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Velveteen

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A member registered Jun 19, 2022 · View creator page →

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I'm inclined to mention that Early Access prevents you from using Steam Next Fest so you'd best look around and see if they let pre-EA games apply for the Fest.

The new character models really enhance the cutscenes here.

When you're able to, I would add in more graphical settings for the game's lighting effects. The scripted loss looks beatable, but my decade old graphics card said otherwise.

I like the aesthetics and music here. I think that the blade arm should be usable during the holster animation so that you can conserve ammo seeing and pick off low health enemies.
Also, moving the mouse up and down in the controls menu stacks a lot of sound effects on top of each other.

I like the addition of the sign posters in the game's rooms.

The WASD code mentioned in the other Itch page works. However, after racking up the death count to 125, I can say that I haven't seen these mood expression changes. Once that's looked at, I think you could also activate this feature one the timer says 5 seconds left in hard mode.


I set the game to 640P but it still gets the not responding screen.

Mind you, this same graphics card cannot boot up Nolgorb at all (mentions a vulkan version error) so this extends outside of Shrimp Game.

Great music that sounds like the drum & bass songs of the early PlayStation era. I've noticed that the tutorial says to use L1 to ascend though my XBox controller maps that LT (the one on the back) instead.

I can also confirm that AMD Radeon HD 6670 doesn't pair with 3D Godot games very well.

I'm seeing promising parkour mechanics with this game.
Perhaps the next prototype could have a more, box like structure with elevation to emphasize the sightlines you can have with a hitscan weapon. 

Plays well for a first project. Though, the lack of elevation to reach the top of the flagpole is questionable. The pipe in the 2nd level also lets you lob fireballs and maybe rotate.
I look forward to seeing how you implement bosses with 4+ moves if those exist in your next project.

Interesting subversion on the usual plot. Although there is some bit of jank such as checkpoints not having a sound and the picture below which clashes with going into 1 block gaps.
I would add in a dive move (down + jump in the air) since the base game already has the squash and stretch frames for that.

Interesting contrast from the usual anon game.
I would have the enter button skip the gem collection animation since players would be seeing it a lot, especially in 1 sitting.

I like the presentation, I think this game could use a three lane corridor as a first floor so that people can accustom themselves to this new combat system you have.

I like the PNG aesthetic that this game has, add in a grandiose plot and it'll go nicely as a comedy piece.

I would include a way to scroll the circular menu in the bottom left by using the scroll wheel.

Cute artstyle, distinct from the pixel look of VS and the other VS themed game. I noticed that holding on to left and right click at the same time makes the green girl glitch out. Might also want to replace the +2 health regen for a lower number since it snowballs quite easily.

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I like the production value with the cutscenes here, same goes for the title screen music.
This looks like a promising engine that can splash in a Vampire Survivors mode for the mass YouTuber appeal.

Great load screens, nice animations. I look forward to seeing the full release.

Interesting premise. I noticed that holding on to space with an empty bar still plays the sound effect.

Add in one of those Jump King-like towers and then the advertising writes itself.

I like that the first weapon you get is randomized so that runs feel different. 

I would add in a sound effect to signal that the portal appeared and some kind of HUD in the bottom right that tells you about the podium upgrades you can walk into.

Cute aesthetics, I like the new effects that were added to power jumping in your game. I would add some kind of sound effect that plays after every 50th death, especially when floor 15 is a thing.

Great music. I think this game could implement an invisible boarder that checks if enemies are off-screen so that they can quickly re-enter the screen as opposed to walking back in.