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A topic by ENDESGA created Oct 18, 2017 Views: 1,779 Replies: 41
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I like how you chose themes that would not ever be found in any other media type~

gdffdsn could I not be given one more minute of content the demo cuts me off at the exact point where I start wanting more

Anyone else notice just how robotic everything in this galaxy is?

The first character we meet assumes the form of a heptagon, which rotates as she speaks in a clockwork manner. Stating simple facts only requires one turn, while abstract concepts require more and creative thinking requiring the most turns by far. Poor Keu is given a form similar to the planet's former inhabitants, presumably as a replacement for the previous occupants. She then is unceremoniously dropped off onto the planet, where she gets shown how electricity works and immediately starts filling the limited space in her backpack with computer parts and of course everything has a technical name the red many-angeled corruption  everywhere has to be referred to by its proper name. The spiky stuff doesn't even cause injury or illness in a normal way, no repairing the damage done to Keu from such is actually best described using the word repair rather then heal.

Even the respawn mechanic is handled accordingly. Having the replacment chassis provided for keu.exe starting out at half health as a reminder  of the prior failure does indeed sound like something a mother would  do. On a related note, could we have some dialogue from Nea if the player manages to get Keu several times within a short timeframe? Like a mother scolding a child for getting herself hurt? Which must be difficult when Keu can just repair herself easy if she has enough tools with her.

"Follow your instincts"  Keu is told. In other words, "Follow the preprogrammed instructions that was literally coded into your subconsious". Why thank you good sir. You may have the power to i dunno crush computer processors in your hand or something, but I have free will I dont have to listen to you the only reason why I am accepting your trinket at all is because it is literally the only way to proceed~

I also noticed that you tried pretty hard to keep the characters from swearing. If this is the goal then you should recheck the dialogue for the first lock


Wow, this is quite an analysis! You actually got everything almost perfectly correct. I have built the whole galaxy (and gameplay) around computers, wires, structures, interfaces. I'm glad someone finally saw it as a whole design choice - because it was!
Also, if you mean the "damn" in the Padlock dialogue, I personally say that word is far from a swear word. I'm holding back from the obvious two, but other than that, I keep things pretty middle-ground (Taff says "ass", and whatnot hahaha)


Super late because I had to finish off exams before giving this a spin - really great stuff though man! Like others have said the padlock cracking gets a bit repetitive after the first few times and offers little challenge. Reserving it for optional paths or secret areas might be a good idea (think terminal hacking and lock picking in Fallout).
Biggest problem I had was some pretty extreme lag in certain areas, especially outdoors. It's still a playable speed but very sluggish and it's not consistent either, it speeds up at certain spots sometimes then slows down again. My laptop isn't especially powerful but it plays most games I throw at it with minimal issues, especially 2D games. I'm pretty sure all those made with Game Maker (albeit GM1 not 2) have been as smooth as can be, even fairly busy games like Nuclear Throne.

One thing I noticed; while I could see the point of items having weight (it looks like Keu's backpack can only carry a certain amount), I'm not sure if there's any kind of mechanic to do with rarities. I've only ever seen these in MMO games, where it's largely used as bragging rights and to help with evaluation in terms of bartering.
In NYKRA, cool I can see that RAM is more rare than screws but like... is there anything else to it? Or is it just telling me that I should be more wise about when to use it? If that's the case I'm still not sure that's necessary. Using the Fallout series as an example again, where resources like ammo are important, you're never told how rare anything is. You kind of just figure it out along the way. Same goes for classics like the Pokemon, or... well any single-player game (that I can think of at least). That said I don't think it's an issue, it just stood out to me. You might also have an actual point to it in which case you can ignore all of this :P

Oh yeah, I also noticed a typo in one of the dialogue options when speaking with Pta. I can't remember it exactly but it had "the them", which I assume what meant to be just "them".

Sounds like I'm just throwing a lot of issues at you, but on the whole I really liked it. Kinks and such are all things that are smoothed out through testing and I'm sure the full version will be awesome. Keep up the amazing work, can't wait!


Hey thanks so much!

There are many bugs and whatnot, along with pretty poor performance. I’ve been working on getting it to run better, for sure!

Amazing job man, congratulations ! This is so impressive you did all that yourself, but very inspiring. I am also making a game on my free time but I would never be able to do everything myself like that.

The inventory looks nice, basically everything "feels" and looks very good ! Also we can feel this project was made out of love and passion, there is so much details into it and although it is only a demo yet we can feel the depth.

I can't imagine how hard it must be to design good puzzles... if too easy it gets really boring, if too hard very frustrating. I felt like the puzzles were all good, not very hard but not too easy (which is good for a not so into puzzle games player like me). The only puzzle that bothered me was the door one. It is fun to do the first time but there shouldn't be this advice from Keu I believe, to match with the mysterious puzzle atmosphere of the game. And then after the third time it gets boring to do. Maybe if that was more challenging and with a risk / reward thing that would work better ? Like if you fail to unlock the door in a certain time you can't open it anymore or you lose life, or something like that.

Even if usually I am more keen to play action packed games, I am really looking forward putting my hands on this one and it looks like there will be some good fights to satisfy my thirst of blood anyway.

Congratulations again ! <3

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Finally got the chance to play it. Great work!

Some things I've noticed:
No introduction of controls after <, space, >; would be nice to show inventory (E) shortcut somewhere.
You could stuck on the "basement" between Gnarcier "rocks" and the trigger (or next block) when you jump over, until it kills you. I can't say it's a bad thing but penalty is high for the first 10-15 minutes of gameplay.
Taff for some reason tells you: "You're the only being in heptaverse that can use it" (even if it's true it's kind of weird to hear/read, very cliche). Maybe something like "the only being left", or "the only being we found" (depending on backstory etc).
I like the save mechanics, but it saves even enemies locations, hope it won't backfire.

Wow! just played the demo, that was amazing! The art and animations are really nice and I especially like how you mixed the stile of a RPG with a 2d platformer. I really like the custom language and all the sound effects. The only real problems I had with it were all things that had to do with controls. I really think you should add a way to customize what buttons do what and some presets for using a keyboard and controller.  Also it would be nice if the player didn't change speed for seemingly no reason.

other than that great game and keep up the good work!

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Super late to the party, saw the feature on RPS and grabbed the demo. I created a new thread, didn't see this one -- sorry must have been tired, I'll delete the other one.

Lot to love here, only 30 mins in, but just a wee bit of feedback / intial thots, hopefully useful.


The smoothing on the camera feels off to me. It's a bit too slow to recover, with a bit too much overshoot, and at the very end of the recover the  overshift causes the hero to jitter for a frame or two before it comes into focus again. It makes me a bit motion sick. Are you using floating point values to position the camera? Perhaps fix it to integers and work the math to ensure you're never in-between pixels. 

Also on the camera, I feel it would be useful to explore a Mario style camera where you only pan up / down when changing surfaces, rather than directly tracking the hero's movement 1:1 w ever jump. The current system makes the camera too "active" causing me to focus on the entire world rather than just my jump and target destination. 


I think there might be a bit too much slide when changing directions and maybe a bit more slide needed on the end run. Nothing major, just a few frames less and more.

Anyways really like it so far.

Blue box...

Sorry, don't remember the name. When I "pick it up" by pressing X the entire game slows down to about 1/4 speed. This goes away if I load into a new room, but there doesn't seem to be any other way to make it go away. At first I thot it was a neat effect of consuming the box, like I was burdened by it, but it seems to be a bug as it doesn't go away when I release the cube.

All the best!

Hey! I've played a limited version of this before and wanted to check out the demo but...

Here's what I see after I unzip it after download:

I'm on OSX 10.13.6. Let me know if you need more info!

awesome demo; love the art, the pacing, the puzzles...

Just played the demo, and it's absolutely incredible! I was studying your art work a few years ago to try and capture the same kind of style for a similar game I started work on. Nothing came of it of course lol! I was just wondering if you're still working on it, and if you plan to release a console version later on. I will be a day one buyer for sure! One minor glitch I found was that if you press and hold the jump button while already jumping, you will automatically jump again as soon as you land in the ground. And also, when you are holding the jump button, and walk into a new screen transition, you will automatically jump when you transition into a new scene. 

My only gripe is the menu controls dont feel natural for me. I'd prefer a more standard control system for menu navigation.

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