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ailmao

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A member registered Sep 18, 2023 · View creator page →

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Thank you for checking it out!

I'll check out the first guy, he was supposed to be a very easy solve, with an answer appearing as a message 5 inputs in, but he shouldn't be confessing right away. 

The LLM is a realistic idea, but generating decent audio dynamically isn't. I'm still testing solution that's supposed to be the middle ground, but the current one could work with larger amount of data. 

Thanks for giving it a try, I do appreciate it.

My bad, updating the file changed access permissions, it should work now.

I do recall playing it two DDs ago. It's growing with exceptional speed and fine grace. All around improvements, few issues I've managed to find

- pic related includes background growing into the pathway

- I'm not sure if it's vital to the genre you're going for but I do think that action queue during  fight would be a mighty fine addition.

- Shroom design is cool.  Keyboard controls disappear on an occasion, for instance after Narrator's done speaking

It's a great game, snapping to current orientation is a great mechanic and I'd love to see it utilized more in the future. Only two issues I've managed to find

- there's a bump on the tallest ramp, with perspective snapping to orientation it's a major trap when you back away while shooting

- Not sure if it's a planned thing but devils seem to struggle with pathfinding sometimes, gathering into large clusters on an occasion, great for combos tho.
 

Fantastic action flow. I think both ogres and slimes look a lot like skeletons. It's a great start.

Very nice water.

Thoughts:
- It needs some cue that I'm about to die.

- Why is there no auto reload on left mouse button once magazine is empty? This has to be defiance but for what purpose

- Thanks for keeping all the checkpoints, good choice, appreciated it when I was checkpointed being chased by horde of dogs.

- Good level design, never got lost.

- Boss fight was great, except for not killing spawn mobs and spawning 123 squids after the boss died. Usually once the boss is done you've got a moment of respite, in this case it turned to fight for life so you don't have to repeat the boss fight, also an interesting experience.

Good game, all the best.

Card art is exceptional. Sound design is solid, environment and enemies are great. AI is pretty good, I thought shroom bugged out

but he was avoiding environmental hazard.

Impressions:

Initial deck is not fit for the initial challenge.

Coder-Drone duo is next to impervious to initial deck, I've managed to beat them only on a run when I picked a special card (Push).

On a level with elevation, while enemy is below you, picking an attack should move the deck a little lower so you can target enemy without sweating it.

It's too damn difficult, at least for me, imo either introduce difficulty levels or players will drop it quite quickly, pushing through early game is always

the worst part of games like slay the spire, if it's demanding or borderline unbearable people simply won't have motivation to give it another go.

I don't believe basic deck cards should be offered as prizes.

Needs some progression sense across playthroughs.

Overall pretty damn good.

Thanks for playing and for the footage, will watch through it a bit later.

LLM is not likely of an option in this game, generating text, and  audio and lipsync is not a valid or time possible option on local PCs. Especially with Unreal.

I do think that you're right, there should be 'Jump to next interrogation' button for players who simply aren't interested in doing side-things. Across all cases there are breadcrumbs for few intertwined cases, if player pays attention to those, he can push suspects and change outcome of some interrogations. Adding an option to skip would satiate the impatient and let the curious one roam.

Thanks for giving it a shot, I do appreciate the feedback.

Consistent and good visuals, love the clock and the scale.

Game could use hold your hand kind of tutorial for the first day, general idea is great and can work well, it just needs to be explained by more than text. 

Saying no during haggling is difficult, mousing over options doesn't work, it has to be navigated through the keyboard. There's been a major stutter right after I took first shot. Other than, it's got a good premise. Good luck.

Faster movement for both seems like the best option. But being the roguelike speeding up the tempo of the game could be a bonus mechanic - faster game, greater challenge, greater reward.

It reminds me of a game about samurai I once played. I'm honestly surprised how many difficult things are done right, animations, parrying, attacks, hitboxes work far better than I initially expected. The only thing I can point out as potential negative is the one potential exploit. If you spam block in very quick intervals, it seems to trigger the precise-parry reaction. Other than that it's fantastic.

Comparisons to Buckshot Roulette are inevitable. It is same, but I do believe visuals and creepy setting differentiate it enough to succeed. Incorporating elements of horror into mini-golf was a great idea, with few missed opportunities, for instance chopping block should've been a blade. Spoken that the tone of the game is consistent and captivating. The one negative thought I've got was the velocity threshold for going into the hole, too many times my ball magically jumped over, when it should've fell. One suggestion - in order to have player pay attention to ammunition, you should give it out after successful round, in order to increase the tension and make each shot count a little more. Although that might not work with hostile NPCs.

All in all, great game.

Art and music direction are flawless. hat mechanic is good, encourages you to take a leap of faith when you're vulnerable. I love the trains. Shooting feels and works well, if there's one mechanic I'd love to see, it'd be a dash.

I've had two instances where I've been killed during on-kill slowdown. If the camera doesn't push far enough it's possible to dodge incoming projectiles, but on those occasions I didn't see the projectile due to closeup.

Every now and then too much is happening on the screen, number of enemies shooting at you, something exploding, and a close-up. I think the latter should only be applied on smaller percent of kills.

Extremely strong game, in spite of few flaws. 

Fantastic altogether. UI is great, tutorial explains mechanics perfectly, gameplay loop is solid and I haven't seen a single mistake in generating map. I was pleasantly surprised by friendly fire between enemies, good mechanic, encourages playing with positioning.

Suggestions:

During tutorial I've had trouble telling what things on the ground are meant to be picked up, some shimmer could help. 

It might be because I'm fresh off poe, but the game feels extremely slow. In the end of the day it's a personal preference, but damn, it made both combat and exploration feel very sluggish. 

Still it's easily one of the best games I've played this DD. (It's the first one, but I'm sure it'll remain at the top)

Thanks for reporting the issue, it's a mistake on my part, I thought UI scaling in Unreal works slightly different than it actually does, will take care of it.

Thanks for checking it out, I've seen the stream and I'm really glad you tried it out.

The feedback is extremely valuable, I'm planning on adding tutorial before tutorial in order to explain how interrogation mechanics work a little more in-depth. There are some things you had no right to know, for instance Charlie will only progress the case if you talk to the suspect, since timer only triggers if you talk to them. There's a lot of things that have to be explained in much greater capacity, your experience illustrated that very well.

Will keep on working, thanks for everything :)

I trust the vision, can't wait for the full game to play.

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Graphics and art direction remain immaculate. The writing is on the high note still, even with Em to whom I was initially somewhat sceptical, loony girl but she grows on you. Exploring different branches of conversation is a nice touch. Locking out parts of conversation was a novelty, a good one if it doesn't  soft-lock anything important.

Detectives got good dynamic, I do hope as the case progresses your partner becomes a tad less snarky and sarcastic. Obradinesque track for confirming section of your work hits hard. Adding new ways of interacting with evidence - Viggo and the car's frequency/wave-meter. enriches the game and provides more depth. Love the reconstruction mechanism.

Now for the bad.

I understand your underscored importance of paying attention to the detail. I do think it works 90% of the time, figuring something out, especially without any external help feels rewarding. I appreciate that game doesn't hold my hand 90% of the time. The 10% is a low point in the game. I've failed to find the cotton, it just didn't stand out enough for me to notice. In response to that I've bagged all items I could find, used scanner, viggo, talked to each character, before one of the forms ensured me that there's a piece of evidence missing. I've strolled through the entire map 4 times, finding each exit, every batch of leaves, every displaced barrel, hell even a gap in the fence that I thought for a second, contained some key takeaway. But the cotton didn't show up on my radar for a second, I knew that something was there, but after scouring the grounds not once or twice I started wishing for some sort of pity-timer hint. What would I give for a soft audio cue, enabled only after no progress has been made for some time. Or your partner saying something like 'There's cotton on the bushes mate, gee golly I feel like I'm back in Alabama'. I suppose once the game ships people who get stuck will be able to get information they need from the internet, and it won't be much of a hassle.

All in all, can't wait to see where the game actually progresses, it's unique, it stands out, mechanics are solid and the mystery does lure one in. As described above, unapologetic commitment to not holding hand has its drawbacks, but I have no doubt it will be a massive success.

It's a unique one. Great animations on MC, other individuals can stutter during talking. Inner monologue is highlight of the writing, the rest varies. Jack is on the less polished side, maybe it's due to the fact that he spends a healthy chunk of time explaining basic reasoning of the situation we're in to me. Maybe some player agency could come into play and take care of the issue. For alpha demo it shows a lot of potential.

Always glad to see your feedback, thanks for checking this one out.

Movement, voice desync, and punctuation get on TODO list. The usual issues with dialogue system will get at least few more rounds of polish. I'm glad you pointed out lack of clear interrogation direction, will need to explain it in a better way. As far as graphics go, there's a lot to be done there still.

Thanks for all the feedback, it really does help.

It was fun. Glad to see that the game is progressing nicely. Visual quality has gone up significantly, gameplay is smooth. Level design varies, first level is great, almost flawless, second one takes a bit of a runaround but if somebody wants to finish it, they will. Found a number of things that might need a fix:
Bugs:

Tutorial - Shoot with Pistol / Machine gun work opposite to labels
Sometimes enemies simply stare at you
Occasional stutter
Spawns mid floor
Shotgun + powerup = mid boggling effect
Open doors on a car looking goofy
There should be a mechanism of keeping it crouched when you're in tight space, once you press C and crawl into it.
How should player know that tram is powered by blue key. Only guessed it because it's blue
Tram ride shootout is cool idea but enemies don't react in any way
Squat displaces you when you're in tram

I wouldn't say the pawn is slow, it was smooth and animations looked very much solid, but it still could use better flow, especially during fights :)

There's enormous amount of great work done here, models look good, pathfinding is flawless, UI is well integrated with the game. Buildings don't always seem to fit in thematically but building and spawning works well on mechanical level. In many ways it's fantastic.

Being completely honest though, when RTS itch hits I'd much rather play Warlords battlecry or other well polished title, rather than an indie. Creating what you did is extremely impressive, but in order to pick it over one of the classics I'd need a greater push, intriguing plot, improvement in general RTS mechanics, something special to pull me in.

As for bugs only thing that I noticed was minimap, I was in two places at the same time, was using browser build.

Good soulslike, can clearly see a lot of love in the visual side, the blood lake for one is great. I'm not entirely sold on isometric controls of the pawn for now. To make it work in this camera view pawn needs to be responsive and fast, Hades nailed it. Enemies are done well, they properly manifest attack intent and each has a good moveset that can be countered via trial and error.

Not sure how you handle loading, but there's a lot of flickering when you trigger it, there's a free plugin- async loading screen that takes care of it quite well.

The game needs options and tutorial. Also ESC should dismiss menus, closing it manually is torture I wouldn't wish on my worst enemy. Animations are smooth, visuals consistent and great, there's an ugly thing peeping behind one door.

Swordplay is interesting but for the time being I don't see a single reason to block, in any situation. Swinging fast and punishing enemy for closing distance is the way to go even with few enemies.

On death my axe flew away, deeming my corpse unworthy of companion . 

Solid demo.

I'm a win.

Pipe could be a gun, maybe it's because of portal vibe I picked, but it really felt like pipe should be a gun.

Being fluid simulator I thought that low tank won't be able to feed high tank, if you're leaning into realistic simulator angle I think it'd be good to either move it up or create some sort of pressurized tank mechanic

I think color coding needs to be changed to more common - red off / green on for instance,

Commanding blob is cool and fun mechanic, can't wait for puzzles involving 10 of those.

To summarize, cool mechanics.

Enjoyed it, good puzzle, finished blue pack, tried two others.

Only major suggestion I've got is adding an easy mode which respawns  you at the last location you 'died' in. On the one hand it might cause players to try to win from unwinnable position, on the other repeating moves you know to be correct just because you're clumsy and ball didn't go the way you wanted is extremely irritating.

I've got blocked by Euthanasia this time around, paralyzing and heal self is extremely effective. Cards are well designed but there should be away to equip more than one, probably after earning it in some sort of a boss fight.

It's a very unique game and a rare case of game exploring trauma without turning into cringeworthy wankfest.

Fishpeople music is great, hope I'll get further next time around.

Here goes award to 'He's literally me' moment of this DD.


I recall your dialogue demo from previous DD, I enjoyed it. I would've never guessed it'd lead me to an abandoned post soviet schizo dungeon.

As for notes - Enter shouldn't be for interaction and playing with light, it can build suspense but it also can get problematic.

Is there an insanity score and does it decrease every time you inspect item again? I might have switched focus to different item by accident but I could swear those change to random flavor texts. Music does it's job, the voice is a massive addition to horror engine. Level design is good, I did get turned around a bit but eventually learned the layout.

Can't wait to see what's down in the basement, I was also afraid to see a certain character creep just barely outside of the stream of light, or just pop up for split of a second when the light flickered.

You've got something great in the works here, hope to see more next DD

I've played around a bit, digging, cutting, fighting and crafting are all well done and work as intended. Maintained 60fps through my dig to the middle of the earth (There's nothing and you need to restart the game). It's very strong canvas that you can paint your vision on. Can't wait to see how it turns out.

Everything from sound design to UI and coherent artstyle are top notch. I've got nothing of value to point out, you clearly know what you're doing and you do it well. Hope to see more.

The fluid dynamic (Or whatever you call the magic of creating fire tornadoes) is a lot of fun, goblins are not the challenge, the challenge is to stop yourself from turning everything into fiery inferno.

The way wind spreads through the environment, including caves is for lack of the better word magical. The only major downside is how easily my character dies. I do understand part of the gameplay is to keep him alive but introducing more spells, and allowing player to warden himself while bringing inferno to gobbos would be most welcome.

Extremely impressive work.

The good - Loved the manual, even though I've only skimmed it. It's been more than ten years since I've seen a new game manual and it did evoke some long lost memories of physical games. I enjoyed the premise and promise of exploration.
The bad - Granted I didn't play long, the exploration was pretty much 100% fights. I did approach several settlements only to find sleeping opportunity in there (After a fight).
The ugly - Fights are boring even by jrpg standards, there needs to be more happening, there needs to be more joy to process of fighting.

I silently hope that you've been focusing on world building for now, and you'll get to implementation of more polished game now, because the premise and passion visible in storytelling would make for a great game. Sorry if it sounds overly harsh, I'm honestly curious about next iteration.

Witcher sense would be an overkill, same with annoying blinking from RE. There are two approaches I'd favor, one is some UI indicator that you can in fact use the object just as you described. The other is consistently making every object interactible (if it makes sense obviously) even if output is just a toast message with 'There's nothing inside'.

And writing is indeed great, people do have a soft spot for something written by a human rather than a room of writers, keep up the good work lad

I'd say caffeine jitters play into that too, it's not a priority just a small inconvenience

Barebones but a good premise. Great use of light, needs to be built in every direction but it's honestly impressive especially since it's godot

Basic components seem to be working well, choice wheel is a bit off for my mouse, it's twitching and switching components in chaotic manner, might be too sensitive

Better tutorial is necessary, teach by example rather than wall of text. Except for the font visuals are coherent but not mind blowing.  I might be overly critical but it'd take a lot more work for me before I'd pick this up over Balatro.

Might be a hit with more work

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