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addictiveToothpaste

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A member registered Oct 15, 2022

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I figured out the chromy monkey after reading that section in the manual.

I'm curious how you might encourage these glitches while also maintaining the front of: "This is a retro video game that you could technically beat just by playing normally".

I have not found any secrets yet. 

But I have gotten inside the monkey.

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I really like this concept.

So I'm trying to get a chromy primavolt and it's difficult, because there seems to be a delay between starting the actioning the monkey and actually starting the battle (I think?). But there's no good way of exactly knowing how long this delay is. Should I be aiming for when the screen turns completely white? Or when the battle jingle starts? Or when the monkey first appears on screen?
OR maybe it actually does happen right on action input and I just got the timing slightly wrong... And so it's very hard for me to rule anything out.

So I guess a solution is to just put another section in the handbook on animation-delayed encounters. Just so I know for sure I'm on the right path and not restarting over-and-over aiming for the wrong target.

OR, and this is completely stupid and insane, let the player view a copy of the games decompiled source code.

^LMAO.


I feel like there should be more, cooler things I should be getting from breaking the game. Doing all this work for slightly better stats is just a little bit lame.

Some cooler things: Legendary Chrome that has a .001% chance to appear. Missingno-like glitch chrome. 


I would like to see this lean more into the real-life aesthetic: maybe we're playing this on a kitchen table, maybe we have a phew chromie-collectible-trading-cards scattered off to the side, that kind of thing.

Quite enjoyed this one. 

I think this is a game that might benefit from metaprogression? I wish I could use the flamethrower I saw in a video of yours I think.

The dynamic gravity stuff is a very clever mechanic that makes me feel like I'm Neo from The Matrix when I run off a cliff! (Instead of just dying, like other games would have it)

I think you're on the right track.

Game runs very well on my low end machine.

>Doesn't let you just play with a guest account

>No saying "Fuck" on the 4chan jam

Guess I can't play then


You are ruining your beautiful game by putting this dogshit tactics hell overworld on top of it.

PLEASE just do a STS map. I cannot imagine a scenario where this meta game becomes fun. It's just tedious nothing at worst, at best it's exploiting pacman-ghost AI. 

Obviously I'm reacting this way partly because the overworld is unpolished (I can't click on tiles to move??? I have to use WASD... IN DIAGONAL ORIENTATION??), compared to the combat which is so polished and nice.

So it's good that you haven't polished it, because it means you can throw it away, which you should.

KISS: Just do a STS map where I click a node, choose 1/3, and go to the next fun combat encounter!

Found this guy and died.

There's too much micro management for my tastes, like I have to tell each individual party member if they should be recovering hp or sp or standing guard. It leads to too much clicking for not enough juice.

I'd prefer more abstraction  for less micro management: Maybe just designate one unit as the "lookout" and rest will heal the others, hp and sp at the same time.


The visuals and vibes were very nice. It felt like I was in those old windows screen savers, but it was cursed.

^Maybe lean into that? That could be a cool setting for a game.

Had a lot of fun playing this. I became faster, and bouncier, and faster, and bouncier, and more momentus, and it all converged into me blasting through the level like a ray of light in a hall of mirrors.

The method of moving to different levels didn't feel good to me: it's weird that getting more upgrades makes it noticeably harder to do what is traditionally a UI input. 

I guarantee like ~5% of players will just never figure out how to use the pad and give up.

And am I just allowed to keep farming the easy level 1 for infinite exp? 

And the level switching just brings me between the same 2 levels.

I know how you could solve all of these problems very easily: No switching levels! Just put me in a big pinball map and leave me there, and spawn harder and harder baddies.  If it works in vampire survivors why change it.


I like getting faster, bouncier, bigger, and badder.

It does feel like more work has gone into the movement mechanics. But it doesn't feel as good as mario maker. It's slower and more sluggish, and it's more complex/harder to learn with the bounce mechanic.

But i don't fully understand the vision.

Who is this for? Children? Or Speed runners? The answer to that will probably dictate where you should go with the movement mechanics.


Also, I personally want to see the full frontal blorb sprite where they stare straight into the player's soul if you aren't moving left/right.

Without progression between fights this wont have the depth and 'Grand Adventure Journey' feel of something like StS. 

And I get why you don't have progression between fights because the main 'combat' is already a sort of abstracted progression. But it's lame and immersion breaking that my character inexplicably loses all their exp and gear upgrades after every encounter.


I think the game would be better if we didn't reset after every 'encounter', and instead it just played as one long super encounter.  This would require a lot of rebalancing.

Camera controls are a bit cringe, how they shake and bounce.

Ran at like 12 fps on my shittop, which is impressive given how much is going on and how pretty it looks.

I'm curious to see how you're going to handle base building in a 3d world. You can't let the player go full minecraft or else they're going to obscure the camera? Maybe just force them to only build 1 tile high? 

This is really cool, thanks for sharing it!

its still like 17 actions to send my spaceship to space.

looks like you got rid of 1 with the default naming.

12~14 more to go 

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I quite enjoyed what's here for Mel the dog. Movement mechanics are solid. It ran quite well fullscreen on my shitty integrated gpu laptop.

I think there's a severe lack of pure Kazooie-likes and this feels good.

So now my question is: Do you have any plan for deviating from banjo kazooie? Someone might ask: "Why play this when I can play Banjo Kazooie / Tooie ?" Maybe your answer would just be: "You play both of those and then you play this, its just more game" idk.

Noticed there's music for the AGDG 61 level but not for 62?


Mechanically this game is pretty good, simple and fun

I don't mind the ai art, but the way everything is just thrown together is disgusting.

Resolutions don't match, the background is a 300x200 jpeg, somethings have this weird white outline, somethings don't.

But I'm not the target audience for this game. This is a game for brainrot gooners, I can tell.  And I don't think they care if the game looks good or not.

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Really cool, i like this a lot more than your other game. Kind of like Kerbal, but the world feels REALLY big.

First time player experience needs smoothing:

I want to launch spaceship:

I cannot launch spaceship (I have to design a ship first) (just give me a default ship for now)

I go to ship design, i have to choose a hull (Could have chosen the only possible option for me, and later the last option you chose)


I choose a hull I have to "Create a new design" ("BZZZZZ YOU NEED TO INPUT NAME" Just give me a default name)

Ok now i actually get to build my ship, this is fine

Now Im back at the main screen and its weird again.

I want a big green button that says: "PLAN EXPEDITION" and to just start planning my spaceship

instead i need to... enter a submenu and do this entire 3 click process manually

Its a lot of friction. Every time a player has to click something, enter a menu, before they can "play the game" is a wall thats going to block some people off. and the people that don't give up will still be annoyed by the tedium.

Every time you have to play the "BZZZZ" error sound you should cut off one of your fingers, because thats how annoying it is to your players and there's probably a way for you avoid having to do it.


This is my take on a UI that could reduce friction and just let me play the game right away easily:



So it would be better if i can just get started with a default ship, and then when i want to upgrade, i can.

I hope this game one day outgrows the simple wave based arcade formula. I think this could do well as a 'Simulator' like this : Pigeon Simulator on Steam .

There seems to be a stealth mechanic? I might be imagining it but I felt like when I flapped my wings close by enemies would become alert. If that's the case I like that a lot, it should be more clear, I shouldn't be wondering if that's actually a mechanic or just in my imagination. 

I would like to feel more agile / in control of Batty, I believe some kind of lock-on system would be cool. Of course I think you should be careful about adding in too many new mechanics willy nilly. 

The music does not quite fit, would like something a bit more gothic. Voices are great.

Yea I had trouble with the cipher instructions. the instructions were just a definition for what a cipher is, and then nothing is labeled  so I didnt know what I was looking at. After reading the solution, I was saying to myself : "But 'HAPPY' is not alphabetical order?"

Actually I finally get how the puzzles work. They're neat but the steps for solving them could be explained better.

I really like this game. the tone is very lain-like. 

I think the combat system is very clever, a bit like undertale but different in an interesting way, and it feels fitting to be shooting a gun for some reason.

Pressing space while underwater should definitely be a secondary control for 'up'.

Also landing that 'bump your head on the ceiling' jump in the upgraded gills level while dealing with 2 unkillable monsters is pretty annoying. 

The monsters are fine, it's just that style of jump I feel isnt really testing my platforming and is immersion breaking.

I really enjoyed the Line of Sight mechanic.

This ran fine on my machine.

enjoyed the simple car mechanics, I like the foggy atmosphere obscuring what's beyond the trees. Mouse sensitivity would be nice.  My PC is low end and doesn't handle the game well, but I'd like to watch someone else play and see all the endings.

Ground controls feel great, air controls feel terrible.

I would like to retain movement control while I'm in the air. Why not?

Feels like every time I go into the air a pre-rendered cutscene plays. I want to feel like it's one seamless physics experience.

Rail grinding look really good, I think I would like some form of interaction, maybe the ability to jump off?

I tried swerving into the green rail at the beginning, after the start but before it really left the ground, and I wasn't sure if the game would accept me onto the rail or not.

If rails are always going to be: "Collide exactly at the entrance hitbox" to start grinding, then that hitbox should have some visual indication. But maybe there might be a jump button, and you could freely jump onto a rail at any point.


I do not like all the invisible walls. Personally I prefer the freedom to fall off and die, or maybe do some insane speedrun skip.

Maybe for the tutorial you need the walls, but they should not be invisible, maybe just some semitransparent cyber barriers.


The camera is great in this.

This game has some charm. The almost boardgame layout to a series of minigames, attached to a story is a fun idea. It could almost be a Warioware-like but the minigames are longer / more involved.

Most of the games are not very fun, and ugly. About what I'd expect trying to shovel in 10 unique games into one. Hitboxes are too big / small, there's very little feedback when i'm in the good hitbox vs the bad hitbox. For example during the rhythm game I didn't ever know when I hit the note on beat or not.

I did like the stories. This game could be very charming, I'm sure it's intended to become less ugly. 


When I did the fishing mission I wish I could use space bar like with everything else, my laptop's mousepad doesn't register clicking rapidly well.

When I try to alt tab in windows 10 the game refuses to tab out visually but also no longer accepts any input.

Why are all the characters so shiny? Everything looks like polished glass. In unity it's just turning down the "smoothness" slider to fix this. Maybe this is supposed to be in a Toy Story-esque world, if so that should be made apparent.

Really enjoyed the visual atmosphere of the environments. Combat felt fair and fun.

I didn't get to the green forest area that's shown in your screenshots, but in that screenshot the shadows look too dark, i would turn up the ambient light in that environment so it's less contrasty.

Absolutely full of soul.

The problem is you're trying to make a real videogame with RPG Maker. 

My very first experience is going through literally 30 fucking menu screens trying to create a team with RPG Maker controls. No I don't care about your randomly generated slop backstories, you don't have to ask every time! Yes I'm SURE! I don't want to *tick-tick-tick* through every single menu option to see what the classes are. I want to mouse over in a millisecond then mouse over something else in a millisecond.

I was hoping it was going to be like one of those roguelike games where you start a run, die horribly, then on to the next run in like 5 minutes.

I'm being especially impatient because to me it's just some .exe I downloaded for free. 

I'm skeptical if "hold s to recharge mana" actually adds anything to the experience. Why not just regenerate passively over time, or while standing still?

I don't like learning new buttons, every time i have to learn a new button it's like setting a bone or giving birth.

My favorite part was the cute messages i got from townsfolks. The movement feels very nice and clean. The visual style is very charming.

Nice game, very soulful and compact design.

My only complaint is that the overworld nodes (random enemy, +3 hp/mp, etc) felt uninteresting / repetitive. Very large chunks of just: "randomy enemy". Seems like something that might be solved if there's more time to develop more encounters. Maybe a shop. Maybe even just less abstract encounters: "Ghoul encounter, Slime Encounter, etc"

I like the world and the environment.

Not sure what the gameplay's going to really look like. Potentially more stealth focused? I hope it's not just another hack-and-slash, or a hack-and-slash disguised as a stealth game

Cute game

Please consider turning down the shinyness on objects that are not supposed to be shiny (grass, rocks, trees, the player). I think turning down the "smoothness" on the default unity mat to 0 will do the trick.

I also wish models were all smooth shaded like the player, I'm not a big fan of the pointy low poly look. Not a dealbreaker though.

If this were a bigger game I would save the floating platform sections for later, not the first level. Cycle-based platforms are kind of lame because you spend a lot of time waiting for them to align.

just some qualifications to my feedback:

It's a free demo, I'm not invested like someone who would be willing to pay for this.

did like final fantasy tactics. Something to note was that game had very small maps, meaning I could see the entire battlefield and click on the relatively large tiles much easier.

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Really not a fan of these tactics style games where I have to micromanage my entire team.

I just find it incredibly tedious clicking over and over for every single thing. Especially when the map is very large and there is a specific tiny tile that I need to click on.

I would much prefer a different combat system, but that's probably a big ask.

From what I saw I really liked the story and presentation. I was really intrigued when the whole town is trapped in never ending snow. It was kind of jarring switching from the detective to the orphan to the army gang, all that jumping around makes me dizzy.

Let me say: I really want to enjoy this story, but it's very hard for me to go through some very mentally demanding gameplay sections just to get it.  

Played with controller this time. Feels good.

Would be nice to have some trees around, or maybe some new levels?

The prologue felt nicer as a first level.

I used a cheap third party xbox controller and i had to use the dpad to move instead of left stick. Tutorial button label’s weren’t showing up, just “_”.

^This is probably just from early development and also maybe from me using a cheap old controller.

I liked the boss, I am a little disappointed my machine gun wasn’t effective for dealing damage.  Ended up just spamming counter on his face like a psycho.

I do like the bullet mode movement. It’s hard to get used to at first. 

After getting used to it I think it’s a good system, It’s fun building up momentum, and it feels really good timing your bounces to keep that momentum going. 

My gut feeling is that simpler is better, I do think there’s a lot going on in this game's movement mechanics: I have to constantly think about aiming my gun behind me while still moving forward. So I have to constantly be controlling 2 axis at once while im in bullet mode. Perhaps simplifying this: maybe when in bullet mode my momentum is determined solely from my gun, rather than a mixture of both.

Overall I enjoyed the other levels that I tried this time more than the first vertical one. I did have fun.

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Somehow ended up stuck clipped inside this little corner of geometry.

Overall both portions of the game felt pretty good. Personally I don't totally get the whole price management thing of these shop simulators. In my store, It's just %120 to buy, %80 to sell. I don't play games, and I'm not here to make special exceptions for certain customers.

I have a theory that games should only focus on a primary gameplay experience. Rather than doubling your dev time trying to make a good shop simulator and a good twin stick shooter, just make a great shop sim or shooter. And let someone else make the really good other game. Then players can just play the very best versions of the genre they like.

On the other hand, as a player, I don't  really feel this way. I just want to play fun games, and if I'm having fun in one game before switching to the next I don't really care. And Cult of the Lamb did exactly this and was wildly successful.

Just something I think about, don't have an answer.

This is an interesting one.

This game disguises itself as a sidescrolling shoot-em-up but in reality it plays more like a top-down twinstick shooter, the only difference being the pretty collectibles, the sole evidence of gravity in this game, who's main purpose is to lure me into taking damage from colliding into the floor. 

Originally I was going to say that I really didn't like this game, that you have all this nice art and polish but the core gameplay wasn't fun. That was my impression from the tutorial level. And you seemed to be falling into the trap of adding-more-mechanics-to-make-it-fun. I really don't want to learn and have to manage 8 different mechanics to play a 2d indie shooter.

I had a problem with the Robo-Templar game for very similar reasons.


Then I tried out the second level (The prefab test level?) 

I sincerely hope you make the entire game like that level. I don't ever want to manage a gun, manage my shield, any of that. I just want to fly around, dodge bullets, and watch the explosions.

I guess it's something like a vampire-survivors-like, with maybe a bit of autobattler? Maybe this was your intention all along, but I went into this thinking I was just going to be playing a regular shmup. In this vein I think it might be worth considering leaning into this more, with larger, more open areas? I see you've been working on this a bit, maybe that's something for a sequel.

I know it's kind of a lame excuse but I'm stuck using my laptop right now and it doesn't have a numpad right now, and it would be nice to be able to use VI keys for my admittedly specific case. 

Visually the game is very nice, and there's a lot of soul in general. 

I didn't go too far, there's a lot of systems to learn in here and along with my keyboard trouble I'd like to wait until there's more content before I prepare for a full-run attempt

i had a frustrating experience where my skull didn't always jump despite seeming to be on the ground

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Very nice game. Shame I could only play it solo.

Some of the timers felt too long, I think these types of game want to be as streamlined as possible. 

"Highest score wins"(I think that's how it works?) is a lame victory condition.

Item management is a mess. Not sure how to fix. 

Definitely could see myself actually playing this 

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I hated the visual novel. From what I read it was just too cringe. I can handle a little bit of cringe, but this was too much. It's quirky and I like the visuals, but then I realized it wasn't stopping. I was skipping ahead as fast as I could and it just wouldn't end. Eventually I couldn't take it anymore and I restarted the game.

I would say that it was one of the worst visual novels I'd ever experienced, but I've seen so many awful but also boring VNs that this was sadly better than average.

I learned my lesson and somehow I found myself in a first person segment next time. I like this part. The movement is fun, you can sort of bunnyhop and pick up a lot of speed. I don't know what I did or what was going on but by just wandering forward I got to level 2. 

I tried wandering around like I did in the last level and my screen slowly transitioned through a variety of colors until I found myself in complete darkness being chased by what I can barely make out as the silhouette of a giant nightmare spider creature. This was genuinely a confusing and frightening experience and I enjoyed it.

I died once and then retried. Then I got the third mission which was more of the same.  Same with the 4th.

Overall I enjoyed this experience although I can't see the pattern of "survive x minutes in a wasteland with 1 new enemy every level" holding throughout an entire game

When I played this at first I thought there was a bug when my screen turned black and restarted the game.

I realized after that this game is just highly immersive and realistic. 

I do think maybe there should be something, like a little bit of text saying: "you're blind! Find some eyes", just to make it clear it's not a bug.

I'm watching the streamer and they made the point that there's something off about the color scheme in some areas.  I think it's the areas with the bright blueish white background. 

The areas with the reddish tan background look a lot nicer to me. 

Gameplay feels good, The punch attack feels really good even though its weak, it's fun to try and slide into an enemy while you're winding up.

I got a hat and I threw it away and my hat's gone?

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