The game was challenging to me but it was cute.
EyeBall Tank
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I think the ground pound is now? Forgot last time I played.
But I licked that the balls could even be kicked against enemies.
Also thought new texts that haven't adapted to the actual font of the game and something about a shotgun blast?
I did the mistake of customizing controls before actually relearning them, so I made it harder to me than it needed to.
So the red lizard boss ate me and the game softlocked there.
Love the art style and design of the girl (Very lickable).
The combat seems basic, wonder if you have plans for a more varied arsenal or if you'll stick with the one weapon at a time design.
Enemies are ok, even if I'm expected to upgrade movement stuff to deal with the laser bats.
The daggers are useless, since most of my strategy was dealing with enemies through range and projectiles.
I wonder what will be the use for the gems.
There's no menus at all, don't know what pressing 1 does, got stuck in some area.
Reached to the 05 statue where I got stuck inside its lake and couldn't crouch to get into what looked like a small path hole beneath that lake and behind the statue.
Also the game forced me to install something for Windows 10.
I might fix the grammar stuff later on.
The gallery I plan to update to add more characters/other settings, even if after I update my MEGA gallery.
Wanted the transition effect to take the right amount for the game to load, so maybe I could tweak that.
I thought of having it so the solid/interactible stuff has pure black outlines while everything else has outlines of different colors or none.
The mouse being controlled by buttons is weird but I also feared having the actual arrow of the real mouse being used could cause problems.
Not sure if I could try tweaking movement because I fear it could affect how level design is already laid out.
I thought of having it so the solid/interactible stuff has pure black outlines while everything else has outlines of different colors or none.
And I added the arrow with the questionable mark popping when on something meant to be interactible.
The mouse being controlled by buttons is weird but I also feared having the actual arrow of the real mouse being used could cause problems.
As for lore: The human NPC's are just characters from their own worlds.
With the Nortubel kids for example being from a country, who at some point were dragged to strange worlds by a strange artifact and they started visiting different worlds with it (Essentially the plot of my previous game).
But I also plan to update the gallery with info and more images, given it only has the Hirdrih page so far.
Camera sensitivity felt weird to me at first, thought it could be a bit higher because my mouse is already very high.
Pause menu could use a "return to main menu" option.
The main character also walks like she's in a stealth mode or something, like she's sneaking around.
Still think it's cool and well made.
Is the lab the only level? Because it cuts off after the button door area where I fell and didn't even feel the green slime.
Finished the demo and I loved it.
Addicting, love the diagonal projectile concept because it's unique and you can take the deflection to your advantage.
Also love the use of traps like the floor that can be a hole or the lasers.
It does a good job feeling like something out of MSDos.
My one pet peeve was when you move, you sometimes feel like you're stuck and you have to be a bit more seperate from a block/wall just to move or something.
Not sure if it's to do with the player's collision but still a tiny thing.
I tried adding stuff like the arrow's interrogation mark and battery with some bits popping when selected.
Could also be the weird resolution when on browser (maybe not an issue with the exe hopefully).
Because I tried making solid/interactible stuff with black outlines and the rest with other outlines or none to make it clear it's props and all.
The arrow in general will be handled basically given my current skills but I wanna make sure it is a big part of the game.
I also wanted to be clear that the only dangers in the game so far are the virus tiles, the spider chips (Those things that go up and down), the seahorse penguin "servants" that shoot projectiles and the DVD bouncing logo-like Hirdrios.
Thanks.
A lot of the songs were just me copying songs I like (Since I already did this with Nortubel)
I plan to add more enemies and those will be from other worlds.
The arrow is indeed odd because I'm still not that knowledgeable with Godot.
I can see this game being a bit more liked than Nortubel but I still want to improve the quality of my projects.
I already have ideas for what my third game will be after I'm done with Hirdrih.
I think I have an idea of what happened to the arrow so I'll see if I can fix it with what I know.
But in the right lower corner of the screen, that green button restarts the level, in case you want to try it again.
Sounds are planned.
I might add something that shows up for the arrow when it's near something meant to be interacted with.
So I noticed the gold count and even blue flames indicating the turns, which are nice touches.
As I played, I managed to update the damage and use gold to buy the available items and reached like 12 or 13 rounds because the strategy becamos the same: Getting my girls always in the right spots, so I can instakill the red girls.
It also happens that each round always starts with my turn instead of the enemy.
I did lose one of the girls but still.
So I wonder if you have ideas like stronger enemy types or even different level environments, to make sure the player doesn't just keep instakilling and ending fights easily.
I do hope to at some point fix certain things like projectiles being dragged by their source entities or some enemy hurtboxes not always receiving damage.
Because there's stuff I still don't quite get with my current Godot version.
I should fix the text too at some point.
I forgot to do more with the level select menu but maybe I'll add the few levels that would exist in the next update.
Same with the gallery, specially because that "OC ideas" curse of mine might return.
I'll try to think ways of adding more to the visuals, even if there's already some frankensteining behind the scenes.
Kinda wish there was a window options.
(Also think there's no "quit game to desktop" option either).
Game has cute art direction and personality.
Being able to lock the character with a "aim" option is clever.
But I think the game's descriptions of the controls are outdated unlike the ones I saw in the itch page.
Love how the combo attacks can make enemies bounce against each other.
Though the mummy girls with swords seem to have a lot of health.
Also think I saw a bug where my projectiles came from above me instead of my gun.
Cute game, barely payed attention to Demo Day except for this I guess.
Controls are fine though I wonder if there's plans for more.
Didn't get the last 7 bones in this one area.
Also I find it weird that CTRL is the spin slam ability but that's because I played with keyboard where one hand was on the WASD + space/shift scheme and the other was used on the mouse.
I think right-click could be easier instead of CTRL for the spin slam thing but that's me.
In the options menu, regress is spelled "egress".
Clicking on the "items" vase in the UI can create lots of "inventorium" screens if you keep clicking the vase.
Reached the Robozone, also managed to deliver some boxes to some of those girls next to the ladders and even did some minigames to unlock the stuff keeping me down.
If you click in some items like the maid dress and then press ESC, the ESC menu is behind the other menu.
This game has some neat ideas and a nice art direction but it also gets frustrating since most of the time, I just get slowed down by enemies.
The Louise fight was difficult for me.
On one hand, I tried dashing away from her using E but at times, E made me kick into her instead (Only later I saw the move list).
On another, there were the invisible walls tha I almost couldn't notice (Because in this level, the grass has some bright area but it doesn't highlight where the invisible walls start).
Also I set my display window to 1280 x 800 but then I pause the game and click "settings" again, the window gets big again.
Also the first area has this lower but thin area where both me and Jin got stuck.
But other than that, the visuals and presentation is nice.

The frog enemy is interesting because they even have the leafs as placement, so it's a neat visual/gameplay detail.
In the construction site, I tried getting that ticket next to the hook but then I got stuck here.
I press "restart" and somehow still have the same low health amount and tickets I did get.
Personally, I always thought it's weird when 3D platformers have both ledge grabbing and wall jumping.
Still got all 4 tickets.
Still, cute demo.
Aggy-Chan is cute but... what about a cute Aggy-Kun?






