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XenoCow

255
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A member registered Dec 27, 2021 · View creator page →

Creator of

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Once the fire rate bug kicked in and almost crashed the game with the number of bullets at around wave 30, it was just a matter of ending the day over and over.

Nice concept with a cohesive art style. The high risk die doesn't seem to actually appear after buying it. Also, the two upgrades on the far right are inaccessible  (right of bullets and harvest)

Fun little game. I will say that there seems to be a cumulative effect of the fire rate buff that gets very silly very quick. I don't know what causes it, but it results in things like this: 

The art was good. It's too bad you never implemented the rolly-polly's animation completely. I might be misremembering, it was a while ago.

I don't think I've ever played a more Japanese feeling game in my life.

BALL

めちゃ可愛い!

Puts that stretchy Rick to shame.

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Seems my dream was to be a gambler instead of working. I liked the main character's animation.

Good grief was that a hard last level. Me and my two legged frog finally made it somehow and under an hour at that!

No problem. I look forward to the future updates.

Fair enough. Development takes a long time and if you too quickly narrow your focus you might miss opportunities you never explored.

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I like that there were multiple "challenges" to get through this time instead of just the one. I hope you'll add more interactivity and/or goals to accomplish in future releases.

A couple issues I'm having. 

  • Controls are leaking through while typing. For example, space still jumps while the text box is selected, WASD also move around still when they should only enter text.
  • The first door is sometimes not triggered by the AI saying the exact expression "Cortana, open the door." so I had to ask if there was another way and then it was able to open.
  • The backspace key sometimes only works once in the text box. So, I have to use the delete key instead to fix mistakes.
  • Random crash after being kicked out of the map to stare at a wall, stuck.
  • "3rd party game template" doesn't stop running after quitting the game.

I'm just downloading now and am curious to see the new improvments. I'm not sure about the change of environmental tone away from the futuristic, but that's not too big of an issue for me.

Sounds good.

Hope progress is going well.

This is one of the best versions of an "idle clicker" game. (It's really not that idle of a game). It ramps nicely and the upgrades are meaningful. I like that the game does what it aims to do and then doesn't overstay its welcome.

Also, huge bonus points for having live action acting in it. Something that too few games do anymore.

He needed some milk, he got some milk. 🐸🥛

Good luck to you all, fellow travelers, on your journeys through the desert.

I got that no good son-of-a-gun!

All the forest animals fear Forg. Their fur is burned and their nerves shot from the wrath of his wand.

Hope all these people in the comments making videos about your game, at least those that are monetized, sent a little money your way. 😅

BRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRT!!!

Seems that the game crashes if you die in the second level. :(

Got an A score somehow despite lots of mistakes. 💪

the adblock drones' textures didn't load for me, their stop signs were just white.

Just finished this. It's cute. Hopefully the princess can learn to like her frog admirer after all that dragging around and licking. I appreciate any fellow frog game makers. 🐸

That was a decent little game. It did all it needed to and that's great. Well done.

The first part felt like that moment before falling asleep when, if you try to see with your eyes closed, shapes and images begin to appear out of the black but just as you see them, they vanish. Overall it was a soothing experience. It also brought to mind the version of "Song to the Siren" by John Frusciante. Thank you for creating and sharing this.

Sweet.

Thank you for the laugh.

That does sound pretty good. Is there another layer you could add on top to detect the visemes? I know that conventional techniques for doing that have been around since at least 2015 since there is a plugin for adobe animator cs6 that can detect the various sounds out of audio. You might want to look in the Vtuber space for something realtime and lightweight.

Good progress. I look forward to what's next.

Thank you.

Sorry, I don't quite understand. If you put the cursor in the text box the control goes to the UI. If you click on the screen the control goes to the game viewport and you can use the mouse to rotate the camera.

I mean that in the original game, I think I remember having to hold down either the right or left mouse button in order to rotate the camera. It took some getting used to compared to most FPS games that, if they need to also use the cursor, have a button to enable the cursor and take control from the rotation rather than how you had it so the cursor was the default and the rotation was secondary. I hope that makes more sense.

That section right above the starting area is a really touch one. I don't know if I can get past there without spending way too much time practicing that jump.

Currently, to generate static voice I am using this one (Cortana's voice in the new update):

Sweet. I look forward to it!

Nice progress. Does Whisper run locally or is it an API call to Open AI's servers? If I find a speech to text program for C++, I'll let you know. I am going to be starting a project with some features in common with yours soon(tm).

I know it's not exactly related to speech to text, but in this new version, will there be mouse controls for the camera without having to hold down a button? I remember with the current version it took me a while to get used to holding down a button to look around. Maybe holding down a keyboard key like left alt could enable the cursor and disable looking so you can navigate the UI.

Looks good. Any chance you could add face (camera) tracking too so that she looks at the player? Bonus points if you could do so with a model that incorporates glances away instead of just staring the whole time.

On the TTS specificially, I'm sure it's for computational load and ease of programming that you're using the Microsoft built in system, but have you looked into local TTS models? This game uses one that is pretty convincingly human sounding for what it is: https://jetro30087.itch.io/ai-companion-miku If you can get in contact with the dev, maybe he'll tell you what system he used.

Ribbit

🐸