see how ignoring the enemies would be  easier on most levels. I got a bit blind to this when playtesting mostly by myself. I have some ideas on how to improve this later:) Thanks for the feedback!

Thanks:)

Very cute art! Like the mechanics as well, they feel quite clean. Only annoying thing is the lava hitbox:P If you land on the grass beside the lava you still get burnt:,(

Lol feelsbadman:( Put it up anyways;)

This is great! I really like how you need to utilize the different properties of s/l/g to solve the puzzles. Original mechanics:)

I like this a lot! Consistent and cute art with well thought out puzzles:)

Hahah, when a player is stuck, it is the developers fault. So dont worry about it. Thanks for the heads up:)

heheh good stuff

Cool game!

Love the tail animation while running

cute art style

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Thanks! I don't have that problem on my computer. However, a feature that could be confusing is that you can only hang torches on walls, whereas weapons must be put on the ground. Hope this helps:)

Okay, actually so cool! Great artwork to create a "feel good" atmosphere. Also liked the scan concept.

Sounds good:)

Cool game. You created a spooky atmosphere with the artwork. Only tilting thing was the spawn deaths. Otherwise quite fun:)

Cool game! Holy mother, its tilting picking up the slow downs:P cool feat tho. Could probably add similar stuff to make more variation if you want to develop it further:)

Kan sjekke det ut. Feel free til å sjekke ut siden min også. Publiserte første spill for noen dager siden

Aaah forklarer navnet;)) kult spill! Søt animasjon på blobben! Hadde vært nice om bombene ikke kom med gjevne mellomrom:) Jobber du på noe annet?