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Wierdox

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A member registered Mar 14, 2022 · View creator page →

Creator of

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Thanks for playing, and the video is great to have. As far as I can tell it's the only recording from this DD, so it's a service to see how someone is actually interacting.

I think most of your issues with the combat is from it being very WIP currently, I also don't like it for much the same reasons(instant attack + darksouls tracking, loading into enemy room, small rooms, etc). Though the parkour is to stay, I will consider removing or changing various parts of the dungeon/combat if it turns out I can't execute my current ideas well enough; or else if simplification leads to better game design. As with the shop, happy you like it! After working so long on the game it's nice to know at least some people click with it. Still quite a mountain before even the shop mode is feature complete though. Also shout outs to rutbon he's the visual artist for the game.

Hope it's more to your and my liking next time.

Thanks for the feedback!

With the table areas I'll try making it more obvious by adding an outlined '?' if there's no item there yet. Freezes are due to bad proc gen, and not doing pre compilation of shaders; should be much better next time. Then with buying from customers, it's usually worth it but I can see adding a way to decline a customer outright, along with other ideas I have. Though, I should say that hitting them with your shoe until they get the clue is quite entertaining. 

Thanks for playing! Good to know it's in the right direction, more or less. What were the gripes with mouse? Main thing planned for that is allowing clicking on tabs to cycle without Q/E/1/4.

Didn't think about it, but I suppose I am being a bit heavy with all the dungeon features, the weird gunplay by itself has a lot going on. I'll at least consider taking some out if it yields a better result. Yeah the dungeon is still lacking in decision making, even if I add more things to do/aim for, I'm not sure it would help since I am very hesitant to allow avoiding/running from encounters outright(the main time soaker). And if you apply too much pressure with time to drive split decisions, more people can't beat the game. Maybe ditch the time, but it's an FTL dark cloud that chases after you per room, lol(but maybe a great idea actually). Lastly, I hope the acrobatics will feel nicer once I get to making the dungeon rooms larger, like 2-4x larger than current.

I see you got Irish Famined, sad. What you say is probably true, there's a 'bug' in the economy I've been meaning to address, which allows the same material to go from low -> stable, then stable -> low in the same newspaper. Doesn't help that there's low item variety for now. Sorry it ruined your money game.

Been awhile since I played, cool to see how everything's improved. Minigames are generally more understandable, and the added cutscenes are nice.

In the platformer game, if you walk into a wall/platform from the side while holding jump you jump extra high (probably trigger jump code multiple times).

Was difficult to find the right timing in the DDR game, but after that I had an easier time than last I played.

Imp Launch is too fast, I don't have the reaction time to steer into or away from the objects in the air. Like, the objects come into and out of the screen within a few frames.

Only minigame I couldn't make progress on was the 3rd princess word game. Grammar is too vague, because I can make a sentence that seems logical but it doesn't work and I can't know which direction to go. Also, in its first clue it ends with "poing to pet", is that an error or intended?

Keep up the good work.

Thanks, it's fun to read the thought process on these things. A few notes I'll add:

Here's my ID, so you can see the unfortunate Primavolt contrivance yourself: 755616. Summary: Chroma is 754; I catch a mon which I identify as 756, but it was actually 776.

One thing that came to mind, is to include the HP on the encounter tool. So it adds another stat to make each random encounter more different, thus (more likely) preventing accidental matching. Unless HP is corelated to the STR DEF DEX already, ie 1 3 3 always == 6 HP or something.

With the audio calibration, I guess that's a fair point. Also I forgot how most calibration works, it's mainly for the visual to audio latency, but if you just use the audio of the timer to time your press it doesn't matter as much. Assuming the audio itself isn't desynced from the keyboard input too much.

>browser game uses WASD and CTRL to crouch
>let's try walking while crouching, CTRL+W
>tab closes, oops walked into that one
>actually my whole browser crashed and wouldn't open again despite killing the process so I have to restart my pc

I choose to blame you, just have the download.

-I'm trying to play, but the mouse is driving me nuts. It seems to gain increased latency like an awful software cursor(more than half a second behind my mouse) over the course of couple minutes(but it feels bad after only 30 seconds), then semi-randomly resets to near native. I just notice now that it also resets when I drag the window bar around. So with that I can actually play now, but preferably you would add an option to use hardware cursor in the options. I am using modern AMD cpu gpu on Win10.

-Not sure if it's a font issue, but sometimes during the countdown, the timer number display shifts left and right for a frame on almost every second or minute boundary.

-Took about 2-4 tries to get the first chroma, my years of rhythm game experience probably helping. Which makes me wonder, if you should add an audio calibration so the countdown sfx can be better synced with player input, since we're talking about frameish perfect tricks here.

-Cute, I like having to stamp the achievements manually. Maybe being a bit silly, but it's weird to have an ink stamp for each one, would make more sense if it were printed stickers or something. Albeit I don't know stamps maybe it's dirt cheap either way.

-Countdown volume isn't changing with the options. In fact it plays even if you mute everything.

-Trying to get chroma Schroomth, much harder than the other one with like 20+ attempts. Oh wait nvm I just forgot about the -40 thing, woops! Got it first try after that (⌐■_■). I also then got the chameleon guy first try. Though it was a bit tense since the wait time was over a minute. Hopefully you ensure the RNG doesn't make it so you have to wait more than 3 minutes or something.

-If you press a button with the mouse and hold it down, the sfx for the press will repeat ad nauseum exponentially until it's playing every frame. Oh nvm I guess it's intended to button repeat fast to speed things up. But, then why doesn't it repeat(nor play the press sfx) when holding with the keyboard keys? ie spacebar.

-Primeape is giving me troubles for real, and the wait time makes it hard to stay motivated. I did the math on the encounter I got and was only 2 frames late. Sucks to suck I guess. I almost want a method to skip ahead time so it's less of a slog, but I guess it's the point? It depends how often you need to do this waiting, and if it's worth dissuading some people from doing  the more advanced tricks you want them to find.

-I give up and start battling the beach bros, and also get the gacha stamp. I beat all but the last beach guy, so guess I'm back to trying to get the primeape... eventually I get tired and read some of the comments and see that apparently there's a delay to the primeape battle start? I just so happened to see a monster 2 frames later with the same stats as the one I caught, and I only see it again at +22 frames(754chroma -> 776), so I guess that's the real offset I'm working at? What a great contrivance to convince me the cutscene wasn't adding to the rand function; I thought it was instant like the other static encounter.

-I proceed to get the chroma first try (⌐■_■)(⌐■_■). But really it stinks that that happened. idk how you can prevent that sort of random troll, unless clarifying that cutscenes always add to the rand function or something. Assuming I didn't gloss over something like that. I then got the rod and got the last chroma. Note that the achievement pops up before the wait for the success of copying finished. May be 'bug' or not.

-You can still use out of combat moves like pheromone when the mon is dead.

-I was getting extra mons for the sake of unlocking equipment and realized I maybe messed up by not copying more than one of the chroma primeape? Maybe I can copy the boss's one? Though it makes me wonder why I can't copy my own mons.

-Even though the option exists, I can't actually equip items from the Team menu, only the Items and Computer menu.

-Every now and then, pressing menu doesn't open the menu when it should. It seems to happen after events that start without your input, like the text of pheromone when used not in grass, or after a respawn after being beat. However, this is only the case if you proceed the last dialogue with Action not Menu. Then once you regain control you press menu and it does nothing the first time. See this:


-I try a couple more times fighting the last beach bro but I'm getting a bit tired, I don't really like pokeman to begin with. Suppose I could do some duplication to stack equipment. Think I'll leave it there though. Didn't look for any secrets, maybe I'll try another day assuming saves are a thing.

So overall a cool puzzle / glitch showcase type game. Though, the time to satisfaction ratio felt lacking. Doesn't help you can easily waste a bunch of time without knowing you're barking up the wrong tree. Since this is like a puzzle game having all the puzzles available at once, it can be both overwhelming and directionless. So if you make details revealed over time it may help the surprise and pacing. Though in that regard, it's unlike puzzle games because instead of having to figure out the rules you skip to hints that just tell you what to do. So idk it may be impossible to make it really great while not driving players crazy.

Keep up the good work.

Sorry to hear that but would you say is the boat you miss or just the freedom and calmer pace of the disconnected island encounters?

Sure thing, ought to have included my reasoning. Just to be straight up, I was in a bad mood at the time so for example I rage quit from the worm dog shotgun encounter, then came back later.

One thing I didn't mention about the dart throwers: when I didn't know about the jumping trick and was annoyed by the predicting, it was  because they could do it from so far away, their bodies small targets while they easily hit me when strafing from far away. Felt ridiculous, and so I had to do an awkward zigzag just to close the distance(perhaps I should have taken pot shots instead, but I usually had too little ammo after doing so). Due to all this added difficulty to base enemies, I gave up on meleeing anything besides the crabs. Just a thought, but I'd rather make this sniping belong to a higher tier enemy, so it's less common.

I liked the boat since it added a lot of exploration(and choice of assault location) to the level, which just isn't possible in a standard fps map. It is also 'home base', so it feels more like you're conquering the map as you push up your base, rather than just razing it and moving on. Though the controls were slightly awkward, sailing around felt cool and having the oh shit moment of an ambush to fight or run from was nice. One of my favorite parts of the previous demo was the last level: destroying patrol boats then docking under the big tower, and when low on supplies gliding back down to the boat to grab the ammo box.

Though, I can understand having issues with the boat, since it can allow bad form by the player. Like rat holing by looking for secrets in the wrong area, getting the boat stuck, or using it to cheese something. If you really don't want to pursue the boat stuff then so be it, but I thought it was the aspect that set this game apart from other FPS and was a main selling point.

Due to only being 1 level long, I felt wanting for more guns to shoot with. Now that I think about it, in the boss room I think there was a weapon on the center pedestal, but I couldn't figure out a way to get enough air to grab it. Speaking of, I didn't like this boss much at all. Very chaotic, felt more like a 2nd or 3rd boss. The lock on attack means you can't stay in eyesight for very long, so you hide. But you have to keep moving or else the lightning gets you, or the summons do. Also your cover is destroyed. He randomly teleports so you have to run jump across the map for a few more shots at him. In the end I mostly just spammed everything at him and spam healed in the open since it was killing me inside. I did realize at some point that the pedestal with the gun on it was invincible to the explosion spell, which is something.

After all that complaining, I should mention that the new enemy models are nice, looking more mutated. And, the strange fishing/bestiary minigame is something I haven't seen before, neat. Also the angular-piranha-fish jumping at you onto land is a fun enemy, and visual. Probably forgetting a few things, hope I'm not being too negative but it was my experienceTM. Keep on trucking, regardless of my opinion I'm sure the game will keep getting better as you flesh it out.

Just to be clear, I meant letterboxing as in the extra pixels on the top and bottom that try to keep it in 16:9 ratio. Another thing I found out: when in 16:10 the hotspot for mouse-to-button on the main menu is offset, which is probably all related. Didn't notice before since I moved it to my standard monitor and played with it for minute.


Played for a bit, but the smooth start/stop of the camera was making me sick. Got to a gold gated hotel, and couldn't find anything. I was sort of hoping there would be a couple things I could do but it's merely a liminal space exploration game for now.

Mostly similar experience to last I played. CRT filter could be a toggle.

Didn't feel like playing, but I'll say that on win10, modern AMD cpu n gpu it works fine. Also I'll note that on my 16:10 monitor it put all of the letterboxing on the top, which is something I haven't seen before.

best sols like

what you mean for not being able to interact with other players

I opened the game again, and yeah the hitting works fine in free for all type minigames. I guess I only tried to punch/jump on during the team minigames. For example, the 1v3 with the purple laser ball in the center. I was thinking of how in some other party games you could try to mess up your team mates to make them lose money(assuming money isn't given based on team winning, which I guess you could still throw entirely if you wanted to take down a target hard enough). I could see it being fine though, making it so people can't be griefed by team mates for a more casual play.

Hope that clears things up.

-On the main menu, the keyboard button focus is independent of the mouse, so two options can be highlighted simultaneously.

-You can toggle right/left shoulder even while not aiming, I don't think that's good. It is fine when the flashlight is up, since it changes sides you can tell you did it, but without it there's no way to tell, which may cause confusion when you aim.

-Dust particles from flashlight could use some alpha so they fade out. Looks bad when it just pops out of existence randomly even when aiming still. Or so I'd think it'd look better.

-Went out by the Exit sign. You could really cord off some dead level area. Spent 5+ minutes walking in the outer darkness because the hallways kept going. Restarting. Oh look at that, there was another path with some enemies inside the starter room.

-Figured out that feeding the guy bigger food meant more energy to shoot, which is neat. Though I wonder, since you can feed him so much food as it's infinite, how the added challenge of waiting for energy regen over spamming food will feel in the real game, and whether that would be less fun.

-I found a save point, but I died and I guess it was fake. Also what's up with the HP, where is it? Doesn't feel great to not know my health.

-Ran past enemies and I made it up a ramp with cation tape at the top, but I can't do anything? Guess that's the end. I run back down and then I see there's another arcade thing I could enter, so I guess got tricked by the outer darkness walking again. Regardless, I die right after walking inside it.

-Oh I see the glowy collar is health I guess? It's light blue after respawning and was pink before. Think it may be more obvious if it starts to turn off the panels as health goes down(so it looks more like a health bar). Also as far as I can tell there's no way to heal in the demo.

-The fact you can't walk through dead samurais is maybe a problem, they could say block the way through a mandatory doorway.

-Got back to the arcade, nvm it's a deadend. I go back up the ramp and all I find are a few samurai. Guess that's it for real.

Keep up the good work.

Gameplay isn't my jam, but the art direction is good and I like how you keep all the information in one screen at once. 

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No crashes, and my PC is good enough that I couldn't notice perf issues. Very early on so idk what to say other than you're mostly cloning the basics of RoR2. I did notice that mana regens and enemy projectiles still move while paused.

I suppose one oddity is that the first boss type monster kept appearing and disappearing, can't tell if he was cloaking or if the model was bugging. I think it's intentional since I couldn't target him during that? But half of the combat was waiting for him to uncloak.

Keep up the good work.

-The target reticle from selecting an item can continue into the upgrade screen if you don't use the item before you die.

-You can collect goodies after death, unsure if intentional but it's nice. Though why not just collect everything on death, if it's in eyesight.

-I think it'd be better to keep the keybind for items the same, a couple times I get messed up since the item gets used up and I press for another but it's moved. Assuming there aren't too many.

-Beat the game, it's alright.

-If you throw a food item like the popcorn to the south, it will block the camera and cause the cam to teleport back and forth for a couple frames (can't spring out all the way due to the model collision).

-Didn't think this was going to be a mario party thing, more like a mini game collection.

-Could use some arrows on the map to better tell the flow of the board at a glance.

-Once you focus into the chat box, you'll keep typing into the box until you press enter. I'd imagine it would let you also stop by pressing X, but it only deletes the contents. Also you can type text while inputting actions on your turn, which is weird.

-Bad spots don't seem to trigger when buns walk by, so why even show where it ends up? Also it seems to always show up on the last scroll spot.

-Figured out I can do flips and dives, neat. Though I notice that you can't seem to interact with other buns unless it's through an item. Maybe fine, but being able to mess with your friends by jumping on or punching them are some great memories.

-Maybe make chat more see through, or invisible when playing a mini game.

-Could use a countdown sfx when you're nearly out of time and would otherwise be forced to take an action. Also why default to opening the shop when timing out? At least I don't think you can leave the shop without spending coins, unless the option you're on is more than you have.

-Won the game. I started a 2nd one right after and all the NPCs were named "No one" for some reason. And in the first minigame it won't let me press Jump to Play the minigame, so I'm stuck? Strange.

-Customization is neat, allowing for all sorts of messed up combinations of animals, though in my first run I only changed the colors since I missed the inventory.

Guess that's it, keep up the good work.

I killed a couple chickens, but dying in 1 (perceived) hit by the troll is a bit annoying.

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If you use the scroll wheel during a run, you will affect the zoom in the upgrade tree.

Took me a very long time to see the spear ammo, and to realize I had the choice of spending the ammo before it fully charged and shot itself automatically.

I destroyed the center block and the game is now frozen.

It's alright, compared to some active-incrementals it feels a little eh. The value gained from new block tiers is underwhelming. Stars being randomly gained feels incidental; would rather have to chase them down(or have to shoot a star-block) with my cursor.

-Portal loading is a bit awkward. Maybe add some particles(or scroll the background) and wind ambience so it looks less like she's floating there.

-Hitbox on big red button is too small. I jumped into it and nothing happened, then I dashed into it and nothing happened. Made be question if it was real, and having to do the platforming again is mildly annoying.

-Nearly didn't realize the ledge was meant to be shimmied to find a bone. Maybe add a gate to show said bone so the player knows there's a goal to notice. Though, in the full game being introduced to shimmy spots earlier may also suffice.

-Ground pounding doesn't seem to do much, since my air control felt pretty good I didn't think to use it as a stopper.

-Got all bones, the hardest being the one on the red and white pillar house thing by the enemy and signs. Not sure if I did it wrong. One method was to high jump then wall jump and dash to get onto the middle of the pillar, then high jumping and dashing onto the thin corner on the outside to shimmy up the roof. The other way, which I actually managed, was to jump into the window, then weirdly high jumping so I went up the outside wall instead of bonking my head. Both of these feel wrong, so idk if I just missed something obvious or not.

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If you disregard the warning of no lantern, you can go downstairs and can pick up a lantern right by the door. I then fell out of the map when walking down that corridor. Also, you can't walk back up the stairs(on some parts, like near the bottom of stairway to dungeon door) the character gets stuck so you have to jump up them.

Got to end of demo area, the fountain and statues. Not much to say, but fighting with a candelabra was neat.

-Pressing spacebar while in move mode on the map turned my screen gray, and it seems to be soft locked.

-White outline for character being selected for this action is not enough, being black and white means it's easily missed. Instead make the outline bigger, or add a block highlight underneath him, like under the floor or something. Also highlight the portrait in the bottom left perhaps.

-Having to click back and forth was annoying, kinda wished attack was the default action, or allow keyboard use for menu inputs.

Game's alright.

Only just realized that this game and its name is inspired by Heart of Darkness. Even moreso with the original roguelike version, where it was a linear river.

-You made it so dart throwers aim where you're going now. Not a big fan of that in FPS but it's fine I guess. I notice that this can be baited by jumping(they aim too high or too low depending), may be intended or may be cheese, since it's silly to aim into the sky/ground when jumping. [later] Due to this, I basically do circle strafes but jumping like a moron the whole time.

-I pressed Onwards and nothing changed? But I can replay the Gorge level again. Is this intended? You had multiple levels in the previous demo I played. I tried playing again but I was getting too bored.

I didn't really enjoy it as much as last time, when the boat was still a thing.

I've seen it done better, but regardless time toggling with 'puzzles' is kinda fun. The finale was meh, would have been more impactful if you didn't wrench control away from the player, so that they realize what happened 'as the guy' instead. Though I suppose it prevents someone from thinking there's more to the game when it's over.

Thanks for playing, and your concerns should be covered in the tutorial pop ups. I can understand not noticing though. Also you may have missed the rest of the dungeon, you find it by using the portal in the bottom right of the checkpoint room (green pad with text).

UX wise the biggest change is the new textures for prompts and pop up tutorials, let me know if it's alright or massive trash. Though the pop ups were last minute so they're more eh than I'd like.

Linux version was crashing so it's gone for now.

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Glad some of what I wrote was helpful. A couple counter points:

From my experience it is better if levels are small

Fair enough, but I think it's quite fun to support large puzzles. I suppose the biggest issue, now that I think about it, is that the puzzles have all this global switch state and multi characters, so large puzzles would actually be hard to play. Guess you win there.

I have an idea how to make the subtiles more visible that I will try out next time. For a darker grid, there is a toggle inside the menu.

I saw the dark mode, I meant that using a different color for the subtile lines would allow telling them apart from the main lines. Especially when zoomed out, all the lines blend together due to the width difference becoming smaller and smaller.

It's on purpose, the name you put on there is the title when loading the level. I don't want it to necesarily be the same as the file name.

True, but using a lot of other software I am used to having a default name(based on title) when starting the save dialogue, for when I don't care about organizing it otherwise. And if you don't want the autoname, you just overwrite it; then if you save a loaded-from-file level, it instead uses the existing file name you chose.

can't play custom levels and no save bug

Oh cool, I thought you couldn't get the level loader working in time or something. Regarding my save, it does appear to have saved one of the incursions I did, either the first or last time I pressed New Game(it has only 1 toad progress but world maps skipped). Looking at the files, both it and the common_demo.sav were modified at the same time, so it's either the first session or the last one if it was overwriting both it and the common every time I did a new game.

I already deleted the game and such so I made a level after redownloading to test it. For some reason I can't delete objects? Didn't happen before, but it's happening consistently between game restarts, reloading levels, and restarting my PC. I'm just confused at this point, since the level builder wasn't updated. I did change the install location but that shouldn't matter. Checking the logs I saw this repeated:

ERROR: Error calling method from signal 'pressed': 'Node2D(LevelCreator.cs)::DeleteSelectedObject': Method not found..
   at: emit_signal (core/object.cpp:1244) - Error calling method from signal 'pressed': 'Node2D(LevelCreator.cs)::DeleteSelectedObject': Method not found..

Just in case I also saw the following:

ERROR: Mono: Core API hash mismatch.
   at: _init_godot_api_hashes (modules/mono/mono_gd/gd_mono.cpp:515) - Mono: Core API hash mismatch.
Mono: Log file is: 'C:/Users/doxed/AppData/Roaming/Godot/app_userdata/Poke ALL Toads Level Editor/mono/mono_logs/2026-01-08_02.46.54_16240.log'

https://pastebin.com/B2YpfQQ5


Game won't remember the last location you loaded a custom level from. Very annoying.

You have the option to skip the level from inside a custom level. Should remove that.

If you place two or more flags, the game will softlock when you try to use one of them. Or so I thought, actually you only need more fairies.

Instantly killing you for walking out of level bounds I see. Slightly disappointed.

Well that was a lot more than I thought I'd write about. Let's wrap this up quick. Here's my atrocity, hope you like.


Only trying out the level builder[lie]. I feel skeptical of adding a level editor when the game isn't out, given it's a lot of work, is hard to get people engage with, and from what I've seen doesn't increase sales for most games. That said, you have the unique position of having a fairly large puzzle game audience already, so maybe it'll be fine. Plus, having one is darn cool.

-IMPORTANT DO THIS ASAP: add undo/redo support! Otherwise you will waste thousands or more hours of human life spent manually re-editing the level as they shape it. I recently did this for an editor, and one thing to ensure is that it doesn't cause an undo/redo step when doing a non action, like erasing a tile with nothing, or painting a painted floor.

-Why is the window fixed size? It's not the worst on 1080p, but a guy with 4k will think it's an editor for ants. Maybe Toads.

-One or two more zoom out levels would be nice, for crazy people making large multi part puzzles or whatever. Also, I'm not sure why it's notched instead of granular.

-Bug: If you lose focus, then click back into the window, the click action will occur both where the visual cursor was prior to clicking, as well as where you clicked. Basically it does two actions at once which will cause confusion.

-"Shrink cursor to one sub tile" button could be better I think. The current icon is very ambiguous, while I think an icon like the following would work better: a tile square with the sub tile lines, and the small cursor which is only on the top left sub tile. 

-May want to label that the color palates can be swapped with 1-4.

-Color picker is good, but it should also allow picking a decoration when in that mode.

-Having decorations being in a scrollable box is bad(so many to sift through). I would prefer the palate disappear since you can't place any floor down while in the decoration mode, so that the options can be expanded along the bottom. Further, unless you plan to add more modes to the terrain submenus (paint vs decorations) I think it should be a one click toggle to swap between modes. [later, Oh I now see that the selected terrain changes the texture of the decoration. Fair enough, in that case please make the decor be laid out vertically on the right side of the screen perhaps.]

-I didn't expect the pinch button to do texture scrolling. I wish you could pinch the decorations too, ie instead of having to scroll to a texture to then place it a tile the left and delete the previous, you pinch it then continue with whatever. Though this would be less useful when you don't have to do all that scrolling for decor, or could color pick it.

-Object menu is okay I guess? It feels a little awkward, but there's a lot of stuff so it's hard. I wish the visibility toggle on this menu was available in the terrain too. Either for accidentally changing menus and forgetting to retoggle, or you're placing land and realize you need to see behind a character. Also, consider adding decorations as something to be hidden, I could imagine a situation where all the decor makes it hard to see the base layout of the floor.

-Can't figure how to change the landing location of launchpads. Also this UI for having to scroll numbers to change toad range and likely the launchpads is quite annoying. I'd like to have some visual editor handles when you're focused on the unit, like you click drag to easily change the launchpad target, click drag the radius of the frogs, etc.

-Not sure if the black and white rect is the camera view or the level bounds. Probably cam I guess. Not sure if the camera would move around in a super large level. Also there ought to be a handle to drag the rect instead of shimmying with the sizing.

-Hiding grid toggle in pause menu is meh. Two issues I notice with it: when zoomed out at max, half the time the lines of the grid disappear(both normal and sub tiles), due to subpixel positioning or whatever; and the sub tile lines being white is terrible to my eyes. Make them a darker gray so you can still distinguish the main tile lines. (PS why is 'x/y offset' even a thing? Does nothing basically)

-Try make hotkeys more obvious by labeling buttons, and add some more? ie H for hiding the UI.

-Now looking at the help menu, intentionally ignoring to see how intuitive things are. So a couple good things like toggling grid and etc. Apparently holding right click can change the facing and move the launchpad target, etc. I was just using it to select objects before. Could perhaps make more obvious by drawing a line from the object to your cursor to show what you're wrangling beyond the green highlight. Now that I know this a decent amount of pain points are addressed.

-Seems to be no way to select which fairy is the first one you control in game.

-Being unable to save then play the level from the editor is quite annoying. I hope it's included into the main game for faster iteration time, though perhaps you want to allow non game owners to make maps for their favorite frogtuber or what have you. But, letting you make a map you can't play to completion is disaster in the making.

-If possible have option to increase FPS, polling rate is low enough that if you move the mouse too quickly it will skip tiles in its path when holding an action. Just a guess though, perhaps it won't help.

-Save dialog is zoomed in and blurry, so you don't get much room for the file path text and etc. I assume you can't do a native file dialog due to godot 3.x or something.

-Saving doesn't automatically name the file as what you called it in the previous 'name and author' dialog. Not great UX. Also, after a file is saved, when you go back to the save/load dialog, the file(s) you just created won't appear in the file viewer until after you reload the directory.

-I somehow managed to make it so the save button in the dialog was grayed out. Eventually it came back, I think by loading a level file.


Bonus bug when briefly playing main game to see if I could load a level: Main Menu -> Options -> Control & Misc Tab, the back button at the bottom of screen can't be clicked. Can be used with Enter though. Oddly enough, this seems to only be broken in main menu, the pause menu in game is fine. PS, the 'Setup controls' button doesn't have a blue outline on focus unlike all the other buttons.

-Just noticed that you can't click onto the levels in the world map. Not a big deal, but it could be nice if someone is still in clicking mode after entering from the main menu.

-Game seems to not save??? I complete a couple levels, exit to menu and there's no save in the slots. I try several times, reboot, etc it doesn't work. Only thing I can think of is if my previous game saves made it explode or something. But, ignoring old save files is ez and likely already done so idk(and with a quick check the game is a special demo version so it isn't even using the same folder for data). I hope not intentional, it's confusing and the demo has enough content to need saves.

Keep up the good work, I'm looking forward to release.

-Hardware mouse over software mouse would be nice. Though I'm playing with controller.

-Please add inverted controls for camera.

-Yip button is oddly fun to mess with.

-Dialogue display is strange, the ... on skipping a portion looks like a 'I got interrupted I will now start from the beginning', or that's what I thought it meant at first [this visual makes more sense for when you walk away in the middle of conversation]. Also, this could really use a display speed slider, since you don't use a confirm to continue it can either be too fast or too slow for players to follow.

-If you spam the sweep button it won't clean the dirty spots. I think because it's restarting the animation before it finishes.

-Camera clips into walls quite easily.

-Would be nice to have soundwave indicators for how loud my kobold is, like a ring shows up on the floor when yipping and with running showing the attract radius, etc. Perhaps the information makes it too easy? But you also show the enemy cone of vision so I think it tracks to make this information known.

-Make text display on side of screen if speaker is out of sight? Not sure how important it is that I see what the villagers were saying.

-I grabbed the curiously kobold sized scythe and attacked the first farmer from behind. I didn't really expect to be able to spam attack him, and I managed to knock him into standing atop the stump with the decanter. He eventually unstuck himself but I just took the decanter and put it into the chest(I can't say it was obvious, I accidentally spoiled by reading a comment before playing). I decided to let him chase me for a bit then get away, he did this weird thing where he started kneeling doing the weeding animation, then he started sliding back to his initial position.

-Wish I could press 'cancel' on the pause menu to close it instead of having to press continue.

-With the sack of holding, when you pick up coins they go into the sack. I would prefer if they instead went to the bank like usual. Maybe there's a reason you wouldn't want the coins to go into your bank though?

-If you drop the sack it can sometimes intersect with you, causing physics shenanigans like being pulled along by the bag without moving.

-Feels satisfying to dump a sack and have all the treasure sucked up. Wish they had some value per treasure though, just counting up a number in the top right makes the harder to get treasures feel meh.

-Touching thorns causing damage is fine, though my money and held item becoming unreachable by falling into the bramble itself feels more annoying than deserved. Also the Ram beyond that vine still has a purple collision box visible.

-A gold ring is inaccessible within its chest. Bruh. Tried jumping on it, checking all sides, etc. it was never even highlighted.


-The decorative gaps in the fences are too wide sometimes, my kobold looks like she could walk though them.

-Large items can't go into the sack, so you have to take them one by one back to the chest. This feels too annoying, especially when the route is easy it's just time wasting and not fun. And if you had difficulty, it would be a drag. May help if there's multiple drop off points per level, so you don't have to go back to the start every time.

-I got the pumpkin and ended up with 2.5 stars? It's hard to tell because only one star has a white outline, but I assume I got most of the treasure at 21 points, so it must be at least 2, and the 3rd star has a strange segmentation I guess for finding optional treasure? Whatever.

-The silver coin the room respawned. Infinite money glitch.

-When I interact with the bed I can still 'walk' while in the sleeping animation, lol. That while showing the 'we are working on the bugs' blurb is a good joke if intentional.

-Why can't I go back and repeat the same quest? Bit odd to prevent players from replaying the demo without resetting their saves.

In a lot of ways charming but also broken. Keep up the good work.

Handbrake on A

Oh yea totally missed that, though I don't see it included in the tutorial. Trying drifting out, it's a bit difficult but manageable after a time. Doing several races at the hard turns wasn't enough to get nitro that way, I guess I need to do micro drifts too? I wonder since I did get nitro a few times by accident in the first session. 

when you restart it puts you in first gear, you have to give it gas when you let out the clutch or else the engine stalls and shuts off

I get that, but it restarts without a countdown so if you aren't holding the gas as you restart you instantly shut off. I guess this track is a bit different though since you can keep lapping without fanfare?

the medals are all loaded in parallel on-demand [to reduce menu load time]

This seems unneeded to me? You could keep the menu loaded at all times so there's no loading to it at all(I do this for all my menus). If that's the case, then you only need to read from file once on startup, then you do a progressive update for the track you just beat, which since the new times are in ram from just completing the course it's not a file transfer. Maybe I'm not seeing the bigger picture, where there's 10,000  tracks and an online course viewer or something that would make this not make sense.

Thanks the explanation of stuff, was bothered that I couldn't figure how to drift all that time.

-Good intro. It's short n sweet, gives a reason to beat up the crabs, and shows off some moves you can use.

-Gameplay feels more solid than last I played, and being able to see where they will land adds something to watch out for besides who you're killing at the time.

-Being able to punch the queen crab for score when she taunts you is good fun.

-Played a round and got to 6/15. Would have gotten further but since I didn't read the controls I didn't know I had to do a button combo to jump into the PYW. 

-Charge punch charge could be more obvious, the small speed up in the animation isn't always obvious for when it's ready to release. e.g. change the swish's color or make the speed difference larger, etc.

-Could use a couple level variations, feeling a little tired of it. Haven't gotten any further than 7 though.  Focusing on the bats first didn't work.

-Got to 11, or I think it doesn't tell you the round # on the dead screen. Got more used to the uppercut for picking up then throwing enemies. Seen what I assume are all the enemies now. Decent variety, and I only just realized the spawn icon also shows which enemy it will spawn, nice.

Keep up the good work.

-Using clutch, probably gonna be hard since I don't play racing games and can barely win in the baby ones.

-In the tutorial I managed to pass the finish line but not beat it. I think it's because I was air borne while crossing.

-Confused why nitro wasn't working, because it needs to be in 6th gear?

-I have no idea how to drift. Also engine shutoff is quite annoying.

-Went to exit course, pressing exit in pause menu closes the game. I thought it would just back me out to the campaign menu.

-Starting a map seems to be put me in Neutral for some reason? Not sure if it's from how I'm holding things. Also when restarting I have to hold gas or else the engine will immediately shut off on some levels (Canyon Bends).

-For some reason medals take a couple seconds to load into the menu. Also it'd be nice to see the times here somewhere, like on the track image itself.

-Air control feels chaotic. I do a little turning in the air then when I land my vehicle over corrects and turns the other way or something I can't quite put my finger on it. Perhaps all in my head.

-Putting water gliding in the tutorial level is a fun thing to notice after the fact.

-Guess that's it, it's brutal for me so all I got were some bronze and a silver on the tutorial. If there was a baby tutorial I could probably have a easier time.

Keep up the good work.

Can't restart the level a 2nd time in the same session for some reason. The button for it is now grayed out at the finish screen. Can still new game though.

Story blurbs are awkward as is. Tad too wordy and I'm not hooked at all, can't tell if it's supposed to be funny or more so sad life story. Could use a banging sound track, or whatever to fit the mood, pure traffic noises and my grunts from running into a car is a bit lonely. Could also add some indicators to let the player know a turn is coming up; at times it's completely unexpected(mainly on the highway section). At the very end it keeps tripping me up on the last few cans since I try to walk into them, but then the camera turns and so he moves too far to the side.

Gameplay wise it's alright, I can't remember Pepsi Man well so idk how much the weirdness is intentional. The jumping feels so jank, sometimes it looks like I make it then get hit anyways. I wish there were medal times for the seconds remaining so I had something to aim towards. The cans aren't that enticing to collect. I feel like you should change that visual, the only reason it was funny in Pepsi Man is because it was one big product placement. The inclusion feels vestigial. Perhaps being mean, but in general I find the idea of the game not all that funny or interesting, but maybe it just needs a couple passes. "Most games suck until just before release' or something like that.

Keep up the good work.

Played for a little, just want to let you know that the problems I had last time are gone. So all good there. One thing I noticed is that the timer runs down while the pause menu is open, may want to freeze it so people aren't confused when they die while 'paused'.

Game is hard to understand with the terrible and semi broken UI. I had to resize the window to see the fate choices. I added a hallway turn to get to the end(to get more rooms  before boss), but I accidentally gamed it since the megamen just walk back and forth horizontally, they never get past the entrance area.  And how did I conquer the world when all I did was sit here? The descriptions sound like crap, I'd rather have my monster minions be monstrous.

Despite all that, I had a little fun building the dungeon traps and such. Couldn't figure out what the rooms around the boss did though. I feel like there should have been some non combat rooms like research studies, treasure hoards, or something.

Keep it up and it could be good.

No server with peeps so did single player. The game started windowed but at the resolution of my monitor as if it was borderless, kinda weird. It had a gross outline then selecting borderless fixed it.

-The progress visual for charging up your snowball, on the red circle, is invisible when it's behind a tall object like a car,  fence,  or house.

-You need to clamp the cursor or limit the snowball range, in windowed mode I can make the window very wide then throw snowballs extremely farther than I can actually see by clicking into the black pillar-boxes. Also, the fact I keep the same speed control while charging a snowball seems odd, but idk how much you plan to add so maybe stuff like that wouldn't pan out. Maybe being able to make multiple balls at once to keep in reserve?

-No chat in a MP game is odd.

-Hitting a snowball on an enemy feels a little weak. Could use a grunt or a crunchier sound. It's actually quieter than the hit sound of missing into the floor.

-Interact button is there but no purpose?

-Going to the server has the enemies actually walk around. Nearly missed this, should have allowed it as an option single player. Unless I was supposed to open a server myself? If you didn't provide one that is. Also the bullies keep getting stuck everywhere for some reason, walking back and forth in one spot or another.

-NPC bullies having netcode lag sucks. Also all my shots are lagging in the sky, like staying still for a few frames then actually moving after a teleport. I don't into multiplayer, but I think that visual should be client side so it doesn't feel so gross.

-Disconnected then noticed that in the browser the server had 1 player, though perhaps that was me it was counting despite having left? I rejoined for a while then left, though oddly enough when disconnecting that time it instantly closed the game. Not sure if I accidentally pressed quit the first frame or something.

-Visuals are nice, reminds me of Chris Sawyer games. Audio is so so, does the job. But, where is the world is the gameplay? Very very light  right now, versus the effort put into the visuals. Though I had a little more fun than I thought I would as is.

Keep up the good work.

Thank you for the feedback! Hope I can add a tutorial sooner than later so it isn't so rough. And sorry it had issues, I'll try what I can to remedy it. Video is useful, I think I have a good idea where the issue could be.

Unfortunately, it's still happening. I also tried restarting my PC and checking my drivers, but nada. Also checked the task manager, it seems to only be using my dedicated GPU, not the iGPU if that was a concern. It's not a super big deal, the game's still playable. So maybe give it a rest and see if anyone else has this issue, should narrow the problem.