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Wackytoaster

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

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There's no option to buy it, it says "The developer has not uploaded a Template yet..." :I

Yes, the overshooting is one of the things I'm not happy with but also I'm not entirely sure how to solve. The grid-movement makes it particularely bad because even if you only overshoot by a single frame the character ends up overshooting by a mile, visually speaking. I do have an idea in mind that could maybe work (essentially some sort of rollback if you release the key)

Not sure if I can fix the steam link opening in the ingame browser. I do think if you have the actual browser running it will open the tab in the browser though.

Thanks for playing.

Yeah I see what you mean, other than hat and beard he's just a dude. (I honestly didn't put too much thought into his design) Level 8 can be a bit tricky but you'll probably figure it out if you try again. Thanks for playing.

Pretty fun. The sword sound is quite satisfying and the art looks pretty good. The character slowly slides down slopes when standing still, kinda weird. Also mashing X in the air against a wall just makes you float around forever, seen many games do that and I never was a fan of it. Overall the combat feels a bit stiff. I've noticed you have some inputs (up attack, down air attack) and it reminded me of smash. I feel like giving the character a similar moveset with the classic airial attacks and tilt attacks could work great.  I play a ton of smash though so I'm biased and maybe that's not something you wanna go for. The input window for the inputs felt quite tight aswell, I couldn't do it consistently. Not sure how much (if any) buffer window you have implemented but I feel like it could need a couple of extra frames.

I stopped at the first boss though, might give it another attempt tomorrow and check out the other levels (It's 1:30am I need sleep) You can't just hit me with two bosses back to back in the "tutorial". Especially not one that has giant shield shoryuken projectile.

Also I clipped into a wall once and had to restart.

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Not sure if I wanna go back and polish the player sprite. I learned animating while making the game so I think I might not even be able to make it that much better. You're not the first one who mentions this.

I think the input lag you mean happens when you turn around. It also came up last time I posted the game in a DD. I need to have some input lag in this case to allow the player to turn around without walking. I did make the lag less actually, but I don't want to go too low to avoid missinputs if someone holds the button just slightly longer and walks off a cliff. So this is indeed intentional.

Placing ice while walking actually is a great idea, this might be reasonably easy to implement. I'll look into it.

Some form of undo was heavily requested last time, I couldn't really make it work with a step-wise undo so I compromised. Glad it does indeed come in handy.

There's a lot of areas in the game that I'm not 100% happy with but I'm also a bit burned out on the project by now and I'd rather just let it rip and make my next game better. My "abandon and make new game" finger has been itching for months.

Thanks for playing!

Yes, enemy moves and also shoots at me sometimes, but it only hit me once. Arrow keys did nothing sadly... Could it be maybe keyboard layout? I'm on german keyboard layout but I'm not aware that arrow keys are different...

Hmm true, I disabled all commands across the board, but I guess I can keep Alt-F4 around. Thanks for playing.

Interesting concept. I like how the tiles move in 3D when I drag & drop them around. Not sure about the background/red squares, makes it feel very busy.

That's some quality art. My dick approves. Why does it say garbage twice (in that empty space)?

I think I'm the green dot but no matter what I press or hold, nothing makes me move. I'm not sure what I'm doing wrong. 

The graphics loading took a while, had me confused there for a minute. It's possible to infinitely climb most walls with the tongue, is that intentional? The jumpthrough platforms are a bit janky when they snap you upwards. I also find myself just wandering around randomly, rather than... doing something? I dunno what my goal is or where to go. I only used the eggs to open 2 gates and never shot enemies with them. I also found weird jpgs of fruit that I could stand on on top of the (first) level, I don't know if they are supposed to be moving platforms or something else. Overall it's quite chaotic. While I do like the style, I think it's too inconsistent, the floors in particular are streched all over the place.

I like the atmosphere. Just creepy without cheap bs. I stumbled into a bad ending quite early and almost quit it there thinking I lost my progress. Luckily I decided to give it another go and got surprised after clicking new game that I did not lose my progress. So maybe make it more obvious that the bad ending doesn't mean having to restart from the beginning.

It's a stupid kind of fun. The theming is also nice with the trashbag and the "release" trashcan. It has potential imo.

It is indeed quite easy to win. I think building should require a person to work on it (classic empire earth style) and I think trees should give more wood since they do take some work to get. Stone is solved entirely by a single stone mine. I agree that zooming is very slow.

I must have done something wrong with the weapon. For some reason hits just did not register on enemies. The offhand weapon worked fine though. Based on the gif the combat does look quite fun though.

Bruh this is polished! Quite tough aswell. I don't really know what else to say, it's crisp and everything works. Really good, this better turn out to be a (financial) success!

Punching the enemies away is fun. For the the shiny pearl was always in the same spot, maybe you could switch that up. What exactly is that claw powerup doing? It felt like it didn't do anything. I like the boss art, the big jelly crying looked cute, reminded me of something but I'm not sure what exactly. I also felt like that I got hit by the big jellys lightning thingies even though I thought I dodged it. The movement during the boss can be a bit awkward, not only is it grid-based but it's also automatic. I feel like it might be a better idea to make the boss similarely based on the grid. Might be worth to try out.

I really have no idea what I'm doing. It crashed once on me after the globe loaded in. I tried to move the globe with mouse but that didn't work. The globe was sort of moving a little from time to time but I don't know if that was automatic or due to my mouse movement. I did figure out the arrow keys work fine, but I think a drag & drop style would work best. 

Mashy but kinda fun. I think air combos are op, I can seemingly fly forever. Took me a minute to figure out the controls for gamepad, I don't think they showed anywhere? Was cool that I managed to intentionally blow up one of those big dudes with the little suicide robots. I think that could be a fun element in general.

Works well so far for an early prototype. I think the world-gen might even have similar bugs to minecraft (tree not properly generating leaves if they are next to a chunk border) and I wish I could click the recipes for ez crafting. Curious where you plan to go with it story/lore/design-wise.

Lovely concept! I haven´t encountered many issues. The background music sometimes starts to crackle but I think that may be because of the online version. I also had a case were throwing indicated that there is danger, but my fairy landed safely and once the other way around were the danger indicator didn´t show but I tossed her off the level.

I don´t know what and how much of the art is placeholder but the images on the tutorial have charme and I love the animations on the toads, the eating animation in particular is perfect. The toad looks so proud chomping on my fairies. I hope you can retain that in the non-placeholder art.

Oh I see. Guess I´m not alone.

Well if you count it as fan art it´s fan art. The daunting courses are a bit better, though I have to say I didn´t realize that there are daunting courses. I thought that just shows what difficulty the selected level has. Grand canyon actually feels a bit grand in that case. I´d say I kinda sucked at the game btw. And no I´m not Superman 64 anon, I think I´m missing some aggydaggy lore here.

I don´t think so, you can very much keep the rings as guidance/checkpoints. I meant you can go absolutely ham with the levels because of the freedom. For example, the grand canyon level doesn´t feel like grand canyon. It feels puny and flat, one could imagine having this massive ravine that you fly through, up and down, maybe with a section of cave inbetween and overhangs to dodge and whatnot, and then possibly circle back to the start point through the air. Right now it often feels like you just kind of fly through a bunch of rings floating about in the area. You don´t need assets, just use placeholders and a bunch of cubes to block it out.

Hmm, that´s true. Maybe you could add something so the players themself have to mark the row/column as finished. The player can then decide themselves how they want to use it and it should be easy to implement and requires no checking or logic.

So in terms of graphics this looks pretty good. No wonder it´s 4GB. I also felt that the flashing on the message boxes is a bit over the top, I think there are better ways to draw attention to them. For the gameplay, I think it would help to make more of a course rather than just rings scattered over the area with like 3 obstacles. More like mario kart and less like superman 64

It´s quite complicated from the getgo, so many things to do and no idea what to actually do. Watching AI was interesting though since they know what they do and the art looks good. I don´t think I could personally get into this kind of game but I know there´s an audience for those. The world generation could take some more variation in terms of noise (but also in terms of biomes)

I like the main character but the whip controls weird at times and feels inconsistent, especially with keyboard. I tried using an xbox controller but that didn´t work at all, at lest not in the online version. It works fine in the offline version though and plays much better than with keyboard, but I still feel like it´s inconsistent in how it acts.

Reindeertale. I´d say the basic systems are there but of course it still needs polish. Sometimes it feels hard to open a present, I don´t know what it is, weird hitboxes? The character also sometimes gets a bit stuck on the environment (you can´t slide along walls doing a diagonal input) I like the art, it´s cute. The equip menu can be a bit confusing at the beginning.

Uhm. Ok so, I think everything worked for the most part but then again I can´t be sure about that. It´s a very weird game which I think is the point? I found the secret toilet room I guess and some other secret rooms but there´s not much to do. Zoin is a weirdo aswell. The demo ran out and someone knocked on the door, but then the game closed and I have a hunch this wasn´t a crash but intentional? I hope my PC isn´t cursed now or some shit.