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unwave

27
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1
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A member registered Feb 17, 2019

Recent community posts

I despise infinite games and competitive ladders. The missing part is the purpose that does not sound like an excuse.

A solid gameplay loop, but for the ingredient combinations — just pick them randomly every single time. I haven't felt incentivized to min-max the recipes just to survive another wave.

My type of games. A perfect mixture of being a junky daunting jam game and a satisfaction from playing and finishing it. Great work.

Nice pixels, but the gameplay is primitive: collect ingredients, go to the table with flasks, and auto-make potions. Could have added an option to drink them all at once, get overdosed and a game over.

Cool art, but the game is broken. I cannot consistently grab anything. I don't know how to make the stuff the customers ask for and am getting invisible items in my hands that I cannot drop. Can only make big bugs, and give the customers the two simple items.

Definitely one of the arcade games. I didn't get how the pickups work though, I just mash all the three keys, and sometimes it shoots and sometimes not. I think not really getting it replicates the experience of an average kid playing it back then.

The idea of melt leashes to get metal is interesting, like you are freeing the pets.

The controls are finicky. I literally just mash all the buttons. I have managed to find the right combo but still don't understand how to use the crafting table. First I get close to the board, then I press all the buttons in the ASDFGH row, the characters starts to run into the wall, I enter the full-screen mode and exit, and only then the crafting menu appears. It's easy to soft lock yourself, like you can end up getting out of the table with the color palette still in your hands and not be able to do anything.

Nice amount of challenge for the narrative setup to make me retry like 5 times with a gameplay that can also stand on its own and cute 3D art.

I could not get at first what exactly I had to do, like I thought that I had to rush the witch request as the next entry. The text flashes too fast. When the elements are falling into the cauldron, I am, like, losing control because the elements I move at that exact moment are becoming misplaced. And also the usual Godot load stutter, it looks like.

The art and narrative are well-made, but the gameplay is empty-ish, like what enemies am I supposed to shoot? The projectile types changing made no difference for me. Just dodge till the timer runs out.

I like the bad ending screen.

Nice aesthetics. Although the gameplay is barebones, you cannot fail a potion, no feedback on the process, you have to drag the potion at the plate or it is wasted, and the fact that it is an infinite loop.

When I first tried to play it, almost everything was black, but now I beat it. I don't really like turn-based games, but this felt nice because you can spam shortcuts for fast turns. The minuses are the game has no sound, I cannot get at a glance which character I am controlling now, and some spells go to waste because I selected the wrong tile to shoot at.

Talked to everybody and performed a total ecocide, but the bird just won't take the damn sticks, and crafting is not working.

Images that you unlock with console commands that I have found in the comments. With a music is like it is a post apocalyptic game.

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A good starting point, but yeah, even with an auto clicker, this will take hours of fiddling around. I think you have to cheat with memory editing. On second thought, I think it is the closest experience to actually creating the philosopher's stone.

A short click simulator game with, I assume, no fail state. 

About the freedom of form: humanity cannot yet even grow a single hair, tooth, or nail. We can only facilitate already existing mechanisms, like by stitching parts together.

I don't like to read in games, but the engine of this game renders the text as part of the page, so a TTS has read for me. I have almost finished the potion but then i got `d20 line 17: invalid return; gosub has not yet been called` in my knee and tried it again and got `d20 line 41: invalid return; gosub has not yet been called`. After a few attempts, I have managed to get to the potion mixing. The alchemist must have some sort of amnesia because he kept interrupting me by searching his pouch of seeds like 5 times in a row. Eventually I have finished the potion and make the owner drink it. Overall, the most irritating thing was the bugs and the fact you have to choose the same choices over and over again to succeed. I just felt like I was trying to cheat on a test instead of playing a game.

Nice aesthetic and meditative. On the downside, it lacks feedback. The fact you can scroll to the right in the kitchen or to grind, you have to click on the mixing bowl. I was hoping that the game was not an infinite loop, so I kept playing until I got bored.

An interesting goal for me was to touch the outer circle and get a congratulation for reaching the border of the visible universe or escaping the quazar but instead I got the sound of a metal pipe falling. Very disappointed.

Could not make myself to finish the game without using an auto-clicker to boost damage greatly, kills the boss head in 3 seconds with the upgrades. The next two times I died to the boss because then I reach him I have minimum health even with the cheat. Before the cheat, I had damage 20 and health 240. Without cheats, I can reach the boss but cannot kill him and the upgrades are too grindy at that point.

The things that mess my runs are the red flying monsters blend in with the environment and the coins. I cannot predict when the clouds appear, making leaps of faith. And the monsters cannot be hit when they are in the same place as you. For example, the red phantom spawned by the finger monster sticks to you unnoticed, I even thought it was my wings.

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I can imagine the developer playing it for like 20 hours while developing and now having unrealistic expectations. You will die dozens of times in the same spot until you find the right combination of jump, throw and hit the coin, jump again or hit the booster thing. The monster is like a carrot on a stick and you are the carrot. A kill volume that is always behind you. The visuals do not accurately represent how close it is or whether it can reach you. In one place it can glitch and get ahead of you, which allows you to see its behavior: it stays in place and instantly moves as you do as if you are hard linked together. You would need to memorize and perform perfect sequences of actions within a few seconds and even with the numerous auto-saves, which are might be broken spawning the monster too close, I have rage-quit.

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Looking for a team to create a 3D game using Python, a knowledge of any programming language will pass.

I am 28 years old. I can do Python programming, 2D art, 3D models and experienced in Blender. My discord name is `unwave`.

I want to create a cool game but it will be fine if we will just try to. 😀

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The physics can be whatever it needs. I got confused at the beginning about how to gain speed, and a simple in-game tutorial would help. Like this one:

 

It is unusual in a good sense. It gives me similar to Counter-Strike Source surf maps vibe.


Or at least add a video with the gameplay demonstration to the itch.io page.

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I would like to have mini in-game video tutorials, because the physics is counterintuitive. Or does the cat generate helium inside it or change the gravity? 😄

Was it already added? I cannot upload mp4 files despite seeing it supported.

I named it random because the timing of hitting the spacebar second time is hard to get right.

It is kind of random.

The third level is hard because it is not simple to understand how the mechanic works that you don't lose speed by changing directions. It is also beatable by using the double jump glitch 😄. In the PC version the speed gaining does not work for me.