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Wackytoaster

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A member registered Sep 10, 2015 · View creator page →

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I will probably make the glass stuff easier by giving it some multiplier. You're not the only one struggling.

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Heh, someone's bound to be creeped out by the spiders. I tried to make them as non-threatening as possible, but arachnophobia prevails. The thorns don't change your direction unless you bounce off a wall or start rolling on the floor.

Seems like a charming game. Is the jump really that powerful that it needs a 10 second cooldown? I also got confused at the shadow guy outright killing you if you get too close, it happened on the second run and I thought it was bugged at first. Also getting stuck between the piggus is nasty they just sort of stunlock you hard, if only my jump didn't have a 10 second cooldown. Some text for the abilities would be great, what do I get, what does it mean, what will I get if I pick an upgrade over a new ability?

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This one feels juicy. The asteroids shattering is awesome, but I'm not the biggest fan of the spaceship controls. The gravity shield is super annoying, I'd expect that to be more in the later levels.

It has this pixeljitter effect with the camera movement, maybe you can find anything that helps here https://github.com/godotengine/godot-proposals/discussions/9256 I don't use godot so I cannot tell. Rest assured, the issue also exists in other engines, it's usually tied to smooth (sub-pixel) camera movement and pixel-perfect rendering iirc. It's also part of the reason why I don't use pixel-perfect rendering in my game.

When I saw the turns passing I initially thought of DOTage, but it is obvously different. What I can say is that I'm usually not a fan of what I'd call empty turns, where I just click the pass turn button repeatedly to pass more time until I have X wood or whatever. Imo in turn-based games every turn should encompass an impactful decision that is made. Waiting can be one of these decisions, but in most cases it isn't. Plain waiting for enough resources to be gathered is not interesting, so there should be some other decisions I can make while also waiting for the resources on the side. 

Why booba censored? There's some IK issues when running and some weird animations in general when button mashing which is exactly what I always do in these games, so I'm probably not the best source of feedback in terms of gameplay.

I did indeed shove a puck. Controls were not explained so I kinda had to figure out how I actually do shove the puck. Once I managed to shove the puck properly it was alright. I did think the power bar as the classic automatic one where you time it would be more fun. I'm also sad that I cannot do wall bounces, but I think that's intended.

Interesting concept. It does need a better tutorial since it's a little bit obscure what's going on. the tutorial also doesn't explain what the storm does or the lake(?)  and maybe like for tetris it would be useful to know the upcoming piece after the current one, so I can plan ahead a little bit.

Eh not really preference, I just thought since the main guy is 2D that 2D would be the default, so 3D looks out of place. I'm fine with either as long as it's consistent.

I only played the prologue but I had fun. The idea of the bullets filling up the room is interesting, is there a limit to this or could I fill a room so full that I softlock? I tried for a bit but it seems like you've taken that into account. It seems that especially when aiming up I'm not actually shooting at the crosshair but rather slightly left/right of it, which is kinda odd. I also quite quickly figured out I can kick projectiles in air before the tutorial told me, which is a plus. The bossfight was ok, although for the most part jumpkicking the guy seemed like the best strategy, but I still felt kinda like I'm just randomly flailing about without much intend or thought behind it.

I'm not sure where I could start with feedback since it is indeed very barebones. A map would be nice and also do I ever have a reason to specifically attack with the sclera of my left eye or something? I think this could be cool in some way if certain enemies are specifically vulnerable to that but at the same time maybe it's a bit too much detail?

Game plays like a not evil version of Flappy Bird.

Heh, that's exactly what I had in mind.

a button to "lock" the big flower (temporarily prevent interaction)?

I've been thinking on how I could achive this in a good way but I'm not 100% certain. I don't exactly want to add a button. Maybe I could make it timed so the player has to sit on the flower for a second or so before it triggers the goal but that also has it's downsides. It's less about the difficulty and more about making it as simple as possible. No extra UI, no waiting, just touch flower. I might keep it this way but make it so that it's a bit more out of the way and easier to avoid dropping in on accident.

- show the stage number when a level starts? It has to be an intentional part of the aesthetic that there are no numbers on-screen except on the stage select menu, eh?

Yeah the idea is to keep it as minimal as possible. Showing a level number somewhere would be fine though, I'll put it on the list. I also thought about naming levels and such but I'd prefer to avoid text as much as possible just for the sake of not having to translate anything.

100%. ~1 hour (about 45 minutes spent on stages 1-24; like 15 minutes to clear stage 25 alone).

Damn stage 25 got hands. It's actually intended to be stage 35 or something, I just shifted it back for the demo, but reading this I might have to put near the very end.

Thanks for the detailed feedback :)

I left that collecting after getting the goal in since it really doesn't hurt. I'll think about a time bonus thing for an extra mode or something in a later update, the game is supposed to be a simple chill game afterall.

oh. I mean good enough if I had known, yeah probably. But esc to me is a key that usually opens a menu or something, not a key that's used as an input. Making spells cancel by moving seems more intuitive.

I'm not exactly a fan of VN but objectively speaking this has everything it needs. Which is cute art and polishing, and the writing seems fine too, although I didn't spend too long on it so I don't know for sure.

The movement is something that takes getting used to... seeing the rotation of the slime better would be useful. Ducking helps a bit. But man those sticky ceilings are awkward with the momentum reversals.

Overall it works fine but given the nature of the game I think the UI will need a lot of care and polish. Right now I'd call it serviceable.

Interesting take on turn-based combat. Haven't played too long but what I played seemed fairly well thought out. Curious to see where this game will be once it's done.

Build up an army of goons is always fun, although moving them around is rather slow. The art style also tends to clash with some unis, I assume thsoe are placeholders (the 3d ones)

I actually shifted level 25 back just for the demo, it's going to be level 35 or so.  Yeah you can bounce off the spiky vines, not exactly intended but it just kinda worked out this way and I thought why not.

My intention with the game was to keep it extremely simple. A ranking system like that would be a good idea, but I'd simply consider this out of scope. Pretty sure at this point I'm leaning heavily in favor of just not doing anything extra here and keep it as is.

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I also got filtered at that castle level with the two sawblades, way too frustrating. The bounce when falling a big height is a cute touch. Like your rival gob (I think I missed that storyline) this game could benefit from the classic QOL adjustments like coyote time and corner push. And the character could use a bit more deceleration, getting to a stop feels like attempting to stop a bowling ball.

I'd say that's well executed. Two things: I got a "shell" stick inside a block by attempting the infinite 1-up trick, and I think the game needs edge push/corner push to help with the overall jumping.

Only played singleplayer, it was quite fun although I couldn't pick up the items/skills that were dropped at times. It says press Y to pick up, but neither Y nor Z did anything (I'm on german keyboard layout so they are sometimes swapped)

Really cute game, worked without any issues from what I could tell. The puzzles were simple, but I assume your target audience is kids so that's adequate.

It works well from a technial standpoint, but it's quite an experimental game. Not everyones cup of tea.

The shooting is janky as many have mentioned. It is quite fun, although I'm not too fond of the control scheme. I know it's trying to emulate the real thing a bit but still. Maybe if it overall were a bit faster?

There are some QOL changes that I'd like to see, largely what diablodev mentioned like cancelling spells and such. But healbotting can be quite fun especially if I can hurt enemies with it too. This could turn into a cool little game.

I ragequit, which is probably the best compliment for these type of games. I don't have the patience for that. Seems to work well from a technical standpoint.

Works decently well, but has a similar issue as many submissions I've tried where it has to load sprites or sounds or something on the fly and it hangs the game briefly, which gets better after some time when the stuff is already loaded. Is there a reason I start out without a weapon or a spell? I'd prefer to start out with something since punching goblins as a witch doesn't make that much sense.

Egg/10. Simple and effective game. I think it would be cooler though if instead of pressing E to collect the eggs, I'd flip them on a plate for extra points or something.

I'll try and tinker around with the speed values a bit and see if I like it. The rolling was kind of an afterthought, it's not really meant to be used as a mechanic, just something that happens here and there. The sound is from a kotsuzumi btw. Thanks for playing :)

The camera movement in cam 1 is really really fast for me although my mouse isn't set that fast. The movement of the tank feels maybe a bit too fast, altough it would be fun to just lean into it and go crazy. Let me do donus around enemies while blasting them.

At the beginning there's lots of stuttering when shooting, but it seems to settle quickly. I wonder if it is because you're not preloading the sounds or something. I feel like I should be able to shoot faster though both guns feel so slow. And maybe the enemies need some better pathfinding because once you have the highground you can artillery strick everything with basically no risk.

You mean the bee should accelerate slower but have more maximum speed? I actually toyed with it accelerating slower before but I'm not sure if I like it.

I like it in concept but I think the flashlight could maybe light up more of the room (bounce light?) Unless you plan on adding some intentional mechanic behind it, but as it is right now limiting my view like that is at best just a nuisance. Also unequipping the flashlight seems pointless because then you cannot see anything at all?

I feel like the axe should take more than two swings to break. I think there's some cool stuff going on, like how you can grab multiple items at once and how you place them, but it doesn't feel snappy yet, just kind of floaty. And the whole thing with pressing/holding E and such... not sure if there's a better solution for this.

Could be interesting, but generally not my type of game. A run button would totally make this more bearable tho, or at least have the character move a bit faster in general.