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Grey Feather

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A member registered Jul 06, 2023 · View creator page →

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Early bad code/node architecture design locked me in a chase after performance so physics/lights are out but I definitely want to add more dynamic events on latter cubes, some are in various stages of implementations. The concept of hitting multiple cubes by aiming at the borders to try to maximize yield is obvious to me, but seeing as fresh players might take a while to get it I'll definitely look into some way to highlight it. Thanks for playing and giving feedback.

Oooh thanks for catching the scroll wheel bug.

I had plans to improve spear UX, the UI was very placeholder, I hope a larger animation will catch the eye because having a click on every charge got annoying for me. 

An orbiting star is actually an awesome idea, thanks. Some blocks are planned to be spawn-in, I'll consider star as well. 

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in order to make it a "true" idle game, there could be a checkbox on the upgrades screen that automatically plays the breaking scene (you could gate this feature behind an upgrade as well).

Uhh, which breaking scene? the transition? like transition automatically when there are no more upgrades that you can afford? or something else?

Great suggestions, audio design is definitely not my strong suit. Thanks for playing.

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Nice. had to learn how to operate a shotgun. the new slug model spawns immediately after you pump up, before the animation hides the chamber which you can delay. The windowed screen grabs the mouse and inputs so hard I couldn't even switch tabs to close it or ctrl+w or even alt F4, had to alt tab and close the browser. 

surprisingly fun for how one sided it is, the whole control scheme is very playable and fun. I don't like the brick walls and square walls, they get crunchy/weird. The audio is great. you're pretty good at this gamedev thing.

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Thanks for playing, thanks for the kind words. hope so.

- spear ammo ui is placeholder

- I know about the freeze bug, it's on my to do

-First user to say so but it's not uncommon with unsigned apps(Basically if you want to be safe from windows warnings you need to shill micro$oft a few hundred bucks a year, distributing with steam solves this)

And I'm pretty sure that if the char is facing the camera the dot product check breaks for attack angling up/down and it always faces up, tested it a bunch.

Preferred it without the filter
feels like parry has too many frames, I shouldn't be able to parry when I did it too early and my shield is fully extended and he's hitting the tip of it

doesn't seem to be vulnerability frames between end of parry and snapping back to guard if you hold guard. couldn't get hit, tried.  

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The text says press anything to continue.. but only spacebar works. maybe there was input detection before, I'm pretty sure I haven't tried spacebar. Now I'm stuck here, can't start a new game. feels like an empty cart is supposed to bring up a menu when it goes flat but nothing shows up.

Thank you for playing.
There's no joke about the name, It's more of a stylistic cool name decision. It's basically always a cube. 

If the drills were fast and weak it'd remove one (important) upgrade field, so I don't have an initial improvement idea. I could alter the visual state of the drills according to the speed though, I'll test that. 

By "repetitive upgrade fields" do you mean upgrading damage, then upgrading damage again in another node? It's a pretty common trope in those games. And yeah the economy scales so you usually grab the earlier ones first.  

I don't even know what alt enter does so I haven't tried.

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Uhh, the window mode you launch in(fullscreen exclusive?) is fucked, windows resize when I alt tab. I think borderless fullscreen is more preferred. launched the game, mouse and kb did nothing. plugged in controller(8bit do pro2), did nothing.

could not get past intro screen.

Old version, it seems.

First run:
Great music. cute girls. Lost 3 dudes in one surprise encounter because I thought right click just let me pick turn order, but turns out it was skip turn. Seems like you want more strategy, I went boom boom all attack and it didn't go so well. Slime titled encounters are skeletons. Map movement is rigid, look into input buffer to let players queue inputs before the animation is finished.
I'm usually not a fun of diagonal maps where up input can mean either diagonal right or left, unnecessary complication. look into letting users use num row keys to input commands during battle.
1 is attack, 2 opens up skills, allows you to press 1-4 to input skill etc.

Whoa, thanks. I'm glad you liked it, didn't even know it can be supressed with the current tree and scaling I implemented.

Star currency is meant to have more function later but it's only +0.1x attack scaling right now.

Got up to day 5/6, quit. 

I think it's my first autobattler of people in a row melee/ranged, so it took me a while to understand what's what. would be nice to be able to pin stats so you could inspect them. right click your monster, pin stats, check melee symbol, check ranged, check (attack timer symbol?). it felt like I was cobbling together a team from pretty weak mons, not much strategy and buildcraft. evolving is cool, don't know if it changed anything substantial for my rogue->ninja. after a night shop I had an encounter with guest red dragon and I auto won, the dragon wasn't there.

-guys can shoot at me from offscreen(mostly left), presumably get despawned/out of range when I advance enough.

- killing trees is hilarious.

-funny sfx

Tried to jump off the map from the big roof you need parkour to get to, got stuck in this small place, but I saw the last bones at the edge of the map way down. so I'll consider it 100% completion.

It's rather easy to accidentally see this

The hyper precise jump which wouldn't work from any other direction on the other boulders due to sliding

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GIGASOVL

fun movement. cute character, animations, world. some really ball busting jumps with really precise timing, more than necessary imo. Maybe you could extend the time in the peak of the wallrun before sliding down, it seems jumps are tuned to really nail max height.

I didn't check the game page so I didn't know about shooting or mines.

I think the idea can be cool. vision detection goes through walls and pathfinding is needed.

You're welcome but consider me a noob player who only gave it 2 or three tries(not sure if I died and failed), tweaking the timings might mean a good player will suffer due to it. maybe there's a better way to avoid those collisions. 

Hey, the most up to date build is from dd66, you have a new one or that's the one?

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Heh, I was a doubter but it's pretty fun.

- sometimes after getting hit the player remains invisible

- getting hit with a side collision on a car going in the same direction feels cheap, speed penalty is better

- amazing hit animations

- speeding up after/at the checkpoints just before the first truck means you run into its wheels. Maybe you can boost enough to outrun it, I tried to go slow and slide. well, just remembered you can stop manually.  If you can't outrun it(I don't know how the boost mechanic works) it'd feel bad to be forced to slow down.

- some hits feel cheap, there's a 90 degree turn near the end where I hit a car right away. but I can't see it coming..

The game could get stale if collecting cans is all you do, it's a pretty 90s platformer premise. 

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Well, the control scheme is annoying. I don't know where you'll go with this but simplifying everything to single clicks would be better. 

dedicated X and Y  job buttons instead of dragging tools into slots. maybe just plus and minus buttons near each job to order people. if their names - identities - stats do matter, it best be with little friction as possible to set them to whatever job they fit. but right now it doesn't seem to.

having the people remain at their work until ordered otherwise when the day is over. I don't know if there's more than gathering resources, the friction of the control scheme is too annoying.

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There's a gameloop this time.

Controls: Mouse, controller in the future.

Important notes:
THERE IS NO SAVE FUNCTIONALITY YET. A browser build is not available due to occlusion culling not being supported. 
Known issues: shader stutter, upgrade tree panning feeling smoothed/lerped even though it is not.

It could be that I had bad rng on my rolls(which it did feel like) but he somehow can also get up to 11dmg x 3 combo and one shot easily.

The game feels less responsive in full screen, especially the map screen. The map feels small, if this is all the game there is.

I lost to the guy that draws 1 when under 9. It feels like a cheat ability. We have roughly 3/4 opportunities to improve cards before him, but it seems like 80% of his deck is upgraded.

If you feel the need to include a retry button, and give 3 of those(!!!) it feels like the rng is whack. not what I like in my roguelites. I feel like in roguelites you want skill to be 90% of what lets you win, and only extremely bad rng will kill your run.

But - this game has vibe and identity. great art direction.

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As for the tutorial, it obviously didn't disappear, I just missed it.

I booted the game without a controller plugged in, it won't give me KBM prompts, even after pressing z x c, ctrl shift enter. I plugged the controller while in the tutorial and it wouldn't recognize inputs until I exited to level select with the mouse. 

I replayed the tutorial levels so I now know about the boost. automatic is way easier to handle than the other modes already.

collisions are very weird. they either stop you entirely, throw you in the air, or even bounce you back with reverse velocity(not full power, the vector is dampened) The first guardrail in desert speedway even failed to act as collision once, letting me slip off the track when my drift was too fast(butt slid off)

the biggest enemy in desert speedway are the sign poles. I think you should remove their collisions or move the poles outside the track. I don't think narrowing down the track on the start checkpoint is necessary. 

the way boost is implemented makes it less useful than it could be. outright ruining your play if you don't use it on a straight road. I wish you could use it in bursts, instead of all at once. I think it lets you exit drifts smoothly, so it'd by a really good tool that way. 

camera tracking could be faster on normal play, but when you are on those tight curved roads like the green half pipe in the test level it absolutely has to be tighter, you can't see where you're going until you exit the bend.

My performance was way better with automatic but even if you removed the tight part in desert speedway it would still be a medium-high difficulty track imo. the reason being that it's somewhat easy to lose control by overcorrecting when exiting curves and the high speed of the car. 

How to make easier tracks.. the faster the speed, the wider the road. I guess this would probably be it. I feel like it's the general rule in trackmania stadium. And casualize the steering a bit but I doubt you want to change steer feel at this point.

I already beat the former demo so there's nothing new for me but I am eagerly waiting for release like many others. 

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I managed to shove the broom into the wall by trying to interact with it with E, only learned about Q later.

The eat food symbol stays active after I threw the donut away.

The kneeling farmer glitches in standing if you try to murder him with the sickle, then he unglitched.

you can walk very close to him without stealth but I guess AI is still basic. 

I wish you could carry more than one thing at a time.

The vision cone of the patrolling farmer in the white shirt is bugged and doesn't spin with him.

Now I have the "pour" symbol on the E interactions even though I carry a knife. the bug is item agnostic.

I tried every button I could think of and mouse wheel(trying to scroll items or activate an inventory) and I don't want to do loot runs carrying 1 item forever. I guess that's it this time.

 

Dialogue can skip if you spam E to advance it, I learned eventually to just let is play but I don't like the way its implemented. 

I get why the camera is that way but it feels very rigid. the general idea of seperate inputs for carry and use seems good. I like the general game concept and characters are cute.  You should get a nice zoom on the cute boss when she speaks for the furries. The graphics are nice and the designs of characters are good. well done.

Meeeeh I got stuck because I couldn't find the last ticket.

got the two in construction sites and one under the bridge.

It's cute and looks great but would benefit more from content, rather than 20 costumes!! the platforming is ok, could be more responsive(I don't know what's missing, I haven't coded a 3d platformer..).

But the most important thing is make the bike feel better. I didn't like how it drives. it should let you turn faster at low speed. mario kart drifting would be cool.

It's gonna be great when you expand it and give the townpeople quests and/or minigames. Cities are condensed with assets, but how about a rural station and map? then maybe you can help people get some veggies from the field and rescue a cat stuck on a tree for your train ticket.

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It's really stylish.

Driving has depth, but perhaps too much for me.

I struggled managing gears while moving, it got me crashed/suboptimal movement a bunch.  

The tracks are extremely hard(or you haven't gotten to ordering them by difficulty). I played about 6  maps, 2 were meme ones where you optimize your line/gear shifting to get a better time, with one bend. the others were really tough.  I feel like the casual mode of the controls shouldn't have gear management at all, if the tracks are going to be this constantly demanding.

Point of reference for my feedback:
I played trackmania stadium a lot, and got silver/gold on dozens of their challenge maps. I forgot the specific terms by now. 

I played touge max 2 and ridge racer type 4 on manual, touge max requires a lot more micromanagement but with RR I could get away with downshifting only for 2-3 bends per map. roughly. 

Exiting drifts can be tricky in many games, I don't think I quite got it here. slowing down/driving forward works, but it's not always applicable. 

I think I'd enjoy wider roads and longer tracks as lower difficulty maps.

Also, if I missed mechanics it's because I booted the game with MKB, it was unplayable, then later when I retried with a controller the tutorial disappeared.

at first I didn't understand what was happenning with the xp orbs and enemies dying on their own, because there are no attack animations or vfx. 

I played a bit but there isn't much to do. I tried colliding with the boss to see the rate of damage etc but only managed to lose 1 hp before he died.  you want to change the immunity timer or something.  fullscreen would probably be better than windowed, if you can't get in settings by the next time.
Moving platforms can push you into terrain.

If you tap shoot with the laser it shoots indefinitely until you press again which seems like unintended behavior because hold to fire exists.

Spamming rapidfire with the original gun seemed to be the best dps option, which probably isn't what you want in a roguelite.  my projectiles can also kill enemy projectiles.

The ring moves in a jerky manner which can be improved. enemy tuning is out of what, mostly the rockets I guess.

When the boss spawns it's annoying being a janny and having to handle the small guys because otherwise they hit me and shrink the ring. I probably did twice as much damage to enemies than the boss after it spawned.  Does boss damage expand the ring? I think it should. or have it stay large for 30 seconds or something.

I didn't really see what the enemies are supposed to be other than the boss, the game is hectic and they are small. I wonder if a larger size on everything would make sense. That includes the ring, you could make it shrink at a faster pace and go much larger on every kill, having a bigger visual effect/stress, without actually altering its progression rate, as long as you kill stuff. larger enemies means an easier time hitting them, faster rate of kills, faster rate of spawns, more fun.

Enemies don't feel interesting, they always aim perfectly or path directly toward you, and rockets should probably home in less and explode after missing you/lose tracking and then hit something else.  

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It's colorful, polished and has sweet music.

The gauntlet with the rounded roof(station?) was too much for me. enemies are really aggressive and quick which made me feel like I didn't have enough time to prime them for a stun before more enemies arrive and it becomes insane. I'm nowhere near playing optimally however. 

platforming pogo jumps feel good with a nice fair hitbox. I felt like shooting enemies need more telegraphing before the shot. 

keybinds aside(which make it more difficult to play and judge the game, especially the guns part)
I don't know if guns belong in a speedrunning game, certainly not this many guns? 

Placing a target here or there you need to reach is reasonable as a mechanic to have you plan your route and raise the difficulty by performing more inputs, but it's one input in dustforce(I think?) which is clean and fast, compared to stacks of targets which force you to stand in place, the antithesis to speedrun. 

I beat levels 0 and 1 sloppily and did not feel compelled to unlock level 2. If you do keep guns, perhaps reducing them down to rocket launcher(movement tech) and a pistol each on a dedicated button would help make it more fun and remove the gun management portion, which I think drags it down.

Well, the key idea is that I think a more casual and fast gameplay is better for this idea, the terrain generation means  brainpower spent on navigation and slower arrival at the next combat encounter, two points that prevent more immediate and flowing fun, for the version of the game that **I** imagine. 

It's awesome. maybe menus/buttons could be slightly more fancy, maybe the simplicity is better for the pixel art style. great job. 

Hmm.. I'd like to be faster to match the speed of the enemies. I feel really slow compared to the spiders. 

Vision cones don't make sense for me, I think the game mechanics would be complemented by an arcadey, arena horde style gameplay. I could not figure out the inventory after dying once and extracting once. it took me like 5 minutes to try space bar and figure out it was the dash, shift makes much more sense. To answer your question, this iteration was not fun for me, but the idea is not bad, if done differently( like in similar games, noita, magicraft, bullets per minute, odinfall)

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