What's the password? I tried using the generic one mentioned on the discord server but it didn't work.
TryHardStudio
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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!!
Thanks for the feedback! And for the patience... 😅. I'll continue to tune the UI for a bit while Ely finishes the rest of the item icons. Feels almost insanity-inducing how much it takes to get everything working half decently, but we'll keep pushing through. Fortunately, we managed to catch the portal bug in both the forest and the plains before updating the game, so that weird transition shouldn't happen anymore.
I don't know what's the best way to handle save files with these updates, so in the meantime, I advise erasing previous save files to avoid conflicts.
Once we get the UI to an acceptable state, we'll keep addressing the weakest aspects next. First, I need to fix a few broken shaders and materials. Then make a few adjustments to the level design of the farm scene, and then address the spelling issues. Thanks again for playing our game. It really helps us immensely.
Well that took a while... But finally we have an mostly decent and totally functional UI!! I was dreading getting into the UI because I know how bad both me and Ely suck at it but after tons of frustration we are finally satisfied with the results. There's still lots of improvements and adjustments needed, we are lacking proper inventory icons, but all the logic should be ready for play testing. Hope you all like it and would really appreciate the feedback, cheers!
Awesome feedback! Yeah we still havent solve the tutorial aspects, I will start working on it after completing the UI since the game mechanics will change a bit with the introduction of the inventory system (which is mostly done 😁). I would prefer to avoid being too precise with quest direction since ideally there would be more than one way to complete main objectives, we still need to create a pacifist way to get rid of the bandits but uncovering the solutions would be a core reward system for the exploration. We're a bit torn between making the progression accesible, and making the player feel the struggle the protagonist is going through, as expected in a dark fantasy setting. Honestly I would opt for the latter, make it feel just a bit cryptic and unfair. But getting it right is gonna take tons of trial and error, eventually we'll get there. But your comment's are super useful, almost everything needs polishing but knowing what's most urgent helps us get the game to more people faster. ❤️
Update 0.70 Of The Early Demo Finally Out!!!
Well this one took a while, almost 6 moths since the last update... Sorry for the delay but Its finally here and I can honestly say the wait was worth it.
Almost all the changes are in the "Farm house scene" but you can find improvements all around.
From improvements in core systems, to whole new enemies, cinematics, quest, mechanics and more importantly story progression.
It was really important for us to make an cohesive narrative and I believe we finally achieve it with the 0.7 update. There's still tons of complementary events, lore and interactions missing, but finally with this version one can see a glimpse of the whole picture.
Looking forward to keep improving the project with the help of your comments and feedback. Hope you guy like it, cheers!
Greetings everyone just uploaded "Version0.12" of our early demo to the itch.io page which includes:
• Changing the saving system to use 3 save slots. • Added skippable cutscenes.
• Added text animation to cutscenes.
• Added further compatibility to play with only gamepad or only keyboard. • Added UI notification when autosaving.
• Fixed several bugs with saving/loading task system, weasel spawners, NPC logic, quests etc.
Still a long way to go but we keep moving forward, please try the free complete version using the itch.io link above and help us in breaking the game in any way you can. Any help reporting additional bug will be greatly appreciated. Cheers!
Greeting everyone, just uploaded "Version 0.11 " of the early demo to the itch.io page which includes:
- Rework on all ragdolls.
- Fixes for server inputs in game and in UI.
- Death screen.
- Rework on floating logic for player and alive/dead animals.
- And many other minor issues.
Still a long way to go but we keep moving forward, please try the new free version and help us in breaking the game any way you can. Any help reporting additional bug will be greatly appreciated. Cheers.
Hmm I can send you a build with the lowest quality and no AA if you still want to play it, https://we.tl/t-GjFIAXnQdf thanks a lot for your time, if it keeps crashing don't worry, cheers!!

