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Vladark

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A member registered Jan 23, 2014 · View creator page →

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If you talked to the npcs at the start they explain all the controls, all of the npcs have multiple lines that sort of explain everything as you go, you seemed to have skipped all of that, you also missed the playable piano.   Those npcs are just for this demo though and not really there in the actual game.  The intro is going to lead into a tutorial that explains how to play. 

Thanks for playing the demo! It was fun watching you play.

Many issues you had have already been fixed.  It wasn't really demo ready but I wanted to get feedback on it anyways.

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Thanks for trying it out,
There are plans for other worlds that aren't dall-e art, it's the starting area / town but the player gets the ability to travel to others, eventually.
They aren't set in stone yet but at the moment I'm considering a gunpowderpunk world, like steampunk but everything runs on gunpowder, and a few other ideas but I need to finish the papertown first.

I know it's odd these guys don't telegraph, I was planning for them to not really telegraph their attacks because they're supposed to be a minor annoyance and not a real enemy.   It makes sense in my head but I'll see how it works out with the other enemies.  I'm planning on adding vfx to them to make it more noticeable when they're attacking but not any sort of windup to telegraph it.  Part of their design was to add near unavoidable damage to a battle and their AI is designed to be an annoyance hit and run tactic.

You're the first one to find the sleep bug, I hadn't discovered it yet and none of the other players encountered it so thanks for pointing it out it covers a whole slew of possible bugs I hadn't considered with the logic but it's an easy fix now that I know it's a thing, I should be able to replicate and fix the bug no problem.

This area is a bit of a maze, stuff like the TV and piano are just put down for the demo to give players something to explore for, most people I watched didn't seem to find the TV or tree area, that lets me know they are decent hiding spots that aren't actually too hidden.
In the game the npc leads you to town while giving a tutorial and you go back into this area venturing in from town so the player should build familiarity with it naturally, at the moment you're just dropped in towards the end of the area which is why the zone seems so confusing.

I'm not sure why I never had pause menu and options on my list, it should really have been on there, adding it now , should be done for the next demo lol.

Thanks for playing the demo!

dodge and blocking isn't really finished yet.  I'm not sure if I want these enemies to telegraph their attacks as they're meant to be an annoyance but I think I can get their attack looking a bit better. 
It should do a different heavy attack based on how many light attacks you did, some of their animations are messed up.

I've been on the fence about combat outside of combat, i'm leaning towards allowing it because I need to put destructible stuff around the player can destroy for HP pickups, same with sprinting in combat, there's no real reason to not allow it. Originally I would have it load a battle map and I switched player controllers to a combat controller, I merged the two controllers so now combat can be done in the overworld instead of needing a battle map but I was still in the battle vs non-battle mindset.  It makes sense to just let the player do whatever whenever. 

The pickups are so small I wasn't sure anyone would even notice them yet lol. 

Hey thanks for playing the demo. 
You played the first version of this demo, I did a hotfix on day 1 after a few people struggled with the combat making it less difficult.  
If you have time can you try the new version? 
I think I want to keep it an action RPG, I think I can get the combat right if I work on it more.

Hey thanks for playing, watching you play was insightful but a bit frustrating to watch. 
You can only interact with things while you're not in combat, at the moment there is nothing to explain that and many people have tried to ignore combat to open the chest at the start.   There will be a notification to the player in future versions alerting them to that.  

The areas design is meant to be a little confusing, the player is going to be lead to the first town as part of a tutorial, then the player enters this area from town and returns which should build up familiarity with it, right now the player is just thrown into the area and random stuff is placed around the area, things like the piano and TV are supposed to go in the town but since they were done I wanted to have them in the demo, same thing with most the npcs in the demo, quickly added just for DD69 and aren't actually meant to be in the area. 

This demo was more combat focused to get feedback on the current direction combat is going in, the other stuff is just set dressing.  The next demo should be much better for exploring. 

I'm glad you liked the demo, I was worried people wouldn't like the concept or the cutscenes. 

I think I am going to tone down the colors a bit,  I'm going to experiment with some post processing effects and shaders and see what I come up with.

I think it could work without the combat but I think a good combat system and fun boss fights would make the experience better.

Thanks for playing.  At the moment the enemies spin when they attack, I'll be revisiting them and adding VFX and SFX to the attack so it should be more noticeable in the next version. 

This version is a bit scarce and combat isn't finished but I wanted to get opinions of its current state to see if it was in the right direction.

The piano is dumb fun, I'm a huge fan of it myself and it distracts me while playtesting sometimes.

The enemy in the game right now is a scribble, it's the most basic enemy and as the player levels up it's supposed to be more of an annoyance and not a difficult enemy.  I planned on having a 2nd enemy for this demo but the cutscenes took longer than expected, it wasn't quite ready so I didn't include it in the demo I have the first boss planned and should have that ready for the next demo as well.

there is dodge roll bound to F, it's not finished and doesn't give iframes yet.  The scribbles don't telegraph their hits so the player isn't really meant to dodge or parry them. Blocking is also bound to F, parrying isn't set up, etc.  More combat is planned.

cool idea, combat is okay, could be better. 
The chain should move the skeletons around instead of clipping through them. 

I damaged myself with the explosive skull thing and it did a lot of damage to me, seems too punishing for a simple mistake. 

It was pretty tricky.
The sfx seemed loud compared to the rest of the game.
My main suggestion is adding other fire directions, being able to shoot up/down would be nice. 
There seems to be scenarios you can't get past without at least taking some damage, like going against a whole wall of things shooting at you faster than you can reach shooting range of the wall.  Seems there should be something the player can use for defense there.

Menu games can be fun but I don't like that it just drops you into the game with no intro, no goal or anything, I wasn't sure what to do.  I went around collecting food. 
With some direction and more stuff to do I could see it being interesting.

It needs animations, at least basic ones like movement and jumping, that should be priority 

The text on the upgrade screen is hard to read without making the game full screen.
Players like 'breaking' systems or finding interesting combos in the upgrades, absurd chain reactions, etc.
I had fun but I think it can be pushed further.

I thought the controls were fine, especially once I figured out the arrows showing my velocity on each axis.  Maybe start in the other control scheme instead of telling the player how to switch to it because it seems more intuitive.

I had fun, it's like Risk in space! what's not to love. 
I would suggest more unit types, maybe even economic units that generate money for you by moving around your backlines.
Also upgrading planets or adding planet defenses.

Interesting take on idle game, I enjoyed it.  I found a bug where when you go to move a building then toggle move buildings off then place the building it duplicates the building.
Even without duplicating buildings I was able to beat it without unlocking most things, I had 2 ogre hills and that was enough. (plus some smaller guys)
With some better art I could see it doing well.

Pretty cool little game, the tutorial felt a little long and I didn't see the option for upgrading your weapon but I see other weapons in the gifs for the game.  Maybe I just didn't play far enough into it to see them? maybe put the first weapon upgrade earlier?

That was a lot of fun, it's a nice little platformer.  Is the art all placeholder? with a nice coat of paint I could see it selling well on Steam.

Nice little browser game, reminds me of Smash TV.  Would be cool to see more types of upgrades or different weapons if you're going to continue it.

Thank you for playing the demo!
Watching you play it was very helpful.  You can't interact with stuff while you're in combat, a notification for which I completely overlooked. 
I pushed a quick hotfix that gives a little more feedback for combat. 

The scribbles try to stay outside of your combat range and move in to attack then move away, most of your hits were falling short of hitting them.  The new update made the players attack hitbox bigger so it should be easier to take them out now. 

Thanks for the feedback!

The wording of the intro dialogue changes when you play and there are over 100 different voiced variants, but I agree the wording in some of them is a little odd.

I thought the intro cutscene might be a bit long, mainly the fadein/fadeout, I agree they need more personality, I'll think about how to make them stand out more.  Their dialogue in the intro cutscene changes on new game and some are more playful than others but depending on what they say I could see them coming across as average, but RNG shouldn't affect how they come across so I'll revisit some of their dialogue options.

I blanked on people not realizing you can't interact with stuff while in battle, I figured the music would be enough of a que but I've seen a few people struggle with that concept so far so yeah I need some sort of notification for that. 

I just uploaded a new version, the flying enemies is a bug that should be fixed in this version, I also made it easier for the player to hit the enemy and more noticeable when you do damage,  I do need more feedback for the player during combat though. 

I agree with all these statements, Thanks again for leaving feedback.

With the combat there is an attack combo you do, but you have to get the timing right or else it just does the first attack over and over, which is what was happening with you.  There is a 8 hit combo, and right click does a heavy attack that is different based on what hit you were on. 
In my testing in the editor version going in/out of buildings always worked, I never got stuck in a building like that.  I didn't do any testing of the compiled version. 
Thanks for playing. 

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There are a lot of bugs I didn't notice because they weren't showing up in the editor and only showed up in the compiled game and I didn't do any testing with the compiled version.  I just have to change the way a few things are done internally.  Most of the buildings have an interior / you can go inside and they all have ai generated walls.  You also missed fishing which you have to go to the end of the dock to do, Fishing isn't really all the way in yet though atm it just plays a broken animation. 
Also, that first group of people you saw but avoided because you thought they would try to fight you? You could talk to those guys, all that dialog is changing though.  The buildings used to be done differently, and talking to him would unlock the gym door, but that was when I was doing the buildings a different way. 

The piano picks a new song each time you walk up to it.  
The game is still super early in development / wasn't really ready for Demo Day but I figured I'd upload it anyways.
Thank you for playing.

I didn't finish the combat yet, but all of the buildings should be enterable and exitable.   I'll look into that.  

Thank you, nice big list of bugs.  I knew about most of these, just haven't had a chance to fix them. 

Is jumping really that important?  I thought people liked rolling these days.

The enemies aren't beatable in this version, I probably should have said that somewhere.  Whoops. 

It is designed for you to have party members later / gui designed and programmed with that in mind. 

I've not been working on the game that long, most of these bugs should be fixed in time for the next demo day. 

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Yeah it is alpha atm, I almost didn't upload it to demoday because it's not really in a playable state yet.
There is a group of 3 people that can be talked to, One of which is a green alien looking guy who asks if you want to fight and starts a battle. 

The area is more of a debug area while I got everything working, I was just focusing on getting the combat working and other basic game mechanics.  

Glad to see you're still making progress on this.  Keep it up.

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the joysticks are because it's android game, atm it's set to use that layout, but will have a few different control layouts to pick from.
Jumping with the joysticks isn't working atm because I disabled it for the windows version,
I think the gameplay would be too fast paced to do swiping left/right to move.

There are more obstacles in the game than in the demo, including one you have to jump over and one you have to duck under.

I get what you mean about the obstacles being annoying / getting in the way of the camera, I've considered the same thing and will most likely make them fade to see-through once passed, but I don't get what you mean about the camera being wonky. 

Also, I just got collision working, I should be able to submit a version with working hp/collision/a game over screen before the end of DD.


As for the visuals, I'm not sure what to do with it.  I think it'd look a lot better if I went a more cartoony route instead of whatever it is now.

 

I liked it, fun/10.

I don't get it.  Very Simple. 

I like how it looks, could see it as being the base for some sort of mobile game,

Really fun / unique puzzle game. Great Job.

I'm happy I got to be in your games, and that your game is basically about eating other agdg devs. I ate all of the other devs.

How do you do these amazing things you do?
10/10 best game of the jam 2 jams in a row.

great game, 10/10 I could see it being extended to a full game and doing well.

Where can I buy a fridge like this?

Did you miss the deadline on purpose, knowing Viridian would let you submit it anyways? So Meta.

This game has encouraged me to raise my own dust bunny IRL. 10/10