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Lucardo94

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A member registered Sep 08, 2024 · View creator page →

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Thank you for finding that bug! I'll correct it. 

The bone you didn't catch is a bit strange to reach. I'll rework it  to make it more intuitive. As it's even kinda hard to explain.

And yes, the button has been missed by a lot of different player, from the gameplay footage I have seen. I'll be reworking those as well.

Thank you for playing, and the inputs!

Thank you for playing! I'm glad you liked it!! 

I need for sure to include the controls for the game. I failed to do that in this demo, but will be included for sure in the next.

The small bones do have a sound when you pick them up. Was it not playing for you? The big bones don't have one yet, but will be included.

I will include a toggle option, to swap the default movement between running or walking. That way you will hold the trigger to move slowly instead of running (which is most of the time). That might make it more easy on the fingers haha. Or maybe a key rebind option, that way people can adjust to what is most confortable to them.

Thank you for the inputs! 

First of all, fantastic presentation. This is extremely well polished. I really like the idea of having all the tools, including the game, as if they were phisical objects. Very nice.

The game itself is very pretty. Almost makes me want a proper version of this not-pokemon, to play properly haha. Good taste on the moster designs as well.

Now for the parent game itself, it is a very interesting concept. Having to glitch the game to progress. My opinion on how should you scale the game:

Right now, we have a guide, but is not a game guide, is a guide on how to perform some glitches inside the game.

What I think you should do, is provide an actual guide, on what to do to beat the game. Like where to go, what glitch to use when, etc. This will be "NG". The catch will be that, you will be following a linear path provided by the guide, but as the player begins to familiarize itself with the possible glitches, they will discover that there are a lot of other things todo, outside of the guide. So it will be maybe a "NG+" kinda of thing. Maybe even allow for glitches not present in the guide to exist, that the player can learn about somehow.

Anyway, it's just an idea. Maybe not the best idea...

But very interesting game. Keep up the good work.

Thank you for playing! And for recording the video. It is always very usefull! I'm glad that the moves come down to you naturally. I failed to include a "controls" section in the menu, but will in the near future. You had the right idea about how to collect the last bone. Where you playing on mouse an keyeboard? The controls for that are a bit worse than in pad, making the game harder. But you catched 6 / 7 big bones!! That feels apropriate on DD 67 hahaha.

About the camera being choppy, how do you mean? I have not experienced that, or seen it reported from other people. But I'll be reworking the camera soon, so maybe I'll inadvertedly fix wharever issues it had with that.

The bones and big bones are currently placeholders. The final colectables will be different. But to answer the questions, the little bones are neon energy because I was experimenting with some shaders.

Noted about the brown slabs and gap in the rocks. I will make sure to keep things consistentnd polished as levels get into their finalized stages. 

Thanks again for the inputs, and for providing the gameplay footage!

Thank you! I'm gald you liked it so far! I've been told that the regular running speed is a bit too slow. I might increase it a little bit. Other people requested a toggle to make running the default, and then you hold the trigger to walk instead. I think I'll add that, but some friend raised a point that, it might be because there is no reason to walk at all currently, and he might be right. So maybe that could be amended with better level design, where you would want to walk, for more precision, or positioning.

Yeah, the rat looks at you in a T-pose for now hahaha (missing a proper animations).

Thank you for playing! I'm glad you liked it so far. Level design will probably make or break things in the future, but I'm hopefull!

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This was my experience with the game: I truned it on, and chose the Paddle setup. Seemed interesting to manually put the gears. I hopped into the tutorial, and it was quite technical! A lot of terminology that I was not very familiar with (at least in english) made it a bit overwhelming to follow the first tutorial. The controls are not complex, but demand a bit of coordination. I had to get used to them. But I was able to complete the 6 stages of that first tutorial. Then I advanced to the second tutorial, and here things got strange. The first tutorial taught me to hold "L1" and then input the gear with the Right stick. Here on this tutorial, the game starts me at 1st gear, If I press "L1", the gear changes to Neutral, and then Reverse, and I could not find a way to get out of Reverse. It was very strange. I thought that might have been some quirk of that tutorial, so I tried stage 01, but I got the same behaviour. So I am really confused about how am I supposed to play this game. 

Besides my inability yo play the game, presentation feels very nice. There is a good level of polish to the whole game. You obviously also put a lot of effort in the simulation of driving a car.

I guess my 2 cents here are to (if this is your goal) ease in people like me, a lot slower. Game is very technical, so it's easy to be overwhelmed.

Thank you for the video! Really impressive that you got them without knowing about the controls! My bad on that, I should have included them somewhere in-game. Perhaps in the options or pause menu. Thank you for playing!

The game felt very responsive and functional. I liked your tutorial, it did a good job explaining how to play. I think you did a good job on the technical aspects of the game. The AI was pretty good. All the systems worked as I expected. I guess I have a hero ability when I click that little banner button. I clicked it but it damaged me instead (using the archer). I think I should be able to select a unit I want to affect with my hability. And if I want to target myself, then I just select myself. Overall I think the most challenging part will be to find a cohesive visual identity for the game. The card art is well rendered anime style. The UI looks mobile, and simple in comparison. You will need to invest on having everything "match". If you go with this anime style for the cards, perhaps you could have an oriental theme to the whole UI. I like the map, where you choose where you want to fight. Reminded me of another card game, Yu-Gi-Oh forbidden memories for the ps1 haha. Those are my 2 cents. Keep up the good work!

6 7 6 7!!!

Hey, I'm happy to hear that. I didn't had any oportunity to test the performance, but I asssumed it should be low specs since the graphics are simple.

For what is worth, you handeled the transition from "room to room" very well. The direction I was pressing kept consistent towards where I was expecting to go with each camera angle change.

When I got to this "room" here, however, there was no change back in camera angle, making it kinda impossible for me to go back to the beggining. So that is something you should be carefull with.

Other than that, everything is obviously  very early in development. I must say that I didn't like the feel of the attack animations, and the jump. They felt clunky and unatural. I assume they are also WIP, but worth making that point, so that you make sure to improve them in the future.

Presentation was great Azur. You did a great job with the intro cinematics. Story was hooking me in, which is a good sign.

Now, I do select the New Game option with the mouse, but then, I can only advance dialogue with "enter". I think it would make sense to also advance dialogue with LMB, to keep things consistent.

There is a technical issue where some of the dialoge options had wierd "hitboxes". Some, I could not even select, which forced me to select the other option.

I got to this part, and the game locked itself. I could not progress the dialogue at all.

I restarted the game, and got to the same part. Chose the other option this time, but the game locked again.

I like the presentation a lot, and the story was getting interesting, but the game seems a bit broken at the moment. 

I'll try it again when it becomes more stable. Keep up the good work!

Thank you Blorb! I'm flattered! 

Good point on having a toggle for running. I'll implement that. The mouse and keyeboard controlls have been a bit neglected as of now, so they need some reworking. 

And yes, good point on the controlls. I'll have them displayed on the options menu. thank you for the suggestions!

You are not crazy about the textures. It happens due to inconsisten texel denisity in some assets. I'm using an atlas with 64 x 64 textures, so I need to UV my assets as little squares over it. Some times if the polygon I'm texturing is too big, the textrure get's streched. But you are right, if it is noticeable, I'll take more care in the future.


About the loading screen, for sure, that is a good idea. I can put a placeholder "loading" for now, and later make a definitive one.

I'll soon rework the gamera, so hopefully that will fix the wierd "camera reset" movement. 

Thank you for your inputs Blorb, and for taking the time for playing!! WAGMI!!

Dayum! Apologies for that! I can't believe I left this gap in the game haha. If you try the game again, and get stuck, as long as you thon't close the game, you can quit to the main menu, and back to the level, and it will remember the bones you have catched.

I'm glad that you liked the game so far! Thank you for playing!

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You sure can! But I had almost maxed out the upgrade tree I think. I maxed the click upgrades, and almost maxed the drill and spear. Didn't bought the "cheap stuff" upgrade because I figured it would have overpowered stuff for testing haha.

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Hahaha, that is right, you press Triangle to grind on the Tony Hawk games. Well, the diference is that, cactus scrimblo slams down when you press square while in the skate right? And we need to slam down into the rails. In tony, when you press triangle near the rail, the character will "magnet" towards it. Then you just controll the balance.

Curently I had trouble getting the grind working with cactus. Since you need to slam down, you need to be over a certain height, or it will just miss the grind. Also, even with the right height, the grind would just not happen some times. Like it would slide off it. 

I think going with the winning formula, of, press the button, magnet towards the rail, is the best approach. You could keep the slam down, but whenever on the air, and nearby a rail (check with an 3D area/volume), if you press the button, you grind instead of slamming.

I think that's how I would do it. Hope you find a solution!

Hello Azur! Yes, I agree with you. Better skyboxes will come, I promisse. This one was more to test if I could do Vertex Color skyboxes like in the spyro games.

Oh, to push the button, you need to air dash to hit it. To air dash you press LMB (or Square, X, in the controller), in the air.

If by the pannel you mean you mean the fence with some bones behind, the button will open it. 

If you mean the sign posts that say "Press Trinagle/Y", those currently only work on controller. Apologies. The mouse/keyboard controlla have been a bit neglected. 

Give it another try if you feel like it :D

That's fine! I do wonder, you recomend to play the game with the mouse only, but I feel like using WASD might be easier, as movement seems quite important in the game, for doges and positioning. With the mouse, I need to click where I want to go, but then I need to move the mouse on top on an enemy to aim my spells. I think that's why I was having trouble. I there a reason why you disencourage the WASD controll scheme?

Thank you!! 

Yes, I need to re-structure some things in the back end still, but hopefully soon I'll be able to start creating the content of the game.

I can't believe that the Hill of no secret had NO SECRETS! hahaha

I'll look for the other level, and keep blorbing. Thanks for letting me know :D

Interesting game. Felt a bit hard for me, as I'm not used to this kind of gameplay. Are our autoatacks homing? Perhaps there could be an option to have them auto fire, or maybe we could hold LMB pressed to continuously fire instead of having to click each time. 

I was able to progress a lot more this time that the last time I played. Your game has a lot of charm.

How many endings does the demo has? I was able to get the ending where the admiral leaves the house naked.

Then I started my second playthrough, and already got some different results, like for example, making the brid break the clock, which I used in the main room, so the admiral would drink wine, etc. But then I got locked in this conversation here. It would just not let me get out of it.

I'm interested in keep playing, finding the other endings, but it would be nice to know how many are there.

I love the concept. I'm a sucker for "elemental worlds", specialy when they are kinda liminal like yours. I guess what I want to say, is that I like the vibes on the game.

The hub got me a bit confused. Does it loops on it self verticaly and horizontaly? it's kinda dizzying.

i tired the 4 chraracters. I think I have completed the Shark one, and almost completed the Floaty character one. But Cactus and Tounge felt a bit too clunky. I could not finish them. 

On the cactus one, this respawn would keep respawning me below the terrain.

The grinding mechanic felt kinda buggy not gonna lie. Perhaps it would be better if we would just snap to the grind by touching it, tony hawk style.

You are good at creating interesting mechanics that changes the gameplay, so I'm interested in seeing where this will progress.

The game feels a lot more responsive since the last time I've played. Also, the key mappings feel more natural.

The AI did something wierd though, they would keep swapping weapons as if they were teabagging or something. This left them open to be attacked once, while they were locked on this behaviour. 

As a fellow wagie, I relate to this game. 

The game played well. I like the Pepsiman inspiration.

Right now, I think you could add a raking at the end of the levels, based on time you took to complete, coke/cofee collected, times you got hit...

Also, at the end of the level when it is counting the collectables, it would be nice an option to skip the counting.

Those are my two cents so far!

I am not sure about what to say about this one. I clicked the nodes, which took me to a card battle. It was fun and functional, but I guess not many options. I liked that the enemies had an indicator to their actions, so you could strategize acordingly. I defeated the boss, and It took me to another node climbing screen. I reached the boss again, but this time I dided. I don't know if there is more to it. Let me know :D

The controls have improved a lot Blorb! Or so I have felt. It felt wuite good playing on the Keyboard. Somehow the bounce mechanic felt more intuitive this time arround. With the controller however, because the jump button is not down, it felt more clunky somehow. Why is it not consistent with keyboard? 

I played all the 5 level. The last one, where you need to find the secret exit was particulary difficult. Took me at least 50 tries! (yes, I am that bad) But finally I managed to clear it.

Also played the snow level. 

I tried to get to the other side of the Hill of no secrets, by trying to get momentum and jump over it, using that elevated terrain you access with the moving plataform, but was not able to do it. Since there are 7 level, I assume the last one must be there?

Your game is very charming. I like the animations and sounds. Keep up the good work

Played until I suppressed the hyper cube. Honestly, great game. You have someting special here. I was having a lot of fun. Fel this urge to max out the entire upgrade tree, but was not able to do so, because the hyper cube was suppressed before that.

One small think is that I noticed, on some upgrades where the name is too long, it overlaps the upgrade level (the 0/3 counter for example).

Now, I'm only thinking were are you taking the game from here, to scale it. Will you make different level, with increasingly more challenging cubes? Perhapse you could make special "tiles" (wharever you call the mini cubes that make up the hyper cube) with special properties, like, can only be damaged by the drill, or the spear, etc. Some that debuff you momentarily...

Also, I grabbed a couple of stars, but I don't know what they do.

Overall, had a great fun with it. Keep it up!

It has potential. I like the idea of it being horizontal instead of vertical, unlike Nolgorb's 1. I say develop it further (Y)

I got to the cave part, after the two enemies. But I couldn't progress inside of it. Is this intended?

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How do I equip the sword? Also, I can't grab the statue at the begging of the level 

Amazing gameplay!! Thank you for playing. There is a long way to go yet, but I hope you had fun!

Thank you Glyph! Hopefully 2026 will be a year with a lot of progress :D

It was an automated system from Itch. I e-mailed the support, and they seem to have fixed it *fingers cross* haha. 

I am curious about the difference between your project, and the 2012 HD versions avaliable in steam.

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test

Edit: Some how I have been flagged as spam, and cannot leave comments anywere. Here I had to approve my own comment. 

Thank you! It seems like the comments I've made before making this post have been approved. However, I tried to make a new comment to test, and it still displays pending approval. Do you think this is something the admins could look into?

Game is looking interesting. I like what you have here so far. 
What I'm not sure if I like so far, is that we attack were the mouse is pointing. It's a bit confusing because my character is facing a direction, then it suddently attack to another direction, since I forgot about the mouse (and we don't use it for much else). 

I found it a bit tricky to dodge the enemy attacks. Do we have i-frames? I think being able to "phase" through enemies when dodging would help solve this issue, as  I think it's kinda easy to get stuck in enemy colissions. 

The keys right know are kinda unconfortable,but I know that's a work in progress. When you add controler support, the gameplay is going to be a lot more confortable. But then again, on controller I assume you would press the attack button, and the character will atack in the direction it is facing. Probably should be the same in Mouse+keyeboard. ?No mouse aiming.

Keep up the good work 

Ohhhhhh, that looks so good. Great job 

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