Works pretty well. Had to look up the controls a few times, which was sometimes a hasse because when hitting ESC the last selected menu was still active. So when trying to look up controls i had some settings open, confusing me. Was expecting to always get to the pause menu from the game. Wording is inconsistent in that matter too: the menu item is called options, but when clicking it its called settings. The options/settings have a "back" button, but the controls have a "return" button.
While writing this i had the game running in the pause menu and the music stopped at some point. Resuming the game didnt restart it. I think in my first playthrough it never stopped playing?
Tsveeble Mett
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Love to play me some new Dirk!
Died to some zombie, thought i would see what happens when you are dead and was positively surprised. Thank god Chad is still a Chad!
Also the first time i did a lot of jumping and climbing. Seems solid so far, just a few places that let me latch onto that didn't seem to make sense.
I think i locked myself into the tavern by trying to throw the torch to the ground. It accidentally landed the wrong way and is now unreachable.
Really like where the story is going, UI and controls are still weird but i get used to it by now. May still need a rework at some time.
Played it in german and went with max strength and some int. Turned out i didn't get any spells. Took the two handed sword and went into battle. First thing i noticed is that there is no defence. Can't block or dodge, so had to rewire my brain into face tanking everything and pop a potion sometimes.
The quick bar is nice, however if some item count goes to 0 its not removed. I don't know if there is a way to remove items from the bar, i couldnt find one.
The attacks are nice with the red spot for crits, but its not always clear when you are able to swing your two handed sword again. It really takes some time and its a bit frustrating that there is no indicator. The curved sword was better in that regard and let me clear the level way easier.
The music is nice, but i think i already wrote that ages ago in an earlier demo. The style comes along great as well.
I had a few weird occurrences with enemies, namely that a dead diseased dude was still giving me the life bar at the top with 0 health. Also some enemies seemed to swing their attack when they died? At least those spark particles and that sound happened next to me. Its hard to tell and even harder to time to really test it.
If this game gave the player a chance for learning, like a small level 1 with only boring enemies and then increase the amount of mechanics, that would be great. Had a lot of conditions put on me which i didnt understand by just looking at the icons.
Great stuff though, keep it up!
Spent way too much time playing this game!
The general incremental game flow is there and it feels like one (hence my long play time of multiple hours). However some things aren't feeling good yet.
First of the descriptions/ui is confusing. What does fire do? Or weaken? Especially confusing was the mason upgrade for faster processing. Does it mean the masons spend less time at their building? The numbers that pop up to the top left are nice, but also confusing. I guess its something like DPS?
The beginning was confusing too. There is this wall that you have to chip away, so much is clear from the get go. However i was expecting some number go up. Instead i have this pile of coke on the ground that doesn't do anything. Took a while until i found out about masons and that they actually convert the "work" to currency.
After figuring out the start, things went up like you want it for incrementals. The longer it went, the more punishing the game felt however. I remember incrementals to always slow down in a current building tier, but giving you some momentum once you build the next one. This wasn't the case here. After mages everything became a slog. Once i had some upgrades for the ka-boomers, they were super strong, but the money flow still was slow. Unlocking the trebuchets made me think it's gonna go up again. At this point the ka-boomers did like 700dps. I added a few trebuchets and they did like 20? I felt betrayed. In the long run trebuchets scaled better due to nukes and dakka, but the upgrades were expensive. I thought i should just focus on dynamite boys.
Since housing gets incredibly expensive, i was regretting getting so many pickers. I wish i had put more people into other buildings, like ka-boomers or trebuchets.
Oh and one last thing: I don't get the wall hp thing. When i kill a wall and another one spawns, is it a better wall? Or is it harder to get resources from it? Or doesn't it do anything yet and has something planned?
I think it improved since last time. Cannot remember everything however.
Initially i had a problem of collecting xp when i killed enemies just slightly above my jump height. The exp would just wobble around and never come to me. Upgrades are still weird as the player doesn't know what they are, except some bladders added orbiting balls (but not always!). Also selecting upgrades with the keyboard would be great because the rest of the controls are keyboard only right now.
Had to look up the interact button for the portal, a little hint ingame would be nice.
Its nice that there are some invincibility frames once you are hit, which didn't send me into a deathloop like last time. However when spawning in a new level (or reviving), you can jump once in free fall. I guess thats a bug and you should only be able to jump from the ground?
Its still rough but the gameplay loop is somewhat visible now.
Thanks for playing!
Weird that the game froze, maybe an issue with the NPC shops not finding valid items? Will investigate.
Funny thing about the menus is that im overhauling the whole UI right now. Closing menus with escape is one of the things that will be included. Hopefully everything else will feel just a bit more intuitive afterwards.
Played until the standup, the schedule looked weird. Apparently the game knows im german.

I feel like theres something missing to really make it a game thats interesting to player longer than a few minutes. The only challenge is to figure out which phrases are correct innuendos. The standup part especially made it hard for me (thats what she said) to find them. A tight deadline didn't seem correct at first, but it was.
Some stuff could be sped up, the getting ready for work thing was funny at first, but every step took so long so it became boring. The score after each stage could be summed up quicker too. The buttons in the level itself are great, but the menu could use some love.
Thanks a lot for playing! I think you are the first one that reached the end, congrats!
The game truly is in need of more polish and especially a more intuitive UI. I put in some blinking animation to the portraits to make the player click it after a level up, but apparently thats not enough :D
You are absolutely right about the potion counter, thats planned. Currently those buttons let each companion drink a pot if their health/mana is below a threshold (so they don't uselessly drink all of it). An easier way to force a potion on specific members could be great, but hard to do in an intuitive way.
Skill trees were also a first draft the way they are now. Choosing a new tree for the MC was a bit hacky. This whole thing needs more thought and work.
Played around a bit and didn't get it at first, so had to reread the instructions.
Since there is no UI at all, i didn't understand the attack instructions at all. Had to try everything out to get the hang of it. Once i tried everything there wasn't much else to see really.
Anyway, the graphics are fine. Everything looks sharp and is actually a pleasure to look at for what it is. Having fire and smoke be cubes make sense with that theme.
The attacks i don't understand. It seems it's just differently colored ways to destroy cubes? The explosions are the coolest of course. It seems the explosion sound gets increasingly quiet once i pressed F and upgraded their frequency. I guess the different attacks could be some mechanic to interact with different type of cubes? Explosions just being a straight 3x3x3 aoe, while another attack is transmitted to all neighbouring cubes of the same type? Something like that.
I saw that there are some coins dropping sometimes and i guess this is what will be used to upgrade and maybe buy the weapons in the first place?
The game starts off with a big cube, but maybe it should really start of with a single one or just a few and let the player upgrade the amount. This could be great to introduce more weapons. Regenerating the cubes seems pretty fast too, maybe that can also be tied to some upgrade?
Having the upgrade system and some UI will probably be the best next step as it will help to get an idea what this could become. Also cube types that do something.
Thanks for playing again and finding those pesky bugs.
The second bug you described is caused by something i did to prevent a different bug just today. Seems like i always have to create new bugs for DD.... Anyway, before this behaviour your character could get stuck next to a barrel and wouldn't attack it just because of some float distance stuff so i put in rounding. I thought i put something in so there is a little bit of leeway for melee attacks, but i guess i missed something.
Will investigate the invisible item drops right away.
Thanks for the feedback! Tried to fix as many bugs as possible since DD, great that you haven't found any new ones!
Are you thinking of the old browser based demo where this game was 2D with pixel sprites? If so, you are right. React-JS didn't really fit my project so i redid it in Godot. This is the second (and hopefully final) iteration of the Godot version.
The loot topic is one im constantly thinking about. Initially i also had the idea that the town would need loot to improve itself, but im not sure how to properly communicate this or make it a mechanic. Some time ago i thought i could skip the whole gold thing for shops and just make it work like a scrap yard, where the player brings loot to pull apart. If you have enough resources you might get something from the smithy.... so basically D3 crafting. Another idea was to have pets you need to craft from rare drops. Or rune like loot that can be "socketed" into the character itself or some skills to modify them.... This is a rabbit hole that needs a lot of thought and experimentation i fear.
For now i want to refine the demo part of the game, improve drop rates to make the core gameplay enjoyable and fix bugs. When thats done, innovation will happen.
The confused comments intrigued me so i tried it.
At first glance this game appears to me like its a survivors game mixed with Risk of Rain. I too was confused by the presentation. Apparently, the player needs to collect blue squares. Green dots are money? Weapon upgrades got me some orbiting blobs that killed enemies, which is very survivors-like. If that is really the idea, it might work.
But it's very rough. I ended the game when i was at around -45hp, fell down to death and respawned immediately. Being able to jump more than once wasnt clear to me, so i spent most of the time at rock bottom. I think the basic attack that just "happens" needs some visuals to communicate itself to the player.
Wow you seem to have played it a lot since you unlocked lightning spellsl. Thanks for the commitment!
First off, the UI options (and the UI scaling for that matter) will be worked on next. The resolution settings are indeed just a factor for scaling the 3D viewport, hence the muddying when scaling to anything belo 1920x1080. I quickly put the settings part together some time ago and never went back to actually make it do what it actually should.
Balancing input is always appreciated. The dungeon size really seems too big and because of that the experience gain from killing monsters will probably need to be higher too. At least in the first level to get started.
Starting equipment is a more complex matter as i will need to figure out if there will be character creation paths that will determine your gear. If so, what else will it entail? Will it give you a starting skill? Just a skill tree? Or maybe i just put in a dialogue on arrival that will gift the player something. We will see..
That troll bug is actually bigger than you might think, because you didn't meet the troll! The shocking truth is, i attached the wrong data object to that miniboss... Great find!
Inventory bugs were not known, but anticipated (never build a tetris inventory, its hell!). Thank you for uncovering them too.
Thank again for the detailled feedback!
Nice game! The atmosphere is great!
Really like how the music changes when theres danger. Enemies are a real danger too, they are not too bad at dodging bullets in the distance or preying on the enemy. I find it even a bit hard. Whenever i went into melee i cant help but get damaged.
For such an early build its very solid. Keep it up.
Ran well, but the UI doesnt like rescaled screens. Once i put it to fullscreen the crosshair was gone and the labels in the mission prep screen didnt make sense. Since its Godot, those UI elements are probably not anchored and just positioned by hand?
Also ran out of ammo because i didnt know how much i've left. After emptying the first clip i thought there was unlimited reloads, but i was wrong.
I like the game idea, but i also liked to play Payday2 ages ago. Interesting to see how this is gonna evolve. Since its so early, there isnt much more to say.
First time playing this. Like others already said, it looks great!
Im too bad to kill the two guards at the door, the slow attacks that cannot be cancelled are a bit frustrating. Unfortunately i didn't find any respawn button, so i had to alt + F4 to try again.
The UI for character creation is extremely small for big screens. I barely missed the name input at the bottom after hitting new game. Maybe a big title saying "Character Creation" or "Who are you?" would help? Also hitting new game made the game freeze for a while. I guess it needs some kind of loading screen/indicator.
The music in the main menu is nice, but very loud. Options didn't work for me (probably not implemented).
What i like a lot, is the feeling that you can just take anything in the rooms, like skulls, bottles etc. Gives a bit of a Morrowind-Soulslike vibe.
Keep it up, curious how it will evolve (and if i will git gud enough to get out of the tutorial).
Thanks for playing!
There is indeed still a lot to do. Gold is waiting for NPC shops, which will take some time to be implemented in a good way. Loot tables are really not optimal right now. Im currently mostly taking care of crashes and big bugs, like the walking around at 0hp (thanks for reporting this!).
The weird resolution options (which are more like a graphics quality setting) need some love. I just put something together to test low-end to high-end machines.
Sprinting was requested a few times now, so it might come at some point! Just wanna make sure its not becoming a dopamine zoom fest like PoE or D3/4.
Oh and the music is just a first draft/placeholder. Better music is being worked on.
Thanks again for playing and giving valuable feedback!
the first battles during the tutorial should have 100% win rate
To be transparent here, i skipped the tutorial lol. The masked chick was a bit tough with the dragon. I could get the fire attack off easily but i dont think it did much damage, the other attack always led to a tie. Maybe i should check out the tutorial next time.
Great progress! The crash on unequipping the armor didnt happen this time.
The initial fight after picking up the stick became way way easier, which is great for a tutorial. However, once that fight started the music stopped. I think i remember a real banger playing in battle last time, wish it played this time too. From this point the whole game had no music for me.
After waking up in bed in full armor (just like in real life), i stepped out of it and heard a lot of steps being spammed by the game. Probably some collision stuff?
The dialogue is great, but i only spoke to each NPC once. Next time i will annoy all of them at least twice. Its nice to have references to AG and some humor in it. The 2d illustrations are great too. Im still wondering about the skill system, which was already present in the last version. Hopefully this will be usable in the near future.
Not gonna talk about clunkyness, QoL or UX stuff, which seems already known. Keep it up!
This game is really polished and looks amazing!
Its significantly harder for me than Pokemon. Pokemon has this momentum where you are pretty strong from the start (with almost no mechanics) and your group grows nicely while teaching you more stuff until you reach some tough enemies that you need to grind for. It also has this thing where your starter mon has some abilities that KOs enemie with 2-3 shots. This game made me die on the first opponent twice lmao. Once i got the hang of it, i often had 2-3 enemies at once with only my little fire dragon at my side. Those cricket like enemies for instance took a lot of damage which made the momentum really vanish as it took a lot of spamming the same attacks again and again. I probably missed something to get into the flow of the game.
Some little things i noticed:
- Going to the town market and choosing the Buy option makes the guy ask what the player wants to sell. This made me go back to the Sell option which says the same thing.
- There are menus where the mouse doesn't do much. At the start i thought its nice i can play with keyboard and mouse so this was a bit weird. Specifically looking at the beastiary in the camp only a bunch of buttons can be used with the mouse. I thought hovering/clicking on different monsters would work, but it doesnt.
- Group fights become a bit confusing when one enemy is dead. I fought 2 Scaratheons, killed one and it almost looked identical to the one thats still fighting. Maybe muting their colors, greying them out a bit or making them slightly transparent can signify them being out combat more?
Game looks really promising! The stylized characters are great, the music fits the genre.
Ofc a lot is missing since its a tech demo, but here are my observations:
There performance seems good, but it was noticeably worse when moving the camera while being zoomed in a lot.
A cow started flying.
A colonist hunted an alpaca, which seemed to be a big undertaking. The chad alpaca just went to sleep multiple times after taking 5 bullets and still being shot at. The hunter wasn't very good. His first shots were pretty accurate, but somehow alpacas are harder to hit when sleeping. He shot around 30 times and didn't land one shot.
My dudes were sent to build a house, but my idea to build it next to a mountain was a bad idea, the walls refused to be placed right next to dirt blocks. The stockpile area also couldnt be renamed even though it had this pencil icon next to it.
Hotkeys for managing time is nice, but hitting space bar to pause would be even more important imho. Tooltips are also needed because the icons aren't always self explanatory. The harvesting icon is a bit weird.
And of course there needs to be a double click to select all similar items function. Having to select all burgers/medikits while holding shift is still a bit tedious.
It's been quite some time since i played Dirk!
Here are some observations after forgetting a lot about it and trying again:
Started a 2 str and 3 char playthrough. Found Dirkette, i mean Sophie and gave her that flower. She moved to the sofa but she was gone the next time i went to the room. I took the grain, went to the room with the birds nest and placed the grain there. That seemed to have spawned the little bird at the clock, but nothing else happened so i left and entered that room again. The bird was now gone. Was that stuff supposed to happen and i missed something?Anyway, i will try again with different stats later.
There were new animations for Dirk, right? Some were a bit weird, like Dirk pulling out a book to read after picking up some item (which was not a book). Cannot remember which items caused this, but it didn't happen all the time.
About the UI:
I was confused about the mouse cursor, because it looked like some work went into it, but the mouse doesn't seem to do anything in the game. I remember that it always had only keyboard controls, but having some cursor graphics suggests mouse controls.
The audio settings were a bit confusing too, because i didn't manage to turn any volume up or down. It also didn't help that z and y keys are swapped on german keyboards. Changed the key controls to make it fit and everything felt better.
Also noticed that the indicator on the left side of the options had more visible "steps" than there were option items in the audio config. Not a huge deal, but limiting it to only point at things that exist would make it feel a lot better.
Tried it a bit and its interesting. I was overwhelmed immediately by the 3D aspect. As mentioned before, it would be great to have some buttons to reset the camera to some specific settings. Additionally it would probably be a good idea to hide/show only some layers? I guess it would be hard to come up with great UX to make it intuitive and easy to use, but the amount of points in front of me makes it hard to grasp all possibilities.
Chess for instance is already tough on a 2D plane if there still lots of figures on the board.
Anyway, i didnt find any bugs while playing around. All the pieces did what the descriptions said.
Thanks for playing!
Hello stutters my old friend... I really hoped upgrading to Godot 4.4 would solve/lessen this issue. Even made a little caching system to load all kinds of materials, shaders and particles in the loading screen to mitigate this. Seems i will have to look into it again :(
The inventory stuff is planned of course, just didn't have time to do it for the current build.
Good catch with the portal issue, gotta admit i didn't test it when i added levels 2 - 4. Will investigate.
For the speed/pacing stuff, i will need to find a sweet spot. I might experiment with stamina and running later on. What i dont want, is to have this game become a PoE kind of monstrosity where the player just zooms around the map.
Appreciate the feedback!
Finally multiplayer for Automon!
Played a few rounds against bots and i gotta say, its pretty tough. There's always some enemy combo that filters me and i have the feeling the bots level way quicker than me. But its possible that i simply suck at the game.
UI wise there are things that are confusing or not as nice as they could be. I would really, really like to sort my Automons while out of combat. Maybe even a default team order for the fights, that i can still switch around once in battle.
The responsiveness of actions like resting is a bit weird. Of course it's more asynchronous due to it being a multiplayer game, but when i click on the resting option i would like to get some feedback that i've chosen my action this turn. Choosing a destination kinda does it by drawing a circle around the location. Maybe approach it more like traditional turn based games by setting a future action and then locking it in via an "End turn" button? Just a thought.
Releasing a captured mon needs a whole round of standing still in the world, is that intended? It seems a bit harsh to lose a mon and on top of that you cannot get a new one or gain xp this turn. This made me really picky in the following games not to capture too many of them.
Despite these things i'm loving it! Quality is improving since the first game and theres more mons to collect. Music would be nice as well as some nicer sounds. Keep it up, Automon dev!
You are absolutely right about the world building, it's very barebones or rather non existing yet. Got some vague ideas that i will need to refine and flesh out via dialogue, more decorated levels etc. This version is just a first test for the most important gameplay systems. So the buildings are currently just placeholders/blockouts for the environment (and they are not meant to be entered actually). More to come later.
The UI needs to be optimized too ofc, the health/mana values are a bit small i think and it should probably be configurable if they are always visible or not. I will investigate the settings thing with the windowed mode.
Thanks for playing and leaving some feedback!
Very cool prototype. After getting used to it, steering the boat while walking around is really cool. Of course this screams to steal ideas from Sea of Thieves and to make the boat react to the waves for that seafaring feeling.
The first "level" already feels a bit hard i'd say, since those headless chicken creatures soaked up my ammo and there was way too many dudes with shields. I barely had any ammo and health left when i left the area. Before leaving i died multiple times, which always made me respawn at the camps gate where those baddies ganged me up again. I think i died 5 times until i decided to run away.
After that mission the menu said i had 4 mutagen (i think), so i consumed, had 1 left and 1 point for muations. Maybe a bug? Because consuming the last mutagen gave me a point too. So either the initial 4 were a display bug or something else is off.
Thanks for playing and leaving feedback!
Items should have some particles floating up when they lay on the ground. I agree that some are hard to see (the small swords for example), so maybe i will think of something in addition to the particles.
The interaction animation was an idea a long time ago and i got used to it, but i can understand how that can be annoying. Will try without for next DD.
Btw theres pretty much 0 post processing, the only two things that make it look like there is, are the outlines and a plane in front of the camera thats see through in the middle. Made the latter just to give a sense of darkness in the distance.
Played this way more than i should, seems i'm a sucker for auto battlers.
Feels like a basic prototype that has most of the needed mechanics for a proper auto battler, but somehow i never found a combination that was op.
Ofc theres lot's of work to do, like giving unlimited time for the starting setup. As a new player it's weird that the game starts immediately upon buying a character, still looking what each does. Also the tooltips confused me more than they should, they should always pop up when hovering over specific attributes. I'm not too sure how they were triggered, but it felt like clicks triggered some and hovering some others. That needs to be unified and intuitive.
I think i encountered a bug, repositioning a character when dragging them immediately when the round starts. Not 100% sure about this, since it didn't happen again.
Like others said, the exp -> party member limit was confusing at first. The game would be easier to understand if some error feedback was shown when trying to put characters on the field when at the limit.
Alright i fired up the demo again and found the winter girl. I managed to beat the two baddies without the shield though and when i looped back to the beginning and found the shield again, i had two, nice!
Also looked around more in the character menu/details and the skill thing looks pretty big. I wonder how that will fill up, and if characters can level up so many different things like its Morrowind. Cant wait for next DD.


