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Wierdox

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

Creator of

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"Press [continue] to continue" I hope this is supposed to be a joke.

I am not enjoying fighting sword with fist, good night.

Took me a minute to realize I couldn't move on the world map, and I had to click in the top left to actually see the movement grid. Either start me in the zoomed in area then later show the world map, or tutorialize me to click the toggle before telling me about move controls.

There's an enemy I am trying to attack, but can't seem to do so? But, in the top left it tells me that actually the objective is complete and I can leave the level??? Never seen a game show me an enemy and to not kill it.

A capture/coup de gra on dead enemies is neat, though I'm having trouble understanding when I can move after a capture or not. I guess it has to do with DEX, since you have up to 3 but can only move twice per turn so sometimes you can do move knife move.

Oh ok we have magic, but no targets I guess. Why are all these emerald flames here?

Shop / Weapon Requisition: Bit weird, I didn't notice the tickets so I thought I had the choice of any weapon, and being able to swap it out freely. And I think it would make more sense if it lets you trade the weapon back in. Also, when clicking on character portraits on this menu it will prefer pressing the electromap toggle button beneath.

I stumble around going to the marked locations... I enter an enemy encounter finally and I am instantly killed by a spell that hits me from across the map.

Think I'll just leave it there for now, there seems to be a curve but I don't know how to 'farm' since I saw no other enemy encounters, and there is also a time limit with the gate of doom. So interesting game, it's doing something a bit different, both with presentation and the combat system. 

Still quite rough, but having animations and weapon slashes really helps with the combat. Models are also neat, I can imagine an American Mcgee Alice style world where you fight in a dream or some such.

Sensitivity was set to 1, so it almost seemed like my mouse input wasn't being captured... I think this would be a bug to be set so low? Also why is aim sensitivity also a thing, and it doesn't seem to do anything?

Why do I leave a brown fart cloud when dashing. I know it's supposed to be dust, but it's reallly unconvincing.

Some of the text is a too long to read it all before disappearing, especially when they show up in the middle of a fire fight.

On the pistol ironsight mode, the gloves either clip into the z plane or there's a weird shadow that doesn't look intended, at the bottom of the hands.


You can dash then slide to get a speed slide, but I don't understand why I can't dash while already crouching to such a move.

Dying in the combat test sends you back to the beginning of the tutorial...

You need an audio cue when out of ammo, I click and it makes no sound so for a second I just assume it's still playing the aim down sights animation so it isn't registering.

From where these dead bodies are, they were shooting through the wall and hitting me on the opposite room across the hallway that is in view. Or, at least I couldn't see how they could see me.


Funny shadows of the guns/hands, the red dot shadow isn't even remotely close. Probably should just disable shadows on them.


Got to 2nd level, it feels cheap that I can't shoot through this gate.


It both looks bad and is annoying to be hung up by a singular floating chunk of wall. I'd try removing any chunks that aren't attached to the ground(more correct way) or the easy way of deleting any chunks that has no other chunk neighbor, to make it a little bit better.

So not that much new content, but the game's still great fun. I think you also beefed up the graphics, so that's nice. 

If I'm going to mine all day, I'd kind of prefer to hold down LMB to mine instead of doing powershots all day, assuming that's any better than spamming. Speaking of powershot, if you release then hold down LMB too fast(ie during the swing animation) it won't register, so you then have to release and hold it again. Bad game feel, I expect it to start charging as soon as the animation finishes.

In the shop room with the green scarab, you can jump from the rafters to skip the elevator, though that's silly since the switch is right there.

I eventually got all the pickaxe upgrades and got the crown. I also saw the WIP area. I then decide to kill myself and it seems like there is no saves so that's too bad.

So fairly fun in a clear cutting sort of way, but not too much going on. On the flip side, due to that there was no difficulty in learning mechanics without a tutorial, like throwing things to flip switches, lighting dynamite on fires, merchants, etc. Biggest complaint so far is why it isn't fullscreen.

The bullet hole decal and spark most times do not match up with the other vfx(smoke and fireball) for bullet impact. As you can see it happens both up close and at a distance.



Went to level select and did the ones that didn't have a best time, I assume from previous saves. So everything after and including Atlantis. When beating these bosses, after pressing continue and getting the cutscene it would keep the pause menu up but have me in gameplay at the same time, so since the mouse is still locked to the center of screen I am forced to exit to menu.

Why are potions aoe? You can even heal an enemy if it's right next to you. Though, I guess you can also heal allies.

Intro has weirdness, like you can reopen the pause menu after the enemies start spawning in. Also if you die you respawn with previous items you had. And for some reason I can't use my Blade sub menu even though I have enough MP(this persisted and only went away after resetting). And at one point I won the fight but when pressing several buttons to spam the dialogue it allowed me to open a menu then exit to main menu without knowing what was going on. tldr; you don't stop the player from opening menus during cutscenes or dialogue, which seems wrong.

Having to redo the boring intro fight several times is making me sleepy.

Game crashed when exiting the cellar/ant cave(after 100% loading), and loading my save it keeps crashing. Guess I'll note that I leveled up after the fights, and equipped the found sword.

Still quite rough but I see you're working on stuff.

Playing in browser.

There's a prompt for D to reload, but the reloading is happening automatically? [later] This machine gun does need to be reloaded though.

The axe kick feels very unresponsive. I do the attack on top of the target and it just does nothing even though the animation is playing.

Accidentally press R and it reset me... make it a confirmation maybe.

It's odd how you kick me to level select on death instead of reset like pressing R, and exiting to level select being in a menu.

Took me until level 3 to learn that I need to beat a time to unlock the next level.

I am not going to play level 4 since you die easily and I can't handle the friction of having to reenter the level over and over, and if I spam press it instead opens the tutorial.

Fairly fun speed platformer I guess.


It's perfect, except that the pistols muzzle flash is spawned in the middle of the gun instead of at the barrel. Because of this I rate it .78/10

Like last time, it's a pretty good game. I got to find and beat the secret level on Thug difficulty.

It's a little odd that jump kicking into a mid air enemy(who can be kicked) isn't kicked but instead goes further in the air. Also, in the tutorial I found it odd that some decorations glowed like the weapon pickups. For example a green glowing pack of cigarettes.

Got to round 36(no failing to meet goals) then decided to leave it there. I didn't blow the points out of the water, but at times I was doubling/tripling the required score. By the last round it was pretty close. 

I'm somewhat surprised you're doing a Inscryption by having a dark moody room where you play the game. Mainly since the game doesn't really have a horror feel at all, though it does have a hell set dressing I guess. Besides looks, it's also very casual since it's mostly spray and pray that you get enough points.

When the boss round says you can't use the first item slot, it means you can't click drag the item inside it. The only way to swap it out is if you drag another item onto it. I assume that's a bug, because for instance if you only had 1 item you couldn't move it into the 2nd or 3rd slot if you wanted. Speaking of moving, I somewhat expected that I could move the special pegs around on the board. If you don't want that, then I would have expected to choose which peg gets the upgrade.

Due to random chance I only got a couple Item Shops in the early game, so at the end I only had 3 items. Not sure if I could have upgraded to 4 or 5 slots or not, which would make the winning margin even easier.

It took me several boss rounds to realize that the difficulty increase was for the rest of the run, due to the name it sounded like a 'this set of rounds is the boss' or something. Maybe small, but consider choosing a name more obviously for a creeping difficulty, like 'enter the next layer of hell' or some such.

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Playing the 'easy' version.

Why does the tutorial have a bunch of lava pits? I don't want to be threatened with death, it makes me not want to experiment with the controls.

It took me a minute to realize that >+RT does the same dash move as v+diagdown+>.  Due to the green highlight going through the prompt linearly, it looked like one combo rather than two versions... make it more clear, like at least add a divider or have the text OR between them. Also why can't I use the stick to move?

>continues in the tutorial that make you redo from the beginning

Why do special modes(gun and sword) drain energy while doing nothing? LAME. It also means if you're low on health, you can't do your more OP moves, which seems like a "the poor get poorer" situation but for bad gamers.

>continue

For the first forced high jump, I think you should make the target platform a little taller. It looks like it could *almost* be reached with a normal jump, which is bad design.

Pressing up to talk with dude had a funny look to it:


I find it interesting that the hobos don't give energy until they die. I guess getting some from each hit was only a dummy thing.

Main reason I keep dying is due to killing an enemy, and it uses up the last(or near to) my energy then I die before the killed enemy's energy reaches me. So, I guess I need to be more patient which feels counter intuitive.

I got a couple areas in but I die too easily and I don't really like fighting games so... Overall, this is probably not for me since it's a fighting game AND attacks are linked to HP. And I don't know why it has continues, I think I'd enjoy it more as a linear challenge of how to get through each area without dying, without having to worry about being sent back to the beginning every 3 deaths. Enemy designs seem fine, easy to kill but if two or more are around you may also be comboed into submission.

If I enable 240hz mode it will cause the game to crash in the intro just from walking around.

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.