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Vesuvius-Dev

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A member registered Apr 22, 2020 · View creator page →

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So i've tried again:
- if i continue from my save with many failures: if i interact with mosca on the left or dog shop at the right, the fight will begin automaticly. i don't thing this is a bug, but i think it should be removed, beacuse only with the yellow jacket found on be bot right you can win that fight.

- also nice that you can gain money on game over. cause my "save" had money, but on new game i had no money.

- i won that battle easly with yellow lancer; game saved, loaded, and crashed at 100%  (-____-'')

- on load i'm at the bonfire area; i go and take yellow; i open my equip screen, and the battle starts (i have no stick equipped, also no shield)

- menaged to win by some lucky miss from mobs and didnt crash again. woke in a accampment.

End of game recap.

Imo, this first dreamy tutorial has to be redone:

the overall setup: "if you trust the your disembodied guide in this dream you fukkin die" is cool. From a gameplay standpoint, as this stands, it's a disaster. 

Yellow jack is pretty hidden, and i searched for him only after i died once more when i picked up the shield on the left; left trail is not hidden but you want it 80% hidden. Yellow jack is hidden for real. the only visible npc it's the only one that dosent offer any help.

I am personally against all of this. both from designer pov, and player pov. you want your player to guess what "the solution is" with 0 tutorial, 0 explaination. Pratically speaking, you don't even setup this scene like there is a solution to find. imo this is your biggest mistake in this dream sequence.

If i was a random player that found out this game by chance i would have given up on this "unwinnable battle 1v3", and bye. refound in 5min

>but net is a thing, and people might share the solution

For sure; but imo this is not something you do to win your first battle in the tutotial at min 0. Overall as a design feature of your game? sure, you can do it no doubt.

imo you need to restructure this scene in a way that a least 80% of blind new players can "find the solution".

(1 edit)

>I cringed.

that was my design ò__ò

(but i also fucking know how to play an action game. holy fuck i'm also devving one)

ED: and fighters ò__o

>I'm not married to the battle theme myself, but I haven't gotten around to changing it.

i personally find the contrast very funny. If you want the tone to be "serious" then, maybe it's not a great track

>Anyway, there is a way to beat it if you are curious for next time, but it involves exploring the level and talking to all the NPCs scattered around before picking up the stick. 

lmao. and on minute 0 how is that conveyed to a player? problem is, most dd demos have an unfair difficulty beacuse balance is still not there; i have to admit that probably if this game was an actual release i would have tried to explore. But since we are in a dd setting... <___<

jokes aside; if this is your design, imo a "something" should show up to let you know that this game is not a corridor and you can explore. or you could change the level layout to make obvious that there is another way.Something like that.

dunno if you played nioh2, but there is a great example of "that" in its first stage.

Since you are a shmupper i'll give it another try tomorrow morning.

Overall thoughts

Even if full of placeholder art, i found everything great. i played it was a "game" and not as "let's review". I was fully in the game, so i didn't even remembered to alt tab out to take notes. i just played N+ with shotguns on XBLA  

I could totaly see this as a game on sale, sell it as a "N+ with guns" and enjoy some money for me too.

dunno how much polish you wanna add. imo dev asap as many levels as you can while you market it; ship it when you start to blow up on socials.

Random notes

- Got lucky and unlocked lvl4 on my first try. ò__o
- but holy eff, i can't finish lvl4 at all  -__-''

- dunno how useful life can be, since you die at most in 2 hits. a that point, maybe add a "hit" system like bayonetta challenges, and give a player 2-3 hits of life (nice cave story ui tho)

- i like as lot that weapons are punchy, sound great and are different on a design level

- magnum bounce bullet is very lmao; machine gun imo might be the worse weapon, since it's use is almost the same of the shotgun (for what i saw in the levels) 

- the only thing i dont like is the loooooooooooooooooooooong wait for an axe kick. maybe in a few hours u can "get" the delay like the classicvania chain, but i dunno.

Overall thoughts

sadly my time here run very short because i found your demo unreasonably hard. 

i like everything i saw: the dreamy atmosphere, the dialogue, the artstyle.

I've read i'm the only one to get filtered by this first battle, so i'm surely missing something. 

i'm willing to try your game again in the future though

Random notes

- the tutorial on how to equip your stick stayed on screen for just 1.5s

- lmao the change of tone during battle

- so, every enemy needs 3atk to die, but you die in 4. but you fight against 3 enemies on your first battle. the special "gemini" can hit multiple targets easier, but deals at max half life of an enemy. also you miss a lot if you atk from the front, so you should stab them in the back

  - I tried this first encounter three times. i could not solve this puzzle. Even when using the bonfire and the topside of the arena to juke enemy attacks; using gemini on 2 enemies i simply cannot win.

- Super imo: if even when exploiting enemy ai you cannot win the first effin battle of a demo, it's time to call yourself a noob and move on.

(1 edit)

Overall thoughts

I remember when this game just started devvin; happy you kept goin.

i'm sadded to say that i didn't enjoy this experience very much. everything it's very slow, and the talking is very long. for a game with a hip and cool skin about planetary exploitation imo this is a problem. your gameplay dosen't live up to the "cool" art you have.

i'm doubly saddned because my tip would be: maybe check incrementals to see how to speed up your experience 

another problem is that even if the skin is cool, i haven't been hooked by your gameplay at all. this is beside the "it's slow" problem; every game should try to pull you in to play a little more. i havent felt anything like that, imo that's a very big problem

the real problem that summerizes everything above, i almost don't wanna write it because it's a dagger to the chest, is: dunno what's fun about your game. 

Since i'm not a lamer that dunks on ppl for fun, please lemme know what should be "the fun" in your experience, so i can give another try to it.

Random notes

- i love a lot of the polish you put into the game: how resources look, music etc the "bad stuff" like contracts portatirs i wont comment on, since i know it's place holder

- i dont like the tutorial at all. it's not "interactive" enough, you click a lot and get very little done. it seems to story heavy for what you accomplish

- by the middle of the tutorial, where i tried the atom smasher and the the trade exchange i feelt quite "lost". the game has not(or i missed) a clear low level immediate objective to be done in the next 2-5min. If the tutorial told "dude complete some contracts" i totally missed it, becuase i've already too much.

- after maybe 15-20min the contract broker bugged out: when i completed a quest resourced were not removed from my inventory

- in the main gameplay area imo you should focus and tutorialize the importance that every "room" has a double function for right and left click

>Also I didn't "stretch" anything. The "Wong mode" is already toned down in many ways (including enemy damage) from what the game was just a week before this DD.

but you say in the end of your reply that you agree that enemies killin you in three hits is bad. So i don't get what "tone down" means in this context. Overall for what i played this dosent seem a rage game, but an actual attempt at making a 2d beu: if this is the case having drain health and enemies that kill you with 3 hp is very drastic. you can tune this in multiple ways, from enemies dropping more health, adding some healing items drop etc. that's not the problem; my problem is if "that" is the first level, i don't wanna see what path of pain you will be making for the last level. And i am a beu/soul/stylish/nioh/big dick is back in town player. Moreover, for how punishing your game is, adding also a gameover + hard reset to the level like an arcade is really spiteful. that's also why i've written you streatched your content. also in testing phase imo give a bigger number of lives; if you were testing level balance and first time play with this build, imo your difficulty setting pov for what a player should expirience is completely out of wack.

>footsies

i can argue that "footsie" fights against your game design: if you want footise your gameplay is probably too fast. But this game needs to be fast because your health drains; and since wait and dodge it's a losing strategy, it's better to dash beyond any enemy that is not gated. And when you need health, you win by outmanuvering enemies by dashing on their backs and chain-stun them. in your current build "footsie" is not a good philosopy to follow. I'm basically playing megamen zero [melee edition]. if you say footises are well implemented and useful, i need to see how you play your game; because then the problem might not be footise on itself, but how you teached me how to survive in the tutoral.

>yamazaki

search yamazaki king of fighters; he has a counter move(tongue out); that pose it's very similar to one of your pg

GLfor your next build

>Made it to the end. I remember playing the version with levels several demo days ago, glad to see a glorious return

thanks dud!

>Im not sure what the yellow ball pickups or the fire familiar do

yellow pickup are energy for subweapons, it's my fault on subW tutorial room(that room is shitty and needs to be redone). Familiar is explained in some post below (search orange) if you are curious about it

>I think some bullet pattern variety like in shmups would go a long way, I think the only kinds of shots you have to dodge right now are cardinal or aimed at the player's current position

totally agree. my only problem design-wise on implementation is: a bullet pattern is harder to do if there are platforms everywhere blocking incoming bullets. it's something i need to resolve, any feedback is welcome.

>Strafing is pretty slow and with enemies being fast and mobile I didnt find myself using it very much

i have to check how much of a problem this is. Since this speed was tuned for the "old game", that had a very low pace in comparison. i need to ck and compare normal and focus speed on some touhou. Btw, would you like a powerup "increase strafe speed"? or you think this speed would be too low even if you can upgrade your movement a la gradious. 

>the upgrades were cool, but the only one that changed my strategy going into a room was which subweapon I happened to have

indeed, this was a very early vertical slice, and i'll try to add more pows and choices (shop etc) by next demo

>I really like the music 

royalty free stuff goes long way ò__o

>and the main character's design

ty dude, thanks again for your feedback

(3 edits)

Overall thoughts

i'm mixed. i love the art, the mood, the aestetic and music. But if this is a gameplay-first experience imo it needs a lot of work

played with xinput pad

played oh mah gawd justin wong mode

Imo it has a lot of potential, but players will throw the controller out very very fast. dunno how your "easy" mode is easy, and if solves my problems written below.

imo though, as this stands (wong mode) dosent seem an "hard but fair experiance for lvl.40 wizards", but just badly designed. you dont have much content so you stretch by making your players die in three hit. I get it. imo that kind of thinking is not something you should have ever, but expecially while testing.

Random notes

- "press start" screen (i could not even read the word at first lmao). You dont go forward by pressing start, but A. double lmao if this is intentional.

- in the first room, i interacted with neet chad by pressing up on d-pad, i also jumped on the same time and was stuck in mid air for the whole conversation

- neet chad's beard seems more peanut butter spread on his face. i'm a pixelshitter, but it's probably the symmetric highlight that made me see it as a liquid and not as hair

- walking is super slow for no reason, i really dont like it. since dash has not cd you wanna always dash. since you lose hp with time, walking is always a losing move. if you need a slow walk only to better postion and survive tricky jumps, imo rework it. this is a combat experience no?

- dash input in the tutorial screen seemed a combo, add something to make players see at glance that those are two alternative inputs for the same action

- also, putting a dummy near the tooltip for the dash is quite useless and confusing. it doesent make me think that you need to use the dash to pass that gap

- really like music, and that little animation when you change scenes

- while using sword stance (nice yamazaki reference) i got a crash:

___________________________________________

############################################################################################

ERROR in action number 1

of  Step Event0 for object obj_actor_parent:

Variable oPlayer.bs_recovery(104915, -2147483648) not set before reading it.

at gml_Script_anon@3074@pState_sword_stance@pState_sword_stance

############################################################################################

gml_Script_anon@3074@pState_sword_stance@pState_sword_stance (line -1)

gml_Script_anon@177@StateMachine@State_machine

gml_Script_anon@1843@pState_sword_stance@pState_sword_stance

gml_Script_anon@353@StateMachine@State_machine

gml_Object_obj_actor_parent_Step_0

gml_Object_oPlayer_Step_0 (line -1)

- the special sword + gun tutorial dosent tell you how to exit those modes; the gated encounter of that tutorial room is ver hard for no reason. Since entering special mode and shooting/swording is a long procress, the hardship of that encounter is just a timed race to hit something before you get hit by a bullet. not fun, and not an interesting tutorial

- classic melee combat is assigned X Y for punches (Y strong); A B for kicks (B strong). you swapped contorls that are the same everywhere for no reason

- in the first real enemy encounter you place one enemy, and 1m after a stack of three. a first solo encounter is good to ck the moves ai etc; but the second needs to be more spread out. also if by putting three big enemies with aoe dmg in an enclosed space you wanna tell people that they can skip non-gated encoutners; imo that's very bad tutorialization. also you have for granted that people will dodge that aoe wind atk by jumping, so you put a low cieling; but you only give that opportunity for a player in the first enemy of that stage

- in the first gated encounter of that level (two pits on the side, and 2 enemies with signposts), the far right enemy shooter can be awaken if we get too close. that for sure is not intended, and if by chance it was intented imo it's a challenge for later levels

- overall i dont like that enemies kill you with three hit

- i dont think is "good design" to have infinite air dashes

- if you "are dyng" and life paticles ae coming to you, they should save you, and not not-heal your dead body

- in the last gated encounter of that level, second wave enemies spawn with a great deleay and you can die by "waiting". worst feel ever.

- i like that you can duck under the big puncher enemy, imo it should be introduced before the signpost enemy; not after

- problem with big puncher. since you can always dash behind him, and you can't attack while crouched (you are also vulnerable to aoe signpost wind atk), ducking is very rarely a smart move. i like the design of it, but imo you upgraded the movement too much, and made this solution almost obsolete

- i overall understand why big jump with LT is there (is the same action as quick crouch jump?), but your movement is on RT; your special atks are on LT. putting a movement move on LT is a "mistake"

Overall thoughts

tetris is always good. I like this spin into a rogue, i dunno if there are other games like this; I know about peglin, imo you can take some inspiration from it.

i like that there are already a lot of monsters with special skills that makes every encounter different. Speed as an enemy skill is simple but genius

imo this could be a commercial success(depending on competitors, marketing, polish), gj.

Random notes

- both Z and space didn't work on gameplay, but space works to quickstart an encounter

- since you move with arrows, plese add arrow move for menus

- on the pause menu, you should have a "resume" button, not a "back" button to unpause

 - moreover, resume should be the first option on top, not return to start screen; return to start should be last option, with an additional "are u sure?" etc etc,. same for quit.

- on the slect room screen, add something that makes you notice that:

 1 - this map is an interactable 

 2 - something that at a glance makes you see where You is (maybe a border animation on the You tile itself)

- you can stuck pieces to the side of the tetris board. If this is intended for normal play, i beg u to reconsider. Imo add it as a BIG malus, or a skill for a boss/elite enemy. This bug disappeared when iu restarted the application, in both cases i choosed the warrior pg

- on victory screen, add a "choose" above the three choices thast pop up

- more on map screen, you need to let players know that they can move back into empty spaces

- i like the boss (ghost with swipe) a lot. sadly i didnt beat it

(1 edit)

Overall thoughts

I like a lot of this. Ambience/vibe is great. I dint encounter any bug, beside a problem in the catacombs that imo you can easely fix with a zoomout function.

I like the style with a few exceptions:

 - skl dosent seem to be cohesive enough stylewise with the rest of your art

 - also acolyte with robber mask and boots, and baseball bat

 -  also a suiper clean lamplight

 - also big trashbags like we are in a city for some reason

Imo the potential is there, if you can setup the mystery of this setting well enough you could get a lot of ppl speculating about your lore. 

Random notes

for first encounter i got very unlucky and got a mud spawner as an enemy, and only after e while i "got" that that was a spawner, and i was a noob. For actual feedback, maybe the first encounter of a run should be really piss easy to get things going faster and get some upgrades

on map screen there should be a note with what icons means, or at least let me hover with mouse even when i can't click it (it's more a tutorial thing)

it's very fun to use force push multiple enemies, break barrels and give status effects, etc

imo the overall combat is good, but everything is spongy. 6 dmg for force push, but every enemy has 30 hp. i'm of the philosopy for a slim and fast paced combat, doubly so when you are just starting and u could turn a player away.

in short, i can't accept to feel "boredom" after only three fights, because those encounters can last a lot (for a noob, this could be a very bad thing). I can totally agree on the "why" your basic atks are not super powerful: about strategic positioning, using spells to take multiple targets at once, and using barrels for extra dmg etc. But imo at least in the first 30min pacing is super important, noobs get bored very fast. I would suggest you to make the first few encounters with enemies at half life, and test to a new player too see how it feels.

in catacombs i have problems to "get downstairs" because cards are on the way of the node selection; same thing for attacking 

GL dude, u have a great attitude.

(1 edit)

>I think it's a bit too easy now. I'm not sure I like how the secondary weapons work now, you get too many of them and the lunge seemed much better than the rest.

indeed. your opinion is in perfect line with the majority, so it needs to be fixed asap

>Also in the second tutorial you can't use the bomb if your health is too low, it should probably reset your health in the tutorial rooms.

ye i totally get you. so far im "not solving" that problem by giving you 99 lives; also on death you are 3s from that bullet wall

thanks for the feedback dud

>Looped through the game twice

 A question for you: on second loop the rooms/encounters felt like replaying the same level, or were there different enough to be still enjoyable with a "novelty" pov?

Glad you enjoyed this demo, and ty for the feedback

>In terms of difficulty, the combat feels very hectic but I managed to beat the entire demo without losing a single life. I essentially kept almost dying over and over.

i find v interesting that this demo was found easy by the majority of players. in someway this is very good, because then i can became "evil" on stage 3, like psikyo and cave games (lel)

>I think the game could be really good if it had more enemy types and more interesting upgrades besides flat stat increases. The familiar that eats bullets is a good example of an interesting upgrade.

that's the overall goal for this game. ty for this feedback

Overall thoughts

I like the idea very much. i could describe it as a topdown shenmue(v cozy), with jrpg melee combat

i dunno what's your objective with this, but imo it has potential. also the story seems interesting, with your origin be something that recalls the original shadowrun

my tip is to not spread yourself too thin and make a lot of content, since there are bugs to fix everywhere. imo you should start polishing and bugfixing; meanwhile take notes about the new content that you wanna implment, and add it as chunks one piece at the time

dunno for what style you wanna go, but i suggest you to make a choice between anime style of the pixels and dialogue vs the western style of the combat. 

Random stuff i noted:

- i found the initial explaination of the bars on the right-side of the battlescreen hard to understand. imo also starting with all those attacks might be a mistake, even dq and ff starts with a semplified combat (my to go game for tutorial is ffx, u might like something else ofc, the important part is to take a step back and see how great games explain new mechanics)

- in the pier area (where you talk with sitting man) you can go out of bounds and walk on water if you walk into the little house at far left center, at the edge of the map

- i got the yellow mohawk bug too, when a girl with your same quest shows up:

ERROR in action number 1

of Other Event: User Defined 1 for object oDialogue:

Unable to find instance for object index 213

after that, i played the game and skipped the tutorial

- i like a lot that some quest can be solved with talk an not just by punching

I'll be really harsh (even more than i usually am) so feel free to skip my post. Also this was the first incremental i ever played, so my feedback could be full of shit.

I played till you unlock the healer; health potion is the last thing i unlocked.

Random stuff i noted

- i really want options to kill the volume, since it's only on browser my only solution is to mute the tab

- you can pick up coins after you died, while in the gameover screen

- coins/gems have a low chance to roll outside the screen; dunno if this is something to keep you engaged, or if it's somethingoutside your design. I personally like it because it keeps you engaged and it could lead to a later 'magnet' powerup for it.


Overall thoughts

i'll be very negative and harsh since i've been leaving you feedback since platform gun days. Imo you need to take this bitter pill: art is important. 

You know this on some level because healed sold "well". I feel you, i'm not an artist myself, but art is what will make a random player sit on a chair and try your game.

Even if your design is great, this art is a full debuff that turns away people. and since you already made a steampage + trailer i know this level of polish could be almost final.

So we are talking: enemies without anims; one tile per dungeon biome (for what i see from your screens); not even torches are animated. 

beyond that, heralds has not even a style.  Surface had that b/w of classic rogues going for it. what heralds have? it seems all placeholder stuff; even the title is just something typed.

I don't play incrementals, but i know there are lots of them out there, even one that uses the skin of "heroes goin into a dungeon". So this is not an out-there idea, a super new experimental thing that needs to be tested. Incremental is a genre that exists and it has a playerbase.

You talk about novelty in your videos. What's the novelty of this game? if i didn't know this game was from you, i would never click a steampage with this art.

Of course i'm talking from a pile of shit. you have three relases (one mildly successful), i still have to reach my first release. So as said in the beginning, be free to not consider my words at all.

Overall imo your game design is very good. i like to play your games. but when you don't care about "appeal" of your art, you really hurt yourself and your "product".

>in b4 this game sells a million copies in one weekend.

>Felt really easy, not because of gameplay (that was in a decent spot), but because I kept getting shields and 1-ups like crazy. Random enemies probably shouldn't drop those.

this first test was to see if the code works(lel). i made health and 1up very rare,  but y it's something that needs to be fine tuned

>I didn't think to use the special weapons until I was like "wtf do these books do? Is there a button for them?" so maybe a quick control overlay

that's a mistake i noticed just after i've submitted the demo, sadly i always miss something. of course in the subw tutorial there should be a button tooltip, like the rest of the rooms -__-''

>At one point, I was instantly teleported to the next level because I happened to be at the exact space for a door as soon as those would have appeared.

you moved very quickly to the arena borders (where i place the exits) or an exit spawned in the center of the arena(where you pick ypur reward)? if it's the latter case, you noticd a bug and i'would like to know more

>And I still can't tell if the shot actually has an explosion range or not? 

if you talk about the main atk, yes. it has a range after witch it explodes (in a little explosion); if you if an enemy, the explosion will be bigger

>game is hard as hell to not get hit in but the health feels too forgiving... so it's really difficult but too easy at the same time.

you think this is a good thing, or a bad thing?

>this really needs a little glossary of what every sub-weapon is and stuff like that

indeed

If you are using this project to test yourself and advance your skills, imo there is no problem in making it generic. a lot of people clone their favorite games to understand them better from a designer pov.

as said i'm not an expert at all with card games, but your humor could be a way. I personally find scary to write up something "lmao wo wacky" for every card in the game, but a general soltion could be to make your game satirical of other card games instead of playing it straight. Slayqueen by itself is a title that we can lmao about 

some general tips:

- for sure you love card games: pick your fav and for a couple of days play them a lot, with a notebook on the side. Note everything you like and everything you hate, considering your pov as a player and not a designer. something shuld come up.

- hippy tip: (architect vs gardener.) While you are devving, follow your inspiration and implement stuff that comes into your mind that are not "part or the plan". half of the things that makes my game fun were born from "it would be cool if..." kind of thought

(2 edits)

>Nice to see you again, friend.

^^

  • I wish there was some audio in the main menu, I thought my audio was broken at first on behalf of the silence.

noted. there is a low soundscape, but it's very low, and can cause confusion

  • What does the cat buddy actually do? 

in short it's an "easy mode" that can take an hit for you. if you check the comment under yours there is a detailed explaination about him

>about subweapons 

I hear you. I personally like sword dash so much i thought to make it part of the base skillset. The basic parallel i can make is classic megaman vs X and vs later megas with the slide. I could still totally just make sword an actual base attack, but at that point everyone would just zip around like maniacs. Since it also has an aura that kills bullets on hit, it's just too good to not use.

About remote mine, i most porbably need to power it up, the easier route is to make it a big as fuck explosion that goes through walls.

About the overall subW design: i need to see how i can evolve them with this version of the game, any feedback is always welcome. My main design is/was: you can only shoot forward(as u noted, it's a limitation), and the sub will help you kill stuff up and down. Of course all sub can be useful only if the environment synergize with them. in a very maze-like level, sword could be not very good, but mine and axe could win. a good idea to explore wouls be "let's make some levels where sword is shit".

also consider, sword is best subw for sure, but a classic castlevania design is to make it more rare to drop (holy water).

>I had a good time. I think this could be fun, though I'm not sure how much you can realistically squeeze in terms of content. It feels like the game is already at a bit of a ceiling without introducing brand new mechanics, like items/buffs and whatnot

my idea for this new game is all about "content"; mechanics(traps/obstacles) that adds up and combo wth each other, items and powerups. Imagine it as a mix of hades and isaac. this first demo was to test if i could do "random waves" fun to engage, and the main loop gimmick (stolen from hades) of fighting  and moving room to room while powering up. in short this was a main tests was to see if this design could gel with my stuff.

>Hell, you get so much ammo that you don't even need to shoot after farming for a room or two

well that's because i still havent coded-in a limiter for subw ammo ;^) ofc with that i'll also implement a powerup for it, like for hp 

Thanks for playing and for your kind words dud.

When i can download this? it seems you are updating your build every other hour

Overall Thoughts

lot's of potential. the pad support and chicks might make it already better than tower.

played with pad

reached minugun dev room


Random notes:

i dont like forced tutorial trigger after a few steps of starting. imo a screen that you can click like the shop would be better. pure preference

i like the systemshock vibes of mobs 

the level assets are less SPACE than i would like. they seems no SPACE at all, it's mmore an underground bunker

shop girl is cute. the protestic arms seems more armor than prostetic arms. if they are armor, they are not armor enough

I really like shop.exe anim.

since this is a more industrial setting than tower, having those green cabinet for chests is not enough of a telegraph(this is a problem only for the first 5min). i see bookshelves with stuff on it, i wanna try to take that stuff. like classic RE, you should fine a visual way to guess what's clickable or not at a glance

equipping stuff with pad is a nightmare.

since you can move while attacking and aiming, the enemies are not good enough to be a challenge. imo check how poe 2 solved that problem

on the other side i would like a dash of somekind. Or since you have big guns that weight a lot, you get a debuff on speed with big stuff like minigun, so enemies can be dangerous. there are ofc a lot of ways to solve this problem

overall for pad i would like to have a laser sight, at least for silenced pistol since you can miss a lot. maybe it can be an attachment u can add to any weapon. dunno what's your design pov on that  

i like the gore and gibs. maybe like some other games those gibs can be internal organs, bones etc 

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>Maybe the pause after receiving damage or triggering the bomba should have some animation, visual clue that this is on purpose (at least I think it is, but it looks a bit like a performance drop).

i agree. in theory i should add a quick anim on both(ed, even just a changed sprite for .5s), but so far i have no idea of what kind of image to do. On the opposite side, it's better for gameflow to remain always in control of your chara, so even when hit u can move/shoot. So.... so far i'm in the "i'll solve this later" stage.

(your partner has a % to absorb bullets when you are hit, and you will take no dmg. his help get more probable when you are closer to death. in my mind he is a support that you can find only on the beginning stages, and works as a diagetic easier mode. the fine tuning of how much he should intervene to save your ass is proably too low, since most people don't even notice when he helps you)

ty for plyaing and commenting dud.

Played tutorial and a few rounds in the swamp

I'm not a card player, i know only the basics of yugi and magic, so my feedback will be pretty basic.

>looking for ideas on more content (battles)

my basic tip would be to use decks as characters, like magic. this dud don't have high level minions but tons of low level, so he will swarm you; this dude uses tons of magic cards to deal direct dmg; this other dude stalls and foce you to finish your deck and die(i dont suggest that because it's lame play and players will get mad at it) etc etc


Overall impression

Game works and i didnt see any bugs. My problem is just how generic it feels even for me that don't play this genre at all. if you are making this game for fun, i don't see any problem with it; if you wanna try to sell this, i don't see anything to make it stand out. You can't really match the polish and complexity of an heartstone, magic or yugi; so you need to give your players another reason to play.



Random thoughts i noted:

title in titlescreen is a bit blurry, i'm in 1080p

in the first intro video the white elf/goddess image has a cut on the left side, like it's two images 1px or so missaligned;

"+1 mana after each turn + refill" tutorial might be placed too late

music in the tutorial is maybe too upbeat since the game itslef it's not very fast-paced

once a minion atks it should have a "something" to remind you it already attacked this turn, the warning on click is fine;

"how to win" imo is also set very late in the tutorial

the "sleepy" Zzz.. on minions it's also blurry 

in the main screen after the tutorial, with the knight statue: it dosent seem a plaza with a big statue in the center, but a miniature that you are seeing while stretched out on the ground, like a cat

i don't like to have the title of the game as a transition image. many changes are possible, imo use arts of your cards randomly (you could also have a setting to use your fav cards)

i don't like that the missions you accept don't have a visible "reward on complete". dunno if it's a design decision, or just something you still need to implement

i like map screen a lot.

dungeon gate used for transition is cool, but very blurry

gargoyle txt "everytime u pee" it's very funny, but it's not alligned to the overall tone of the game. Imo all your game should be wacky like that text, or all straight. 

Moreover, since your game (imo) dosen't have an appeal on it's own, this could be a way to sell it better.  However, since i don't play this genre i don't know if there is already a card game with LMAO guvenile humour.

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btw, it wasn't your fault about the door.
that room has a shitty flow, beacuse you enter, you fight in the right and then you should exit by goin up and back. I need to redisign that room entirely, since till that point every tutorial room is "go right".

thanks again

if you just walked through the grates, i have must misplaced something. ty for stresstesting it
also ty for compliments ^^

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i finished lvl.3, aka demo's end; played with pad.

Overall thoughts

i like the tron+geometry wars vibes

destructibility i like a lot, and probably it's your main focus. "see how every enemy and the arena itself is destructable" etc

gameplay is solid, but with only one enemy there is only so much i can say about combat feel.

i don't have anything bad to say about your demo. the main problem is that you need tons of enemies, guns, ship parts and bosses.

it's no joke when you have isaac as competitor.


Random stuff i noted

lmao what's a pre-prototype

the first screen where you look around it's cool but imo too long; 

when you choose the memorycard for your saturn: the light border on the cards seems too little, it's probably just a problem caused by the camera angle

"go back" with B/circle button in menu ui imo it's a must;  

making the enemy spawn after you open the gates is imo not a good choice (visually). maybe you spawn them "deactivated", then you open the door and then you ativate the ai

you need "something" to happen when you kill an enemy to visualize the kill(beyond energy/money drop). The destruction fucks with this, bacause some enemies are still alive when they are only "a few bits of poligons left" and i have to double check them. 

lmao a slotmachine room. i lmao, but if this is the only "shop" i'll suggest you to make also a classic one, and leave the slots for risky "rare" drops. a way for better players to have more fun.

also since this is an isaac game, you probably need a powerup per level to incentivize exploration of the dungeon.

boss door should be different, beside on the map (again, isaac)

when exp flies to you, it shouldn't have an "OnExitTrigger" or similar effect imo. when the energy locks you it flies to you and should not lose you

when you change dungeon floor, it seems "level" is reset.

i like music blasting, but it seems to increase and decrease volume on it's own. you should make "maximum volume" in your audio mixer. also an option to change volume while pausing

i like a lot that razor boss on lvl.3 has more parts to be broken than previous versions.

about the boss, i like his intro a lot, but ofc in three levels i was already "get over with it". it's probably more a recycle content problem that will disappear once u have more bosses

i dunno if i like that if you dont "aim" your ship goes places when you shoot

this sticky talks about it:
https://itch.io/t/4120453/game-quarantined-search-or-indexing-problem-read-this

i did a check and now both my username and game are displayed. thank you!

Hello,

I just noticed my game and myself as a user are not indexed.

I've read the sticky and a couple of other threads on the topic, i've checked "Visibility & access" settings and other common stuff. I update  my game every couple of months, but i dunno if this is enough to remove me from the index and be reviewed again. I never searched my game so i dunno if i was indexed before; (for what i read if my only project is not indexed, my account too will not show up in any results, so i double dunno).

Thanks for your time

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Is there a particular reason why swinging the sword from below to up feels strange? 

the reason is pretty simple, you don't use a sword that way. a swing like that it's something very uncommon to do. I can agree with the design decision to have X weapon not hit above etc, but the classic sword swing, it's an up /down move. A stab/point/Dmc stinger it's a back/forward move. So in the end it's just a problem of skin for said weapon.


Cursed World is the first area of the game, it is supposed to be a "twisted forest" with labyrinthic design, nonsense geometry and risky room layouts

It's your game, you can do what you want. Imo, this is pure nonsense. The first area of the game, be ragebait/kaizo or not, is to be the easiest zone of the game. A place where you get introduced to its mechanics with a certain degree of safety. You can't say to me that your first area is very hard, labyrinthian and full nonsense; but the second area is chill an more normal. Everyone will quit the game before getting there, because the rational thinking will be "if this is the beginning, i can't imagine wtf will come next". 

There can be exceptions of course, but they are mostly story related. You start a prologue from the end of the story; you start with a powerful pg from the past/future etc etc

It's your game, you can do what you want.

ED: lemme add that, empirically you can do whatever you want; the problem is to make a player care, and stick around till the end

Tested the web version*

I like this topdown doom a lot!

Dunno what your aim is,  you have a ton of possibilities. both a hotline miami style or a survivor kind of a game can work with this gameplay; but i must say that your game made me remember the old great twin stick shooters of the early days of iphone. Consider doing closed maps like the one you have now, and the game is to resist for X second to have a medal, unlock stuff, more levels etc

the only thing i really dont like is making your ammo refill by themselves on a long delay. If you wanna keep all the ammo on autorefill, an ammo count on the status bar is a must. so at least you know what weapon is ready to be used again.

Maybe consider a weak weapon with infinite ammo, or with a large magazine that autorefills; but then all the other ammo are just found on bodies like powerups. 

I suggest you to check nuclear throne for your wiz ability; you have tp, you can make a ton more, as more chara to use, or skills to equip.

Check also ubermosh, it may spark some new ideas about your game.

I like the style of wiz on coverart. dunno if it's me, but he seems bored

GL 

Thank you for playing!
- yes the game is still very wip, but i totally forgot to add a slash hit effect on the axe; so ty for reminding me 

- i plan to have a wide array of challenges, so you can avoid what you don't like if you dont plan to go for 100% completition (or power yourself up to the max)

- i hammered down the game a lot following feedback,  nobody likes to die in the tutorial. Of course the difficulty will ramp up.

I' glad my word have reached you

It's something that I've been concerned about for a while, trying to find ways of fixing it without remaking everything, but you've got a very objective view of the problems and it makes clear that patching up the map would not be enough.

It takes a while to understand what's good design in your own game (since we are not copying a game mechanic per mechanic). Me personally had to remake the tutorial from ground up 3 times, and the first levels. Also consider the Romero tip: "the first level should be the last one to be made". In our case we can't really do that, we need to explain to testers how the game works, but redesigning a level from zero imo it's not a shame, because we need to craft a smooth experience for the player.


 the game itself is meant to be niche. It's going to be a difficult game (not the same way it is now) with weird design choices and humor.

There is no problem with this, imo the only unexcusable thing is an unfair challenge, aka gathca moments. Take a look at Floe playing "i wanna be the guy", then see some games you like that are known to be hard but fair (super meatboy, 1001 spikes etc). Extrapolate lessons on what to do, and what to avoid; also test gameplay lenght checkpoint to checkpoint. Consider that you are devvin a metroidvania, so the road from A to B will be different from B back to A. In some sense i could also suggest you to try to dev pieces of the map as a stand alone levels that connects and fork at junctures; or go classic zelda 1, with an overworld and dungeons. you can do anything.


I can't tell what is wrong, maybe it's the color choice or the shape of the entrance, I don't have much idea.

In my case it was the shape of the entrance. Also gfx design it's a continue work in progress, so gl with that

Btw, swinging your sword from low to high feels very strange

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nice catch, maybe if i put that tip on  the "red spinny room" it would avoid confusion

ED, or even "Sometime Bomba is the right answer"

Thank you for playing!
The "red spinny level" you screenshotted is a little unfair on purpose. That room is a tutorial for the bomba "you can evade everything, etc": in practice you can pass this challenge without losing a single hp, but it's a very hard challenge. The solution in this case is to use the Bomba to bypass some of it.

Of course some players still don't wanna ever use a bomba, they prefer to die. I need a better tutorial to explain that.

Sorry for the great delay,

I like it a lot but imma be harsh (as always)

This game it's harder than nintando hard, mega man 1 and castlevania seems babby mario in comparison. Imo, this is a big mistake. Since this is not a level based precision platformer (let's imagine super meatboy or 1001 spikes), this challenge it's simply absurd. You cant "explore" when every mistake is a death.  And since at every death you can lose a lot of progress, the patience of a player is immediatly lost.

i'm gonna be super harsh and say that some of the "traps" are not only super hard, but badly designed. 

The intial screen could be something like firelink from ds1: on one side you have a super unfair challenge (catacombs), on the other an easier way (aqueduct to undead burg). This is not the case for your game. It's all death spikes guarded by monsters in the air, and monsters on the platform you wanna land; and since most things kills you in one hit, (and yet you don't know what you can kill with one hit) you need to experiment; you need to time jump to avoid or atk a mob in the air then avoid/atk the mob on landing. Let's also add a gatcha little green thing that jumps out from the acid lake. So not only it's very hard to explore, but i also need to memorize the 'bad spots'. Spelunky, 1001 spikes are fair because they (for the grand part) don't do gatcha, if you play carefully and see your surrounding, you pass almost anything without getting hit.

In one phrase, it's all too unfair, too soon. You lose the player right away and he won't be back. Of course, if your objective is to dev a iwbtg/rage game for streamers, forget everything. Great job.

The graphics. I like it, but yet again, the common player dosen't like someting that mixes nes and spectrum. All back blackground are seen as "lazy" and not as an art choice. Add to that, some spritework is confusing: for example at glance i can't even see the door to the primitive man that wants a fruit. Now where your intent to hide something ends, and bad spritework begin?

Even in the case that you want to dev a rage game, this gfx is not appealing enough for a consoooomer kid that watches streamers.

In the end, if you wanna dev for the fun of it, i have nothing to say: i like the gfx, the music and everything. Maybe i'll put some more checkpoints like VVVVVV or pogo 3d.

If you wanna dev for commercial, your players for this game are maybe 1000 in total.  i can be super wrong, Harry Potter and the phil stone was refused by every pubblishing house. Of course don't give up on this, i'm one of those 1000 players

GL

Sorry for the great delay:

i did a few match against the crabs (lmao).
my feedback will be similar to what i've said to solitaire dev in the past, i suggest you to check his game and check the feedback he got in previous DDs. Of course you need to study balatro; and give a try to PuzzleQuest (Challenge of the Warlords). Puzzle quest will be super useful to you if you wanna implement a story in your game. 

Random thoughts:

- pls put the title of your game on its folder, prototype 4 is not optimal

- this game needs a lot (A LOT) of graphics, sounds and good telegraph to understand in a blink what's goin on. If you don't wanna mess with art/sound this project will be super hard for you

     - for example the crab move that halfs one of my rolls seems totaly random

- overall the idea it's there, it's also mobile freindly, so another way to success


Random rambling conclusion: dunno if this is a project just to get started into dev, or if this wants to become a full paid release. With the right skin, juice and addictive gameplay it could be a success. 

PS: for totaly unreleated reasons i was rewatching the original pirates of the carabbean trilogy... a crew of undead pirates that bets years of service on the flying duchman. The possibilities are endless, of couse consider a sexy appeal (strip dice game?) to gather money really fast.

GL

Ty for for playing dud

I understand the axe problem, i'l explain it so maybe it would also be useful to you: axe subW is the one projectile that i rotate via animation (and make it bigger and shorter) and not via different sprites. You are the first to voice it, so double ty for making me notice dud

GL w lombard