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Trentm

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A member registered Mar 15, 2022 · View creator page →

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Thanks for the feedback!
Ya this playtest has shown it might have needed a little bit more content to really see if the partner mechanic is something special. I guess I was worried just the act of controlling two characters in a action game might be too much, but most people said they wanted more to do with partner. I guess that's enough incentive to flesh it out a little more.

You mentioned using the partner like a fighting game, there was a point were I wanted to make it like that. Essentially a 2d DMC game with assists like a fighting game. Hi fi rush does this a little but I was wanting more with the assists, possibly even with quick switch/tag like 2xko/MVCI. I still might fall back to that if this formation/command based one isn't working out. I'm going to test out this way a little longer at least.

Thanks for playing!

Hey just gave it a try! I'll preface that I haven't played any VN before in case that might matter.

For me it's hard to tell if they compliment each other in this short scene. And the closest I think would qualify as clashing is when it was getting to 3+ letters I was only focused on seeing what looked like the hardest choice at a glance and not reading all the choices for the sake of speed, but I assume the point is to go for the hardest choice.

I was for sure engaged, I was a little on edge after every dialogue in case I had to input the letters. I think there is a interesting squeeze and release that happens though, like inputting the letters is stressful and then reading the dialogue after is the reward.

I'm not sure what the "timeout" you mention is, maybe I missed it. If it's the letter input minigame itself though I think it's fits.

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Hey I played your game! I already had a bias for it because it kinda reminds me of a old online pc game called Soldat haha.
Very fun, especially when I got both characters. Multiple moments where I successfully flanked groups and used cover fire deliberately to approach and that felt great. And using the partner was easy which I think is impressive. I think there was only one time I had trouble with the partner AI/path finding, and it might've been just me trying to move him urgently out of a narrow path cause a group was closing in and mortars were raining down haha.
The only real frustration I had was using the WASD controls, mostly with how important and constant running was and holding Shift didn't feel intuitive to use to me. Could definitely be a personal/skill issue, and also easily fixed with button remapping.
There's a few minor thoughts I have, and if you want to hear them I'll post them on your project thread in the discord. But I think overall this game hits the notes it needs to if you are going for a small scoped feel.
Weirdly didn't have a lot of the issues some of the other comments mention, maybe the game just likes my laptop lol.

Oh nice, I've been meaning to play more jam games so I'll play yours for sure and then let you know.

Thanks so much for playing and the feedback!
Ya the behavior timers have been a common complaint, really debating uploading a new build, it would be a easy change.
Also glad you made a comparison to V from dmc5, ironically I got inspired to make this almost as a counter to the things I think are lacking from that. Your video will help a lot, thanks again!

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Thanks for trying it! Ya I do agree about the cooldowns. I admit I put them in to avoid players/testers setting it only on Follow and Attack and encourage using the Left or Right for juggling enemies. But there's definitely a better way to incentivize use of the commands. I appreciate the feedback very much!