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Xx_Henry_xX

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A member registered May 06, 2019 · View creator page →

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(1 edit)

Some feedbacks as a shmup enthusiast

  • Player movement should be screen-space dependent (So horizontal movement speed is the same as vertical all the time...normalizing diagonals can be good but not necessary)
  • Wish that bomb had iframes
  • Current controls are really awkward (one-handed play intended or not I'd like more or less regular controls)
  • https://shmups.wiki/library/User:Xx-Henry-xX#Shmup_Dev_Tips_for_Aspiring_Devs_Ou... may help with making enjoyable gameplay loops

Also powerup item has absurdly fast animation cycle...I assume that's a bug?

Now that I actually managed to play this game I'ma just slide a bug report in

Game seems to save your score only for your first play after opening the game and won't do it otherwise (and that's how I didn't get to put my 150k-ish record on a screenshot)

Of course I gotta tell everyone

I saw a *lot* of people passing this game because of lack of keyboard support

Any progress on keyboard support?

Don't really get how this game can feel terrible on keyboard when all you need are 3 for field movement (L/R/Drop) and 3 for hand control (L/R/A)

Sstill 3 difficulty settings as of 1.5 (windows). And green difficulty is painfully hard.

Also how does the color randomizer work?

Yup. Called it. Someone just had to abuse the mino dragging strat. (More reasons to simply disable checking the currently falling mino instead of adding convoluted mechanics)

I think the entire OP edge problem can be avoided entirely by only counting the mines in already placed minos (and the edges if there will be any after this comment) only
Currently & theoretically any open edges can be abused to pinpoint mines in a falling mino if you can pay attention to the numbers since each mino has only like 4 spaces (In practice I only managed to abuse the edge 0's to open mino's 0's but imagine if someone with good attention comes by...)

Been playing more and hopefully getting close to 20k...

  • Any reasonings for making edge mines stationary? Not having entire row move feels rather awkward to me and didn't really make recovery any easier
  • I need to know what rotation system/kick tables this uses before I actually hit 20k so I can take advantage of that
  • Hoping for shadow pieces since recovery from misdrops is still hard and I'd avoid that entirely (should have suggested this back in v1.0)
  • Might be a good time to think about other modes...Maybe 40L Sprint?
  • And still patiently waiting for sfx volume adjusts
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This could be a big hit but probably after making some major improvements (seems to be proof of concept atm)

  • Really needs DAS (Delayed Auto Shift; Hold L/R move to keep moving in one direction after a set delay)
  • Edges also need opened spaces w/ numbers (otherwise misdrops are barely recoverable)
  • Needs some reward for fast stacking
  • Along with all suggestions so far (Chording, Score, Volume Adjust, Next Piece Preview)
bug report as usual

5657pt and still patiently waiting for the post-jam update

In the meantime here's an analysys of when to move away from farm milking and attempt at getting score from elsewhere (assuming 4 fires per level, not counting points from fire)

2 adjacent edges (4 farms on one edge, 5 farms on the other), 5 fire on adjacent corners: 20x4 for first fire, 20x9 for second fire, total 520pt

3 adjacent edges, (4 farms on "center" edge, 5 farms on the rest), 5 fire on corners between the edges: 20x9 for each fire, total 720pt

These are import when going through the x55 levels (exp requirement ending in ~55)


And for any players out there: Here're theoretical maximum number of points one dice can earn:

Forest: 54pt (6+6x8 adjacent spaces; don't expect this high tho)
Lake: 32pt (4x8 spaces; Lake seems to be d4)
Bomb: 25pt (25 destroyed)
Farm: 20pt (2+3+4+5+6 w/o milking)
Fire: 16pt (6+10 destroyed)
Mountain: 6pt (6)
Village: 4pt (4)

nevermind
didn't quite get how break gauge worked (which seems to be seperate from occasional sp item drops)

and please take more time with updates and take more breaks...there weren't this many bugs before

bug report
boss break hp gauge doesn't work properly (seems to use boss hp instead of hp left until cancel)

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0.3.0 bug report
bomb doesn't work at all (no lasers + won't let you shoot at all)
& game always starts on windowed even with fullscreen turned on

quick bug report
you can use special shot after a miss (even as late as when the disintegration effect plays)

And with that said this game needs a better dynamic than just cheesing farms...Looking forward to the post-jam update

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Protips from someone who just got 2493pt (Jam Ver.):

All you really have to know are those strats

Farm Cheesing: Place a low value farm, and keep passing turns until it hits 6

Farm Milking: After a farm hits 6, use a non-6 fire to reduce its value, and keep passing turns again

Unlimited Free Rerolls: Keep passing turns until you get the value you want



Also a bug report: You get a game over even if you fill the last space of the board with a bomb/fire which manages to open some space up (my 2493 run ended because of this)

Possible error on Scoring section: Text says that everyone other than the winner gets +1 dice when the round ends, but the example game doesn't do that for round 1. Which one is the right one?

Yup. Internet issue. Turned the VPN off and the scoreboard was loaded properly.

Then it's probably either internet issue or wine issue. (I'm using wine 2.0 on mac)

I'm getting errors after the name entry

I strongly suggest that you generate the field AFTER the first press, so that the first press is always safe. (I had first press deaths twice in a row, and this never happens in the original Minesweeper)