Thanks a lot for playing! Glad you liked the worldbuilding. Getting the correct ambiance was super important, and even though we're still not quite there, we at least seem to be closer on that front. Currently, most of the feedback has been regarding player guidance and gamefeel, particularly the camera. Getting a 3rd person camera working properly with collisions has been a struggle, but we'll keep working on it until we get it right. And yeah, fixing the grammar is at the top of our priorities. Cheers!
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Cool idea, very original concept! The movements do feel a bit too unpredictable for such a huge map. I was able to pick up every upgrade I put my efforts into, but those within the "No Cloud" zone were particularly hard, and trying to pick them all might be too frustrating. The time it takes to change the randomness with the mouse wheel might be too long; perhaps a faster tuning speed might make the game feel more enjoyable. Regarding upgrades, I think I only got real use from the one that let me move through walls; the other ones were a bit confusing. Faster cloud speed would be really cool. Overall, really cool prototype interested in seeing where it goes from here.
Thanks for playing! Currently with keyboard you can only skip with space but yeah I will make it clearer. Player guidance does need more work. I do like the feel of always feeling a bit lost, like in the silent hill games, where you need to explore your way through, but ill try to make it more enjoyable. The 3rd person camera has been a hassle, we'll keep working on it. It does feel a lot better with gamepad tho, most 3rd person camera games suffer a lot with mouse. The Ctrl key had been receiving lots of feedback, crouching should work with just a tap, and since I needed a way to drop item from each hand separately holding Ctrl + the corresponding mouse button seemed like a good idea. But it wasn't as well received as I thought, I'll look for an alternative. I does work a lot more nicely with gamepad tho 👍. Thanks again, cheers!
Thanks alot for playing, and for the feedback! Yeah I need to redo the first cinematic, currently is just a place holder with lots of lore dumping. Eventually it should work like the ones from the wagon/cart progression, which fills one dialogue box at the time in small jumps forward, those doesn't get much feedback so ill hope is enough. Unfortunately the blocky textures on the terrain are due to the lower terrain resolution, set on the ever lasting attempt to optimize the game, so it might be a bit late the change them tbh, I'll see what I can do. But yeah they do bother me alot. The transparency is an ill attempt to reflect that the character has some sort of ghostly form on the first scene, but yeah no one really gets it, and the shader looks weird, need to try something different later. It does go away in the next scene tho. Fast animations blends usually hide weird bone movements, since the blending is calculated by deranged mind of the engine. But yeah some blend are a bit iffy, specially the parkour and climbing ones, giving them all another go is on the list. They tutorial hints will get rearranged in the next update 👍. Do you remember which body of water it was? I theory they all should have climbing vines to get out, but yeah they're not always super clear. The feeling of getting lost is supposed to be intentional, I wanted to reflect the feeling of getting thrown into a mysterious and weird place, an Alicia's rabbit hole event, like at the start of Ocarina of Time, Majoras Mask, or most silent hill games. Where you need to explore your way through, but never feeling competely familiar. At least that was the intention, it hasn't worked out like that for most players 🫠. So we'll keep working on it, but thanks again, seeing more people playing it means a lot. Cheers!
Thanks a lot for playing! Even recorded the playthrough, really appreciated. Yeah the 3rd person camera has been a struggle from the start, Ill keep trying to make it more manageable. Even with alot of tweaking 3rd person camera games work a lot better with gamepad so its highly recommended, also adjusting the camera sensitivity in settings might help a bit. I havent noticed the issue with the out of bounds mouse, or not being able to put the game on window mode, sorry seemed really frustrating, Ill check it out. Glad you managed to solve the physics puzzles, the solution to the last one was correct I think it just needed 1 or 2 rocks more. Ill try to make them more reactive to the correct aproach. Those physics mechanics are really hard to get right and super easy to break... Lots of tweaking and polishing to do still, but your feedback was super useful thanks a lot!
Yeah having the player undertand the game properly is a pain, Im still struggling with that myself but its really neccesary. After 4 tries I only managed to reach the third room. I also got a little frustrared by the fact that even thou theres cool synergy between the party they also suffer a lot by staying together. I can undertand not being able to charge through an ally, but not being make ranged attacks might to too harsh. I think I once killed my own ranger with a spear thurst from the tank. Most of the time the ranger was on the back being useless unable to shoot because the tank was doing his job holding the line. Or being suicidal running around by himself trying to shoot something. The fear system seemes to be based on how many allies you got near, so having the ranger by himselft made it feel a bit unfair.
Cool prototype, really like the partner idea. I think the cooldown for follow and auto attack might be a bit too much. I would much more prefer cooldowns on special attacks and buffs instead of in basic AI logic for the companion. But would be really cool to see the game fully realized. Maybe with a couple different companions and builds to spice it up. Awesome job so far, keep it going!
Woa looks super solid, love the overall aesthetics and concept. Does feels a bit hard, the spawn rate is super fast and feels too easy to get overwhelmed, but I don't know if its a balancing issue or a know how issue. A proper tutorial might help with that. Seems like there's no reward to killing mobs so it feels like the best strategy is to send the ranger for the chest while to other ones tank dmg and move towards the exit. I don't fully understand the fear system that makes the characters run away. Overall great idea and presentation. Would work a lot better with a proper tutorial and more valid strategies, more loot by killing enemies would be nice.
Cool platformer idea. It took a bit to understand the game loop, as there is no clear visual hierarchy between the overall map, the upgrade consoles, and the portals, but I eventually worked it out. Integrating the main UI into the lobby area seems a bit messy, especially since you can move the character and the UI simultaneously. Given the complexity of working with multiple consoles, integrating the main menu into a physical console in the lobby might work better, in my opinion. I would advise focusing on the core mechanics and UI before adding new ones. Using the vacuum rifle works ok but is not satisfying enough for a main mechanic, and I can't even tell what the riffle particles are doing, Check out "Slime rancher" as a reference, the frame rate is super low for some reason, If you get too close to the radiation particles it doesn't suck them up, try to avoid the camera from clipping through obstacles. Reaching the top of the purple pillar/mushroom seemed like a satisfying milestone, but there wasn't anything up there and I couldn't stand on it. I couldn't find a real use for the dash, but it might eventually be cool for something. The toxic pools are not visually represented as a danger sinkable zone. As with any game, including mine, getting the game to feel right is super tricky and requires a ton of work, but starting early saves you a lot of headaches later once the game begging to increase in complexity. So keep on grinding and congrats on the project so far! Love the concept and the style!
Awesome little game, love the retro vibes. I only could travel between those 2 towns, did I miss some content? I couldn't rest or heal at the Inns, or access the inventory so I just got killed after the second encounter on my way back to the first town. Still a bit early to really go deep into the gameplay or mechanics but it looks really promising a I like the vibes a lot, awesome work keep it going!
Woa awesome little game, loved the mechanic, the setup and the presentation. Only found 2 minor bugs I got stuck on the very first rock, but still freed myself after breaking it. And the game did crash on me once when I returned to the first cave after breaking to rock at the south next to the rock blockage. Unfortunately that made loose a lot of progress. Also I don't know if the spikey black walls on the first cave kill you or not since it seem like they did once, but I don't think is visually clear enough and didn't bother to try it again. But otherwise really enjoyed the game. Got to the first card key at a cave after the scorpions and the charging weird harlequins and really enjoyed every second. The combat works fine, really liked extracting new habilites and updating the robot, that along the different biomes and enemies made the exploration really satisfying. I was always worried about updating the wrong thing and softblocking myself out of reaching more gears but I didn't reached that point so I don't know if it's possible. Overall great game, looking forward see where it goes. Cheers.
It think is a bit early to get a proper feel of the gameplay or mechanics, Im not sure what the first 2 dice options mean or why they are the same (1, 2, 3, 4, 5, 6), is it 1 dice with 6 faces? Or 1 dice with 1 face + 1 dice with 2 faces +1 dice with 3 faces.... The most common representation on dices in games tend to be 1d6 or 1d1 + 1d2 + 1d3, also knowing the result of each dice roll separately is usually expected in this types of games, so starting with clearer visuals could go a long way. But congrats on the progress so far this could definitely evolve into an cool game. Keep it going.
Yeah it think is a bit early to get feel of the gameplay or mechanics, Im not sure what the first 2 dice options mean or why they are the same (1, 2, 3, 4, 5, 6), is it 1 dice with 6 faces? Or 1 dice with 1 face + 1 dice with 2 faces +1 dice with 3 faces.... The most common representation on dices in games tend to be 1d6 or 1d1 + 1d2 + 1d3, so starting with clearer visuals could go a long way. But congrats on the progress so far this could definitely evolve into an interesting game. Keep it going.
I was thinking that maybe a Star rating system similar to candy crush or overcook might be a nice incentive. Where 1 star gets to to the next level, but 3 stars help to boots the gamers ego. That works great with loose point base challenges. But it would need to store previous game and allow replay though. Something to get the player hooked.
Cool idea. all mechanics work great. The puzzle aspect does feel a bit loose, is it all procedural? I don't think it offers the same satisfaction as an concrete solution does when solving other precision puzzles Ive seen with similar mechanics. Might be better tuning a bit the approach but I wouldn't know how. 😅
Really cool pinball game, liked the visual style and audio a lot. The upgrades are ok but some feel a bit out of place, I get that they are inspired by the survivors games but I think some only work with survivors like movement. Couldn't find any use for the laser rotating around, the most useful was the one shooting bullets but that encourage me to stop the balls movement so it wouldn't miss so many shots, but the game just reset the ball if it doesn't detect movement, so it feels like punishment to make use of that upgrade. I would prefer to see upgrades the focus on the ball movement instead. Maybe a trail of fire. maybe mini balls that appear if you hit an enemy, maybe an AOE explosion after certain number of enemy collisions. Idk something more akin to the pinball spirit XP. After getting a ton of upgrades is easy to lose the ball under so man effect, I would prefer a solid color for the ball with clear contrast. The warp zone idea is cool but the enemies might be a bit too close to the pit so it might be too easy to lose the ball to a quick enemy bounce. A few times I found delay on the paddle input, I don't know if it's just me so you might want to check that, and maybe increase the physics resolution since I think I saw the ball going through a few obstacles but I'm not really sure. Of course the coolest part of the pinball game is the event progression so might what to prepare for that later. But overall the game look a feels really good, congrats on the progress so far keep it going!
***SPOILERS AHEAD***
Cool idea and mechanics. Of course a lot could be improve in the matter of presentation but in regard of the gameplay I liked the game a lot. What I find could be improved would be the design of the puzzles. I mostly ended solving them by process of elimination instead of by logic. I no expert in detective games and couldn't solve sh1t in "Return of the Obra Dinn" but still couldn't find the solutions satisfying:
On the first one I failed to see why the lamp was the murder weapon, I started with the flower base just because it was the closest one to the husband and tried everything until I got the lamp. But couldn't really find any logic or indication. Also I don't understand the narrative. I'm guessing the wife was cheating and the husband killed her? But if she got caught why is the other guy still hiding in the closet. And who entered by the window? The lover? Did he just sneaked in to f*ck while the husband was in the house? That doesn't make any sense so I'm guessing the husband came back early from traveling. Somehow saw the both from the window and entered from there? A bit of a stretch that's the only reason I could find for the footprints outside the window. But if he saw them then again why the red guy still in the closet. I don't know seems weird and not at all satisfying.
The rest of the cases are really similar, at the bank robbery a fifth guy was the killer but I couldn't really find any evidence of the fifth guy existing, and he didn't even take the money so I don't know what that was about.
And at the third there was just to many options so I couldn't solve the case solved by elimination. I may just be really bad a these games or maybe the puzzles and narrative need a lot of work. Either way I like the idea and could certainly see it working after a bit of work. Keep it going!
Hmm the most complex card game I can think of is the magic the gathering mobile game. And not only the first game tutorial is quite extensive, but also very carefully paced. It doesn't jump to new concepts until you get some grasps of the previous mechanics. Of course the UI also need to be super clean since there's a ton of info you need to keep track of. And also you can access to each ability and card documentation at anytime during a game. Is quite a difficult balancing act, I would suggest finding a tutorial template that works really well in a similar game and try to adapt it, since I really wouldn't know where to beggin.
Yeah I do think there's way to much going on . I mean it looks, feels and sounds really great don't get me wrong but after 4 battles and the tutorial I still didn't get a full grasp of what was happening. What's the use of the timeline? I know we are taking turns but what's the use of knowing what happened in the previous turns? I mostly used Coda really liked the momentum mechanic but eventually I just gave up trying to unders which attack counter wich attack and just focused on attacking from a distance. Movement, dodging, stamina and momentum where the extend of what I could understand the rest was just ignored a hoped for the best. I would really dumb down the first cards and build complexity a gradually. But that's just my opinion, I can see a ton of work put into this game hope to see it fully realized! Keep it going cheers!
Just like in real life i can't find a way to gain happiness. Y manage to find a new character but she just went away and never returned. Y managed to find a portal out but it just restarted the game in a new grid with lower happiness. I get from the stats and skills that there must be some kind if survival system but Im only able to shuffle around bushes until I get depressed and die. Lol, relatable am I right. I think some kind of tutorial at least a simple one is needed. Other than that the presentation is really nice and the mechanics work seamlessly, looking forward to find where this leads.
I was surprised by the side scroller like camera choice but it actually works really well once you get used to it, good melee and ranged weapon variety and a few different zombies. I actually believe you have a good base for a solid game. I think the current weaker point would be the UI, no one likes to working on UI but the main menu and HUD does sell the game a bit short in my opinion. Other than that the game feel could always be improved but I think is going in a good direction. Getting overwhelmed by zombies might be a little bit to easy, finding a way to offer a second wind could make the run loop more enjoyable. and of course AoE weapons like grenades or molotovs would be super satisfying. Overall great work, keep it going!
Really cool game very polished and really enjoyable, great work so far! I only found a few thing I would like to change.:
- I think the text animation is to much, all the other UI seemed nice and clean but so much movement make feel too noisy, at least in my opinion.
- I also think the metal music was way too much. In diablo, Hades or PoE most of the music is just ominous and stays in the background. They might tune it up a bit in boss fight but even there doesn't feel as saturated and overwhelming. I think it only bring the wrong kind of stress to the experience.
- Most of my frustration during the gameplay came from getting stuck on stuff, either with the mobs or with obstacles I didn't notice on the first place. the border tiles are not clear enough. The obstacles have almost no contrast, either in color or in volume/shape. I don't remember how games like diablo, Hades or PoE handle mob collision, I do remember getting stuck a lot in diablo 2. But in the new ones is wasn't really an issue or a thing. I think tuning obstacles could improve a lot the gameplay.
- No that it really affects gameplay but I was able to drink a potion after dead. Might want to disable shortcuts on death. Just to make ir feel more premium.
- Also add full gamepad support, I believe is a must with this kinds of games.
Overall nothing mayor, keep it going, that was only my first run but might try it again later. Cheers!
Poor Dave man, but cute minigames. Please consider adding a ranking system, competition in minigames is always fun.
Other than that I a have a few changes that might improve the experience:
- In the Plinko game is too slow that the ambulance only pickups one Dave at the time, I had a huge pile of Daves on top of the stretcher that i thought were just stuck. It took me a bit to realize I just had to enter the ambulance a bunch of times.
- A few Dave's got stuck on top of the ambulance.
- On the pachinko most Daves got stuck clogging the cannon, maybe removing the colliders from the cannon would be a good idea.
- Also is there another input at the pachinko? 😅Other than shooting i couldn't do anything so seemed really limited. Maybe rotating the cannon or moving targets would be fun.
- At the pinball my keyboard doesn't have a Right Ctrl Button... So i could only with Dave with the left side of the machine. Consider using shift buttons instead and adding an alternative. Maybe right and left buttons of the mouse as well.
But overall great work looking forward to more minigames in the future, cheers!
I dont understand whats going on 😅. Is a cool idea but need tons of work in regards to game feel and mechanics. Shortcuts don't seem to work so most of my focus goes into activating abilities with the mouse, sometime abilities work but sometimes the don't do anything. I'm using the basic attack in front of the first enemy but no damage pops up. The basic heal sometimes auto target the closest ally sometime it doesn't target anyone. Some inputs only work with gamepad others only with keyboard. I mean I could go on about a lot of stuff but it really just comes down the the game needing tons of work and baking. Focus on the most basic mechanics, 2 skills at the most and UI navigation after that start you'll start get value out of play testing. Currently the game is just too much all over the place to focus on anything specific. Be patient and keep on grinding, eventually you'll get there.
Awesome idea, but the execution seems too messy and takes a lot out the of enjoyment. There's a ton of audio clips triggering and stacking multiple times. Audio source somehow seems to be 3d but the game is 2d, so there's a ton of noise jumping from one ear to another but you don't need 3d environmental awareness is a 2d game so is super distracting. The UI is all over the place and the tutorials constantly pausing the game are not ideal. The camera follow the cursor so you tend to lose the player character, is better of it just follows the character. The zooming in at the camp is way to harsh and unnecessary. Somehow you can end with negative grenades. The crosshair changing color is no clear enough to know if I can hit an enemy, so most of the time I just depend on grenades but once I run out all that is left is just suicide attempts against a bunch of enemies that quickly overwhelm you. There's a lot of polishing needed but I think the overall idea works really well. Try to look for other game references with this style to get the proper game feel. With proper tuning this could be a great game.
Awesome presentation! Gets a lot more complex than expected, I did encounter a bug when using prompts in a boss stage, first I use one to remove 4 from the outrage meter, but I draw another miscreant that put me right on the edge of outrage again, so I use another prompt to discard 2 troupes and removed both miscreants. After that the game cease to register any inputs, the game was still running and the music playing but I couldn't click on anything so ended losing the run. I hope you are able to fix it because the game looks really cool. Keep it going!
Super addicting! Got to 1250 points, but I agree with https://itch.io/profile/non-newtonian-games the flower picking quickly overtook the flower production and stalled the pollen economy, which was highly unsatisfying. Also after the reaching 600 point the game slows down a lot and the milestones cease be worth the effort. Might need more balancing or new mechanics to make the late game enticing. I also demand an "Auto retry" upgrade, and to shorten the pop up or fake pop up animation. I was painful to see all my flower disappear after 3-4 fake continuous pop ups. But overall great little game, I enjoyed it a lot, keep it going!
It was a bit difficult to navigate only by the game directions. It took a few tries to be able to win mostly by memorizing the stage. But I think that's common in most race games. What turbo options? 😅 I only tried different chairs and grabbed power-ups. The boot was the only turbo I noticed, and the soda can filled up a bar that I guess measures the remaining fuel. But I didn't notice any other mechanics on my first try. There was a lot happening, so I only focused on the basics 😅. Might try again later and pay more attention.
Really glad you liked the swinging spirit, hopefully in the future Ill add more spirits doing clumsy/useful stuff. In theory you should be able to light the torches with any fire source, but you might need to crouch with campfires, or drop the torch close enough. Eventually I would like to mix and match all off these mechanics inside more grusome and darker dungeons but first to get everything tuned and feeling right. Thanks a lot for the comment!
Thanks a lot for the feedback! Yeah that 3rd person camera has been a thorn at my side for some time now... Should be alot better by the next update. The platforming seeming unfair has also been a common issue, I do like my games gritty but seems like I need to lower the bar a tad bit.
I second seesaw should move and make a thump on impact after jumping on it, but might not be obvious enough. Might increase the feedback later.
Crouching should work just by "Tapping Crt" (Clicking and releasing). "Holding Crt" + Left or Right mouse click should drop the item in the corresponding hand. Is not a common input system but I really like the idea of dropping and grabbing items in tense life threatening situations. I does work a lot better with "Gamepad" though. ( Right and left bumpers for dropping items from corresponding hands and Click Left Stick for crouching.) Might change the keyboard inputs if I find a better implementation.
Welp lets keep grinding, cheers!
Awesome game, congrats on the progress so far! Really enjoyed the puzzles. I played until you get the reverse gravity direction with the right mouse click tool, but I might play a bit more later. As for feedback, I only got stuck two times:
- First, when you need to drink the lemon soda after the first breakroom. I just didn't expect it to open the pipe grate, so I just kept throwing stuff at the grate and running around.
- At the try your luck minigame that looks like a basketball throw, I made the shot, got through the hole on the roof, but the door upstairs was closed. Took me a while to find out that you need to turn off the box spawning device for that door to open. But I got there mostly by process of elimination, didn't really made sense.
Also the environment does get a bit messy and convoluted, specially with so many platforms projecting force directions at the same time. Might be useful to lighten the visual representation. I like the visual effect from the magnetic pull in "Zelda Twilight Princess". Just looks like a light and shiny rain.

Oh and I couldn't find a way to change camera sensitivity, I did get used to the default one but would be really nice to be able to change it.
Overall just minor adjustments great work so far, keep it going.
Awesome idea from the IGC community, looking forward to playing all of your games!!
Our Game: "Gamepad Recommended" Dark fantasy adventure inspired by N64 Zelda games and PS horror classics. I wanted to capture the feeling of solving Zelda puzzles/events, in a dark "Silent Hill" like setting.
Current challenge: Lately, we've been struggling with the player experience, as we aim to create a cryptic/mysterious game that rewards curiosity and exploration. We've found that most players find it too slow and aimless. I'm not sure if it is an issue with the (target audience), (the game design), story, or just everything in between. I can feel we are somewhat close to the intended result, but can't seem to balance it quite right.
Please help: It would be really useful to know your overall experience with the game, what you like, and what you don't. If you find anything exciting, frustrating, interesting or boring. If you get lost, or if something didn't make sense. And of course, any technical bugs or weird glitches.
State of the Game: The core quest line is mostly completed. The demo lasts a bit over 1hr along 4 scenes (Main menu, Prologue, Farm house, and credits). Includes all the core mechanics (Combat, stealth, parkour, quests, inventory, equipment, dialogues, cinematics, puzzle mechanics, Core NPCs, dynamic pickups, UI, etc). Most audio clips, okayish music, and somewhat working game settings.
Missing:
- VA for main characters (wordless expressions, Zelda style), and more environment audio clips (doors, fire etc).
- New prologue introduction cinematic (current first cinematic is a placeholder lore dump).
- Side quests, events and NPCS. Eventually, we'll add optional events and rewards to flesh out the world-building and setting. But anyone should be able to enjoy the game while skipping them, so it shouldn't affect the current testing. (So if you find lots of empty areas and a lack of filling, please excuse us.)
- Combat and Parkour actions are a bit iffy. Need tuning, more feedback to the player and overall improvement.
- Overall polish. Need to create a new main menu scene, introduce localization options, improve sharders, optimize, etc. Hopefully, nothing game-breaking.
Thanks for your consideration. Share your games in the comments so I won't miss them. Let's keep on grinding. Cheers!!

