Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Wierdox

427
Posts
9
Followers
A member registered Mar 14, 2022 · View creator page →

Creator of

Recent community posts

(1 edit)

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.

-Nice menu.

-You can dash while standing still, it does nothing and you waste your charge.

-Black gloves on hands have white bleeding onto them from touching the cuff, it's sloppy.

-Recoil on first gun seems a little high for how small it is, but idk my guns that well.

-Breaking a wall with the dash and then the enemies on the other side dying to that is darn cool.

-Are the blue pickups temporary? I think I missed one from looking around too long first.

-Wish I had a flashlight for looking at the darker corners of the map.

-Head shots --and by extension aim down sights-- are really important, it takes  6+ bullets to kill otherwise. 

-Got to end but missed the shipping manifest.

-I find it, didn't look too closely in that arena room. BOOM ambush spawn jumpscare.

-Yep now all these empty boxes have enemy spawns. I'll take note that once I realized how short the shield pickups last, the combat is becoming faster since I miss out from standing back.

-I notice that if you don't have shield and get shot you get massive recoil.

-Beat mission and all the baddies.

I had decent fun. The destruction was a nice supplemental feature, but it felt basic since it was either cover you could shoot out(usually doesn't matter since you want head shots) or to break through a wall to get the drop on enemies. Reflex felt more like a crutch than a cool factor, maybe I'm just bad but it felt like enemies had a fast reaction time, so unless I used Reflex I would usually get tapped. When I understood armor pickups were short lived, it evened out a bit better.

Pong.

I do wish the 2nd paddle was controlled with up/down arrows, than A/D. This even allows 2player pvp. Also the paddles are too close together, there's not that much time between the hits. You can move the paddles off screen for some reason, they can't be reset. The ball have very little vertical movement, making for a boring battle. Bug: if the ball is bellow the paddle and you push down it will stop moving on the x-axis for as long as you push.

Hope there's more of a game next time. Music was nice enough.

turning off and on the pc worked

Sometimes it's just one of those days. Well, hope you have fun or minimal distress while playing.

Is it the linux version? I didn't test it so it may have a big error. Can you walk around? There should be foot step sounds(mute music to easily tell). If it's GPU/CPU related I don't think I can fix it. Also there are logs you can share at %AppData%\Etherwest\logs, or ~/.local/share/Etherwest/logs

My bad, here it is. Windows 10 64bit (build 19045) - multi monitor - dedicated AMD Radeon RX 9070 XT (Advanced Micro Devices, Inc.; 32.0.22021.1009) - AMD Ryzen 7 9800X3D 8-Core Processor (16 threads)

Log had nothing of interest, no errors but here's the whole thing(deletes after 1 week). https://pastebin.com/XxR7SnJD

Sure, here you go. And this seems to happen always.


aimed down vs nearly eye level

I doubt it's the reason, but my pc is AMD GPU/CPU. Oh it also looks like the trees had leaves but I never noticed, I guess all texture cards have the same problem?

-Nice subtle 'jump scare' with the kid who runs into you.

-Literally looked over the whole town before finding the keys, talk about bad luck. 

-Put in the key and nothing happened, guess that's it.

Not much but I can see the idea of walking at night and playing on those age old fears. Reminds me of this horror game that came out a year or two ago about a girl with a flashlight who has to explore town/wilderness filled with yokai or something. Keep up the good work.

-Pressing 2 to go back to menu is broken for some reason. Two times now, I press it after starting and my mouse is invisible and I can't press anything.

-At the first door, you can open it while standing in its corner to make yourself clip into the ceiling(?). Wasn't stuck luckily. Though usually it just clips you through the door.

-Most containers have a perfect white square in the first slot, it's strange. Also I feel like there's more missing models than I remember, like white blocks for beds and some shelves with white instead of textures.

-Up attack on rapier seems to just be a normal slash?

-I went alt tabbed for awhile. The scream ambience plays several times in a row, making it sound more fake I think. Some more variance in the scream would help.

-I just killed a man, felt fairly natural I think. I notice that while you have directional attack, you can't directional block. I feel like that would be more in line with the system of caring about direction of attacks. Maybe too annoying.

-While breaking crates is fun, you then have to be wary of using them for other things. For example, at the 'alt to dodge' prompt you have a doorway blocked by crates and a slanted bookshelf.  But the crates are invincible for some reason, which makes it little better than an invisible wall, because you have now put doubt into the player that oh, some crates are just invincible for no reason I guess and I need to assume the design intent instead. It's even worse because this was the first room you had to break crates to even enter, so obviously the player will try again. At least make them steel reinforced or something.

-I got to the end of the demo, mainly cheesing the last enemies with how deaf and numb they are. I jumped at the sign which said this is the end, but I didn't notice the hole so oops I fell off the map. The combat seemed on par or better than last time, I think I prefer the smaller weapon since I remember the claymore hitting the walls all the time.

-I am going through again, I notice a combat bug. In this image I attacked from left to right, which should hit the archway wall(and it does make the ding sound), but it allowed me to hit the enemy on the right side of the wall anyways.


-Rendering wise, it looks like you got it good. I remember strange purple pixels and the tiled floor texture being all messed up in the distance. Much better now. Main thing I see is how chandeliers have a fairly big yellow highlight that flashes while you walk.

-Purposefully went into the 4v1 courtyard, it's too overwhelming in the open but the archway as a chokepoint helped. However it was half easier due to AI buggery, 2 of them got stuck on the sides of the stairs in front of the archway. And earlier, an enemy was stuck on a door until I ran into the room.

-Mouse delta on how long until your weapon direction changes is fine I guess, though very occasionally it caused me to accidentally do the wrong one. I think I wasn't aware that if you move slowly it isn't as reactive.

Game seems better, sans UI. Keep up the good work.

-Would be preferable if the ground you stand on was loaded in first, then everything in the distance. Being the opposite was a little disorienting.

-Gun and hook being toggled seems unneeded, you could have both on their own mouse button. That way you can do fun rope tricks while shooting. Or maybe that would break future gameplay idk.

-Environment is fun, like the aether mod of minecraft back in the day. Sun  rotation is noted.

-Pause menu still lets you walk around.

-Grass can be beneath blocks you just destroyed.

-Not a big enjoyer of hookshots, so idk how good it is right now but it's decent for swinging across gaps. [later] took awhile to realize I could press forward to reel in very quickly.

-Just found the double jump, wasn't expecting it but it's nice.

-If you get launched into the air by your grapple you can do 2 mid air jumps.

-Due to weapon orbs being flat disks with back culling, they are invisible if you shoot at or above eye level. 

-Why won't you let me kill the trees or the ground they sit on? Coward.

-I get used to the hook and now I flew over to the highest and furthest part of the map.

Fun prototype, not much to do but moving around was fairly good.

Thanks for playing and the detailed feedback! I saw you streamed it but I missed unfortunately.

Bullets did not damage barrels [...] bullets completely flew over the top of the crate

Right, it looks silly but it's like that since it was going to be ore deposits until last minute, and you can't really shoot that out. And yes the crate is due to being too short, I should let you shoot it though.

lag spike

Shader compilation. I haven't got to setting up a system to spawn everything to cache it, though the next engine update apparently massively speeds it up.

Having my bullets stuck in enemies was a bit frustrating

I can see where you're coming from, but I feel like the old way of always bouncing off enemies has its own issues. Like if you shoot point blank you get all of your ammo back instantly always, or from a distance it means the ammo becomes more spread out and harder/annoying to recollect. Plus you can be a wuss and shoot then run around to recollect ammo before shooting again. So all in all, I feel like the stuck bullets balance out the combat to encourage both shooting and melee. Though maybe there's a compromise in here somewhere. Regardless, there will be some enemy types that are too hard to get stuck in, like rock golems.

wish the [melee] reach was longer and there was less of a delay between attacks

I'm kinda surprised, I felt that the melee was maybe too fast. Certainly as is, it's too easy to infinite stunlock. But with range yeah maybe just a tad too short. It doesn't help how you're fighting spearlizards with this weapon. Not sure what I can really do to improve it. Maybe I need to reconsider it as a fast or slow archetype instead.

The dashing and sliding feels a bit cumbersome, especially in such close quarters. [..]  but I found myself wanting a quick dash/hop instead of something I had to hold. [...] as far as I could tell the slide only gives you more rotational control [...] I would want to see how the game might play if dashing was just one button and releasing it let you slide

So to start, yeah it was tuned for larger arenas, the standard room will likely be 2x the current one, and there will probably be corridors between rooms. I may reduce the penalty for running into things. In regards to a dodgeroll, you're right. I gave myself a personal challenge to avoid it, I feel like too many games do it so I'm invested in trying out other methods of avoidance. We'll see how it works out. Sliding lets you slide under some obstacles or future large enemies (not shown). And it lets you make smaller turns mid sprinting, which otherwise would have a larger cooldown to stop then start again. That said, you're right I don't like how it's another button. It used to also toggle crouching, but that was when the game was slower paced. Not sure if I'll reenable it. If so, I may have to consider a new way of actioning it, like what you mentioned. 

Thanks for that, so far no one else has dug into the combat to nitpick it this much; regardless of if it changes, having some pushback is always nice to fully think about the design space. Hope it's more to your liking next time.

(1 edit)

-UI could communicate the buffs better. Wish I had the choice of changing worker jobs if say I overdid one. Also, displaying both house plots at start is pointless, since it's the same upgrade cost anywhere to place a house, it's just noise.

-Mages can overlap eachother, which makes it less satisfying.

-Game doesn't run if the tab isn't open in that window. I think cookie clicker didn't do that, allowing you to farm while looking at your email or whatever.

-Due to lack of details, I'm just buying upgrades and hoping the DPS works out in my favor. Then buying masons/upgrades to increase rate of money.

-Nearly missed the RAM building, there's so many projectiles that I only saw it by accident when moving the cursor.

-Only having like 2 wall textures is disappointing. And I wish there was more visual progress than just a healthbar, like the wall is falling apart piece by piece.

-I finally bought all the houses, no final weapon sad.

Overall it's ok. I feel like for an incremental game it was a little boring, I'd like to have something to aim towards, besides buying houses to then get the next weapon. That said, it's a decent one afternoon timewaster. Keep up the good work.

Thanks for playing, aye I need to add an interactive tutorial to show the ropes. This text does not cut it. 

mousing over options doesn't work

Good catch, it actually works fine /sometimes/ and break others. I did not notice this, probably from testing it a long time ago only in one go.

Thanks for playing and the feedback!

the was some soup stuck on the floor after the first day I could not pick up

Probably stuck in a block right? I have to add anti-stuck movement so it rolls out of there.

I think there needs to be a mechanic that incentivizes the player to trade with customers

Aye, I'll be adding relation points that are penalized when you fail, as well as try to make the combo mean something, so you don't try to break it unless you really need to. Or, add a option to tell them to bugger off, to skip the $0 trading. But yes right now the dungeon does give too many items.

It would be cool if there where pets that have one use in the shop and a different use in the dungeon, like a slime that cleans up the floor in the shop then finds rare items in the dungeon.

I've been workshopping either people or pets as assistants, though I didn't think to have them shared between the modes, I'll think on it.

Played up to the beginning of the admiral break in. I think the dream tutorial is good fun, sets the tone for how self aggrandizing Dirk is. Overstayed its welcome, it just kept going after going through the castle sewers. It only ended after dying to a blue guy at some point. Also the ranged wand felt really under powered for whatever reason.

The real intro at the bar is alright, adds some context and l o r e to consider. However, the puzzle part felt very mediocre. I thought I could do something fun with the cook to then open the chest by the vagrant in the attic, but instead I just had to find all the pickupables and burn some chairs. And I wasn't aware that talking to the guy would automatically put me into the admiral location, or else I would have explored more. Maybe make the player talk to him again to say you're ready to leave.

The UI is still really lacking, you have a mouse on screen at all times but it can't select or do anything, and the menuing feels not so good or looks downright broken, like when opening a chest and the cursor is frozen between two inventory tiles. Furthermore, the collision when moving around is absolutely screwy, I kept half phasing through crates(while jumping and moving into them) and pushing stacked boxes off of eachother when it shouldn't be possible and at one point I went down a ladder and fell through the floor. You really need to get this stuff together already, it's such a drain on the experience.

The main visual difference I saw was the new dead goblin sprites, headrolling looks quite good. New characters all have their charm. Though when Chad was in the tavern his head was blending into the background axe so it looked like the handle was sitting on his head. And I agree that the missing audio is also hampering the minute to minute gameplay.

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

(2 edits)

Thanks for the feedback, I'll take it into account. Could you please tell me what your favorite gun was in the combat? Or did you prefer the melee?

i couldn't find them anywhere around the house

It should be in storage, and that includes the inventory you see when placing items down while the shop is closed... I see, it's because my code was having issues and so the thing that updates the storage items from the dungeon only happens if you open the storage chest, so if it's opened from the item-placement-view it will delete it. Broooo. This is what I get for not reading all of this post at first.

-Leg strafing animation is great, I need to get to that level for my own game some time.

-Shadow distance fading is too strong, moving south from spawn will make the fan shadow above disappear before your eyes.

-Blood covering is an interesting detail, but is there more to it eventually? I could imagine some blood magic/tech spell or something silly. A more practical one could be attracting enemies that smell it. Regardless, it's a little silly how the blood always shoots towards you, and not a bloodsplosion that goes in all directions.

-Each gun is fun, though the flamethrower is extra OP since once aflame they get stunlocked in place.

-Corine at spawn can catch on fire but not the other lady. Literally unplayable.

Cool demo, keep it up.

I feel like I have little to add. I ran into the same issues posted earlier, and besides archery I feel like it's close to the same gameplay as last time. I haven't played too many of these games, but it seems like most of the systems are in place.

I guess one thing I notice is how the turn order only shows the next 4 moves, but there are so many fighters that after one 'side' does their set you don't know if the next will also have a set or 2 sets of turns in a row. And in a more natural game, your turn order will be all over the place so it'll be hard to see how many moves until your next fighter besides vibes. Perhaps increase the size of it to display more? May have to make it smaller to accommodate.

Keep up the good work.

-Pressing up to shoot? is odd. Please add any sort of visual for the projectile/attack.

-Oh actually it's shot automatically like a VS like.

-After killing a boss, it looks like it respawns and falls from the sky, but dies in one hit.

-Blade balls are looking a little funky, I only have 4 while I bought like 7 upgrades. It is also 3 in a row then on more on the opposite side. I'd either expect a straight line of them or an equal spacing, not this.

-Movement seems too limited for the level? I'm stuck on the floor since I can't jump to the higher islands.

-Oh I guess I have to interact with the portal to go through it, though the first couple times I thought I just teleported to the top of the map, not a new one.

-Found a -8 hp crate, but I only have 8 HP, and it's letting me spam it to get infinite xp without losing anything.

Fought some more bosses but I guess that's it. It's been a long time since I played RoR, but I feel this prototype is lacking agency, if you don't plan on having abilities on cool down, then there needs to be some fun platforming or VS style powerups to switch it up or whatever. Keep up the good work.

-Text being skipped instead of finishing displaying on click is awful. It makes me want to skip it all instead of waiting. So I did just that (tried playing tutorial but I was going crazy).

-Fumbling around. I try to go back to tutorial maybe just to skim it, but it looks like it will never come back. Bruh. At least I can reset the profile. nvm it broke, it played the intro cutscene but now it's at the office room and nothing is happening, no characters or dialogue.

-Guess I can't play the game now... nah I just manually delete the save folder. nvm it's just screwed. I clicked through the cutscene and chose to do the tutorial, it just didn't do it and instead showed the normal new game 3 duo card select. Bloody bastard.

-Game feels more confusing than it did when I played it a year ago, idk if there's more mechanics or if I just forgot too much.

-I am on a sulphur planet with lots of gold. The sell price is more than what the traders are offering to pay, so I just end up selling it all to market. It caused a gold rush, which is fun. However, the gold rush trades were still below the profit from selling to market.

-Not sure why you're going for 3D art, this type of game seems ripe for card illustration, it's so much more work(animation, modeling, texturing, lighting, more expensive to render) for minimal gain. Though I suppose it could look good.

-I can't seem to do anything with my mega structures, the NeoEden Foundry and Dark Matter Engine. I try to interact and they either do nothing or are clickable then won't interact with my materials.

-I get a star and leave the planet. However, the game is now frozen on the planet without moving, so that's great.

I didn't have a great time, things just didn't seem to work. And the only thing I could do was mine and sell, boring. Also the method to select the items then select the trader/market before selling felt bad. I didn't like how it kicked me out of that screen after a trade, too.

Hope you work out the kinks, good luck with it.

-Why only arrow keys to move when you use mouse to rotate the camera... where's WASD? Guess I'll use controller.

-Tank autoaiming including taking travel distance in account wasn't obvious, I thought it was broken since I was trying to aim manually. Maybe tell the player you have a gunner you just have to maneuver into position or something.

-Chopper is alright, I don't have much experience with them but it felt like it was a tad slow. Also the waypoint didn't exist, there was only the arrow that points to the waypoint, but instead of a waypoint there were enemies. Which is fine, but it was a little confusing at first since it was so prominent in the tank section.

-Jet section is 100x harder than the other two, in part due to no super auto aim, but also the tanks take more hits from a jet's missile and cannon than a chopper... and they hit me more easily. To be precise, they always shoot at you from anywhere so it's hard to do strafe runs. Also it feels like ass, why am I the only thing they care about, unless this is a different battle than the previous two? Feel wise, it's quite meh. Having played ace combat, it feels so wooden in comparison. Also no HP on the HUD.

-I give up since I have no joy and die a dozen times. In concept a variety arcade game like this is fun, though so far all of them feel lacking, the first two are so easy I was falling asleep, and the jet is busting my balls too much. My initial reaction is to either make the jet match and make it easier, or remove the autoaiming from the other two modes so it's a more even experience.

-Visuals are solid, good contrast between targets and the environment.

Not sure how much you have planned, but the base is coming along nice. Keep up the good work.

Hope it wasn't too mean, I got some news before playing so I was poised a certain way. Glad it was helpful.

-Using controla.

-Would be nice if the 'pause' menu remembered the last thing highlighted, rather than reset to Inventory each time. Or idk, maybe the position is better for muscle memory you think? Also, putting end demo next to the controls review is downright devilish.

-I can't do a normal attack then hold to do a strong attack next. That's okay I guess, but I was hoping to have the choice of attack chaining. If the main problem is the animation(sword on wrong side of body), then it could be done on the third strike instead?

-Dodging automatically unsheathes your weapon, intentional? Big deal either way, it's faster to attack from sheathed if you dodge, since the unsheathe animation is so long.

-Camera stairsteps with the stairsteps... ouch my eyes. If you don't plan on foot ik, then a ramp will do much better for you. I mean idk I've seen some stairstepping algorithms and they don't do that so ehhh.

-An enemy and I hit each other at the same time, not sure if you want to allow that or not. Was funny though. 

-These guys in the house seem to dodge strong attacks, but with the second guy I attacked him in the chokepoint of the door way, his AI seemed to bugger out and he just stood there as I was strong attacking him. Though he got out afterwards. And yes I did the darksouls bait and fought them 1 on 1 outside. If you wanted a duo fight, consider locking the door or using a trigger to aggro both at once.

-The inner window of the house  having a fake godray is very RTX ON of you. However, you forgot to do it for the other window too. Or is that the RTX OFF window?

-Nice that I can shut the door. Can't remember that last souls like that let me do that.

-Managed to sneak on an enemy by the window, I nearly forgot about it.

-There's z fighting under the pickaxe in one of those bedrooms with no doors, from the courtyard room.


-Also in this room was a dodgy enemy. I may be going crazy, but it looked like he was straight up dodging through my attacks, despite what was said earlier about dodging. Maybe the hitbox doesn't align or some such.

-Did a real duo fight in the library. It was janky, and I mostly whittled down the floor guy before the staircase guy followed.

-Beat the knight and all I got was this chapel to some eldritch being. Big whoop.

-Falling off a short ledge like the one on the alter is too sudden, I half teleport to the ground. Not a big deal on a higher one like the library.

-Visuals are nice, I quite like the UI too. Though the seams on the pillar textures are quite obvious, and on top of that its texture is mirrored across the seam, so it's even more obvious and I can't unsee it... Not sure if the metal crosses on the outside windows means this was a converted building, or if it was just a random texture thing and you meant nothing by it(place was built for the god it currently worships).

-Controls felt fine, with the occasional miss press, though I also ignored half of them since they do nothing. Combat is quite one note, enemies basically never fall for the strong attack, so I either parry or push then stab. Though, I also had infinite heals so I wasn't trying very hard.

Fun little prototype, but I'd hope a lot more of the planned features are there next time. Keep up the good work.

-New menu is nice, basically production ready. I just noticed that the purple to the beat part of the button animation seems to be missing/muted on the main Play button. Not sure if intended or if the layering got messed up.

-I'll be using Tribunal III, not sure why but it sounds fun(it was).

-I see the in game visuals are a lot better too, I'll just say it this once then that it really complements the style, especially the jenny portrait interactions with what you do.

-I died from a falling light near the start of level 2, it did a zoom while an enemy portrait was talking. I pressed retry and it immediately exited the game after restarting for some reason.

-In level 3, it's really not obvious that the ball of fire you can hit around won't hurt you on contact, like most other things. Also, maybe give it a firm outline you know the hit box better? Correction: it does hurt you but it has to be moving, I guess.

-At the end of the ghost level, I shot all the objects from a ghost area but he didn't immediately do the last ditch phase, I walked around a bit and he entered another object elsewhere where then I beat him normally with just the bat. Not sure if normal or something weird happened.

-It's convenient that you can easily go to the next level right after the previous, but you miss out on the title reveal. Would be nice if it was displayed the first time you load in. It could also be displayed in the pause menu.

-Logging bootcamp had a fun bug. I idled at spawn so the fish and chainsaw guys went to me. When the next wave spawned (I was at the doors) it looked like they all spawned at once, died, and their guns were uncollectable. I went forward for a bit, then went back down to look at stuff. Then I went too far down and all the supposedly dead enemies sprang to life at once and killed me, kind of spooky. I'm assuming issues from not touching a trigger or somethin.

-Also, it looks like the open door particles only spawn when in view, so you have this disconnect where you kill the entire wave but they go poof all of a sudden as if opened just then.

-Jenny stood back up after dying. I think from getting hit with an explosive, or being knocked into an equipable.

-Having some trouble with these last two levels, it's so chaotic I barely have an idea of what's happening(including dying with seemingly no one near me). Could be cool to have an optional instant replay after death, perhaps. Or even just a 'killed by ___' message.

Getting tired so I'll leave it there. Game feels better than ever, occasional physics spasm aside. The part I liked the most was that section with no weapon and you have to juke the laser walkers. Keep up the good work.

Not my cup of tea, never played one from the genre. But my brother has, and the main thing I hear him rave about is an encounter meter, so you know how long until the next random encounter. Seems nice in theory, so consider that I guess.

Played a little, it seemed like I couldn't fill the last of my 6 party slots for some reason. Also none had skills, so I just escape spammed to explore. That's about it.

Keep up the good work, there's a lot of stuff here already.

I don't into tank sims, but this was a fun experience. Well, after I realized I just had to use the commander. I found it also made more sense after activating the voice lines, adds context to the slightly unresponsive actions. And the way it's made, I feel like this would work better as a co-op experience.

I wasn't a fan of having to press a button to then be able to press the floating UI, but regardless having a free look is neat. Movement felt not so nice, doesn't help the terrain is terribly bumpy. And the shot cam was cool, though it'd be more informative if it also displayed the state of the armor plating(if that's a mechanic).

Keep up the good work, hopefully there's more gameplay next time.

(1 edit)

-Oh so it's a 2 button game, interesting. Using controller.

-I can't stand this game, every time you get into a large AOE of someone they stop the game and they get a chance to intercept you. After happening 10 times in a row it's making me want to die. There seems to be no agency, unless I shoot well before getting close to the goal. There's no visual % telling me the chance of any move, and the visual placement of characters doesn't seem to matter in the least. And it looks like you can never pass/shoot before they try a tackle, so what gives? I also have no bloody idea what a ball power is. If it matters, I wish there was a short blurb like 'the higher the easier to score'.

-Maybe have the big ring around the current player always visible to get an idea of where the intercept range of enemies is.

-After the 'I got the ball!' cutscene, I don't like how it starts gameplay while moving the camera away, I'd rather go back to the main view for a moment before continuing, otherwise it's disorienting.

-The visuals are alright, sans variety in team members. I do wish the ball looked more unique, it looks like soccer which makes it weird.

I've never been into sports games, so idk maybe it's just not for me. The system seems cool in concept, I'm sure it will be better when built up more. Keep up the good work.

-Intro is neat, a little hard to follow all that's happening.

-I am trying to use controller but camera rotation speed is abysmal(nearly 0) so I guess I'm not using it.

-Animation to open/close pause menu is cool, but damn is the wait time annoying, like a 1 second input lag to actually do what I want, ie I can't move mouse outside of window until it's done to do these notes. It also doesn't let me control the mech for a bit after unpausing.

-Pilot wakes up. I step through the opened door thing and I notice that when jumping the camera/mech jitters like crazy while turning the camera, it's kind of disorienting.

-Feeling a bit sick from all the rotations. Also, it's hard to tell where down is. Would be nice to have a gravity orb UI element or something... Oh I see it now, it blended in with the other green bars that appear over the feet.

-"The portal black and white tiles" well, if it works it works. Also it's complete BS, I can't tell how I'm supposed to jump over the tiles. I'm holding sprint then jumping at the top of the slope. I think you get slightly more speed for wiggling back and forth for some reason, so it's just barely enough to get over. How is that supposed to be obvious.

-I tried to sprint jump onto the next obstacle, luckily I only tried a few times before seeing the grapping hook prompt.

-The first enemy I kill was spinning in circles, kinda funny. But not sure if intended.

-Radio talk may need to be longer, if you don't plan on adding VO. I grappling hooked after the first enemy and completely missed the text box before it disappeared.

-Aim while moving or not is solid, though insofar it feels like a shooting gallery with how easy it is to kill them all.

-First real enemy arena, it's weird how the sprint is making me fall off the ceiling/walls, I swear it wasn't doing that earlier.

-Going to the transport ship was weird, I got lost and jumped around several areas, but it looks like I just missed the open bay doors the first time and passed by it? idk why there was so much more level then.

-Well the bay doors closed and I'm with the other tanks... but nothing is happening. Was I not supposed to board? Then why let me walk inside. Guess I'm stuck, I'm moving on to the next section via level select.

-Well the other levels are just gauntlets so I'll retry it I guess.

-At some point the grapplehook endpoint turned into a white square, and it gets stuck on the floor more easily. While I'm here, I'll say that the grapple felt pretty good, but sometimes it will clip the camera into the ceiling instead of making the mech rotate on contact.

-Well it went faster, but this time I read the dialogue and yea I was supposed to get on. Thanks for wasting my time for not adding an end of level.

Decent fun, but besides the l o r e and visuals it feels like every other spidertank prototpype I've seen, slight nausea included.

-Kino opening. I'll be petitioning JJ Abrams for a film treatment. I'm exaggerating, but it's pretty good. The term anthill for civilization seems kinda dumb though.

-Tutorial is good so far, but sometimes the text on screen lasts a little too short before I can read it all. Like for the radar when I was in the middle of navigating the boat.

-Intermission boat is a fine idea, though it's sad I can't jump and do things like normal. Would be fun to jump into the ocean for a time, or a drown-warp if you want to ensure players don't look for something that's not there. Regardless, having a home base with upgrades and stuff is cool.

-I go to the first mission, a little odd I start on an island with a locator stash next to a boat, and not on the boat itself.

-Radar is a good idea, adds another exploration element, and encourages actually standing in the cabin, unlike the previous versions. Though, I don't love how the character is just short enough so that the equipment/window ledge covers the bow of the ship from view. Harder to determine where the boat is. [later] I tended to just stand on the engine instead, since I got a better view than from the cabin, while still seeing the radar.

-Range and melee being combined into one enemy is meh. [later] I didn't bother doing melee at all this game  since almost every enemy is ranged and the ammo was plentiful.

-New flying squid is fun, they can maybe dodge too fast but idk.

-Hanged mutant is neat, but the fact he's still holding the weapon is silly. Also I feel like the dogs are a little too easy outside of this encounter.

-I haven't said it yet, but the wired levers is sooo much better, you actually have a goal instead of just hoping the exit lever is somewhere on a nearby island.

-At some point I got nades? It's on the weapon wheel but pressing 5 doesn't do anything.

-I beat the mission and talk with Rags, he mentions tribes which is neat in theory, but it looked fairly homogenous. Might help to add differing tribe symbols around the ruins. Then again maybe I just missed it.

-Upgrading for the first time is fun, already have a mounted machine gun. Mutation wise though, I feel like it's too many options to choose from, would rather have 3-5 instead of all 15. They also don't seem quite balanced, some seem much better than others. Also, seeing my guns displayed by the inventory pack is a nice touch.

-Night level is nice, but what really sells it is the foggy water, transforms the area. However, in this area the repeating nature of the waves looks artificial even more than daylight.

-Found the nade launcher, nice.

-I go through the cave and am at the top of a gate but the lever is connected to some distant tower off the map... am I supposed to jump over the threshold and find the lever to then open the gate for my boat? I think I checked everywhere, but idk if I want to double check so here I go.

-Right choice, though Jumbo made a rag doll of me a few times. Strafing out of the way seemed more effective than running.

-Pet guy being on the ship is neat.

-Did the chieftain level, finding the PDW afterwards. New enemy was kind of neat, but easy to outmaneuver, the bossfight was decent fun, I found the speargun did the best damage. Almost suspected the glass floor/wall to be destroyed and cause a new phase.

-I notice there's a fisheye like thing with the FOV? When Rags is on the edges of my screen his face looks way fatter. Not sure if that's normal or not.

Game felt overall fun, story felt cheesy but enough context for what we're doing. Seems to be on track for me, but always room for improvement.