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Wierdox

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A member registered Mar 14, 2022 · View creator page →

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hacking not working due to not full energy

I don't think so, I watched the bar and waited until it was full. I didn't buy many energy capacity upgrades(due to ignoring the shield since it was hard to remember activating), so it's more likely I don't even have enough energy to use it. Could be remedied by displaying the cost of an ability on its hover text, or like you said add feedback like the energy bar flashing red and playing a sound if you can't cast it.


what do you mean by stat dumping

Interesting idea there, but not what I had in mind. Commenting on that: if you wanted the upgrading between rounds to be breezy that could work. But my first thought is that it would be quite slower to scale to the same power since everything is being divvied out. Unless, you make it so more power is gained from the same amount of crystals. As is, the current system allows specialization which adds some strategy that you may lose out on. Anyways.

Currently you can drag a stat bar further than what you can afford to buy the upgrade. What I had in mind is that there is a soft cap shown on any given line(what is affordable), and as you increase one stat all other soft caps shrink until the grab bar turns green/gold and it stops increasing, thereby allowing you to quickly click drag then press buy without out slowly dragging to get as close as you can to spending all your crystals. This should make it more tactile as you can also subtract stats and see how much you can reallocate. Alternatively, if you think that's too much work then just the green/gold handle and stopping when you reach max crystals is good too.

Pretty impossible for the beginning of an idle game, basically stuck where the other people said. I think it would feel more fair if you could click drag your archers after placing so you can focus down enemies, or allow them to walk around the castle wall by themselves.

Resurrection has 'MISSING(health)' in description.

Are gold pots in the dungeon spawning after beating enemies or did I just not notice at first?

It could be nice if you could click on the dice by your character in the rolling phase so that it can 'unlock' the dice in case you missclick.

I saw an enemy that could change your lane on hit. It makes me wonder why there isn't an option to move lanes on your turn.

Just beat the game, it's pretty straight forward. Though, I did almost lose since I could not get my healing spell on the last floor until just in time. Clearly you're still working on things, but the dungeon portion needs something to do besides just walking around and taking fights. Also, it may be too easy, it always shows you the contents of adjacent rooms. I think making some rooms like forests unknown could add some spice.

Played a little more, I leveled up again and got new skills. But for some reason, I can still get a 'punch' dice despite all my loadout slots are filled. Now that I count, I see it's 5 slots, but it seems silly to force you to have a 1 in 6 chance to be screwed.

Some of the explosion and impact sounds on the main menu(simulation) are not affected by the volume settings. As in, even if master is muted it is full volume.

F1 for a browser game isn't a good idea, at least several browsers map F1 to open a new tab with a support page or whatever.

I changed my auto dialogue speed to 0 while in game and it doesn't work, it's still auto continuing.

The level with the metal asteroids was confusing. It said something about 'see that? it's a special ore you should mine' but nothing new was on screen. Then I eventually saw the blue ore but it was near the right edge so I couldn't mine it. Then it said 'good now use your tractor beam to reel it in' and I have no earthly idea what it's talking about. Maybe I'm supposed to pull something that's outside of the force field, but I saw nothing that was small enough to pull...

In the hush-money level I got -100 for destroying a meteorite, which seems opposite to earlier where I got points for it?

I finally figure out that I am supposed to walk into the crystal to pick it up and not mine it. I imagine I should also use the tractor beam. Also I got a 3x Salary of 0 points, not sure if joke or bug.

Enemy ships being from the same mega corp is funny.

I bought the crystal radar and I just don't see it anywhere on my HUD? Oh it's these arrows, I didn't see them for awhile. I thought they would show up closer to the center of the screen for some reason.

It's annoying how hotkeys like X for shield aren't on the HUD. Also, It's really bothering me now how if I'm holding shoot and switch gun, that is stops firing forcing me to release then hold again. This sucks bigly when losing that half a second screws me out of resources or getting hit by an enemy.

I am pressing V to hack and it isn't doing anything. I point at them, I lock on at them... all is happening is that I lose health trying to avoid bullets. Could you at least explain how to do it?

I back out of the mission select from SNEED(I was about to do fight the Astra company for the first time) so that I could take a look at the keybinds to make sure I was using the right key to hack. It's fine I guess, but now for some reason the 'select next mission' is showing the previous solar system(ZUBEN) which has all safe planets so I can't continue... I save then load and it luckily kicks me out of the solar system and instead shows the galaxy map.

I guess that was a good thing, I didn't save in awhile and the big guy instantly vaporized me. Satisfying to beat after re-spec-ing into my gun. [later] I don't get why the repair drop changes in size with the enemy, it causes a disconnect since they are all 1 repair, or at least as I discern.

I notice a tentacle growing out of an enemy ship, looks cool but not sure if intended or not.

Not being able to dump all crystals into a stat is annoying. Rather than go to any value, it should be clamped up to your max crystals. Also, displaying upgrade cost with floats despite no float on your crystals is odd. Lastly, you can text edit the stat field but when you enter it it does not update the crystal cost. So it's either bugged or you aren't supposed to do that.

I play for a couple hours until the rail gun is available, starting to get tired. Fun overall, with more polish in controls/UI it will be even better.

I mean, it's a hard design problem to solve. Assuming you don't want to force use of voice chat, text is the usual go to for multiplayer games. Some ideas I had were to slide open the chat right after a minigame so there's more time, maybe text from the chat scrolls onto the other people still in the minigame like NicoNico and it becomes a funny distraction. While that's happening(when you're done but others are not), you can see what the other players are doing in a big collage or some such. Besides that, you could leverage the mouse primary gameplay and instead of chat use freehand drawing to communicate and still do the previous things I mentioned.

Since the minigames are so short, one way to give more time for typing is to chain several minigames at once, so those who finish fastest have more downtime waiting for the slow guys.

Though, now that I think about it party game collections like Jackbox don't have chat I think, so it could work fine like that too. I'm sure one of these options will jump out as correct depending on what you envision the final experience to be.

Cute little game, reminds me of Mad Rat Dead(a rhythm game), but if it used touch controls and was a mobile esque game. Could use some polish of course.

The thimble could be another color, at first I thought it was the same as the golden cogs. Also, those challenges still counting down after accomplishing the objective feels not so good. At least for the kill all enemies one I saw.

I played several games, wandering around the forest shooting wild life then dying from cold or anomalies. In theory it could be fun.

Auto jumping when walking into the flag hole by spawn seems wrong since you can't fall into it. When I put the first ball into a hole, it would be nice if the flag changed so you can tell from a distance that it's completed. Doing some platforming on the tree, the jump randomly activated so it made me jump off when I was trying to walk down the branch.

The ball direction always being to the right of your character feels bad, I would prefer if it pointed in the direction of the camera, since that's where I'm looking at the target/where I want to hit the ball.

I almost stopped since I could only find two holes, I saw others saying there was more so I messed around and realized the random explosion I heard earlier opened a cave.

Hitting the ball into shiny spots for coins feels sadistic, takes way too long and there's so many of them. Maybe do fewer but more coins per payout.

I put the white ball into the hole on a island with a broken bridge, it did nothing for some reason.

I did 6 holes before stopping, it's alright I suppose.

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Now that the zombies don't turn while charging, they feel a lot more fair. Though, you can still get hit if you run over them while they are crawling out of the ground, which feels cheap. I run by the harpie hallway,  I think it would make more sense if you pre-alloted enemies so you can't run down half the hallway without the harpies. Shot the coffin and found a weapon pot which is nice. Though, teaching the player that they have a ghost at the start sends the wrong message. I decided not to kill the fire shooting pot-platform things, and the sound is really loud since it's starting to stack. I then beat the game.

Would be nice if I could force the round to start since I'm solo/the server leader.

Text goes off screen when typing long messages in the text box. And I think, text box conflicts with the game style since there's barely time to write a few words between rounds.

Minigames range from ez to too little time or difficulty jump. No one likes slide puzzles. The mouse only control is ok I guess, never played the DS warioware so idk how it compares in ease of understanding the controls for a given minigame.

-The mouse disappears even when hovering on the title bar, which makes it annoying to drag the window or to close it with the X button.

-I killed the gas guy for the blow torch, and after progressing some in the sewers I go check out his area again to see if I missed something. Well, turns out I can interact in the space he used to be to retrigger the fight, including his prelude dialogue. I'll avoid doing it though just in case it causes story bugs.

-If a rat misses a gnaw attack, I'm pretty sure the flavor text still says that it keeps gnawing rather than the first gnaw, and it also gets the attack up buff as if it did it last turn(4 or 6 damage while it was attack debuffed). It went by fairly quick but I'm fairly sure that happened. [later] Yeah it seems like the gnaw effect occurs even on missing, ie you can break it off by defending still.

-Found the Phish secret area. I've grown tired of hug the wall secrets in games, but fair enough; I'm not sure what else you'd do in this top down style anyhow.

-Ice-bomb in the shop is a joke? It did 2 damage. Also, maybe a skill issue but the first time I saw it I thought it was an attack TM.

-It took a couple tries to beat the vagrant in the sewers. Maybe due to bad luck, several fights in a row were just him healing faster than I could deal damage. Then, I got lucky? and he only heal buffed once.

-The sewer valve I only found since I was poking my head around, it looks like background decoration. Maybe make it comically large, if this isn't bonus [later] yeah it's important.

-The regen feels a bit nuts. I only won against the ptsd guy since he didn't keep procing it. ie he could heal faster than I did damage, and healed back to full by the time I healed myself and did one buff. Although I suppose that's the quintessential trainer AI in action.

-I've been playing for a couple hours and I don't know if there's much to say. I'm progressing and the world is opening up with multiple side quests and some minigames I can do. I'm not in a mood for an RPG so I'm just about getting my fill of it.

That did the trick, thanks!

After cooling down a bit I wanted to say that even though I complained a good amount, I can see what you're going for with a pure discovery game. And due to that, suddenly jumping into that kind of game can be off putting if not in the right head space. Taking a couple attempts to really get it. Though, perhaps you could onboard with a simpler scenario to ease in gameplay elements.

 > explanation of stats

Okay that makes sense I guess. Typically ranges are shown as '3-6', and mult would be '.25x-1.3x', though I can understand why not as it makes the stat display wider. However, if you can't make it more obvious that is the range, then I don't know if that's a worthy trade off(for one who learns purely from playing). Another way to make it more obvious is actually displaying what is rolled somewhere, like the end turn event screen or above the event card area.

Also regarding drama cards only affecting the card to the left, you could add a graphic that binds those two cards together so it's more clear, or use arrows. Here's my artistic rendition of that, ie bookish style on left, arrow on right.


(1 edit)

Sorry about that, should have showed some screenshots.

These errors show up on the main menu on launch. Also when opening the save game menu it spams the console with '[doxpath]save-3' through 6 being unable to find(I have saves 1 and 2 used). Probably just an info thing you shouldn't log to user's console, though I did fill those up just to try.

This is the battle I crash at, it occurs after the pixelated dissolve to black happens(I presume the animation into battle).

Looking at the save file folder, I got some combat logs which I don't think matter but here it is, among these files the only difference is sometimes different initialWait values:

Battle started
Targetable monsters: 1
Adding monster: dirtydawg
Entity BENZOMON: initialWait: 22
Entity Dirtydawg: initialWait: 24

Hope that helps.

I didn't play much, but I'll say you could do a better job with contrast. Everything is so bright it's both harder to look at and harder to differentiate things.

It's odd how you get a clear card when exiting a room, considering you require backtracking to finish the level. The gameplay was awkward on keyboard, I imagine better on controller. Overall, I had an OK time, but I mainly was fighting the controls/camera. It got easier once I realized she autoaims as soon as they get in sight, so you can just spray ASAP and win usually.

The drawn art is nice, reminds me of classic kid anime like astroboy. The gameplay is okay in idea, you shrink/grow to go places and you swap characters for special abilities. Problem is is that I didn't find anything to collect or fight, so I just feel like I'm meandering. Maybe I just missed something obvious though, since the guy said there was something in the house.

For some reason the game keeps crashing when I try to do the first battle - Win10 on AMD gpu and cpu.

I had some decent fun seeing the pokemon tropes being poked at.

-The mix of low definition and high definition assets(including fonts) seems sloppy.

-The combat is alright, considering it's halfway unimplemented. It also reinforces the story aspect I presume, since you can only control yourself so you have to be reliant on and trust your friends.

-Mouse support could be nice, for example the combat requiring 7 keyboard inputs is a bit much.

-I'd argue to not display the "We found..." box on combat end when you didn't get anything. It's irrelevant and gave me a false impression that I was about to see something of value.

-UI is partially broken in 16:10, mainly seeing beyond the veil in a few spots, most obviously when in 3D explore mode.

-I wander for awhile and can't find anything of interest beyond more rooms and some new enemies.

-Text is blurry pixelated in a bad way, like it was a high definition font that got poorly downscaled. Get a better font or something.

-I pick up the lantern and I can't seem to use it? I check the readme and now know what to do.

-The dither interacting with some sprites causing false detection of movement in the corners of vision is a fun effect.

-I find the water boy then eventually see the event with the monster, it felt a bit understated considering my guy was directly in front of the monster as it was eating the kids heart out. Maybe a translation thing. Also I have the keys now but didn't know I even need them.

-Oh it's for the shed. I get lost for a while but eventually find the trail again. I see some wolves or something in the outer darkness but I just book it to the shed and so I'm now done.

Still quite sparse with the content, but keep up the good work.

-Why does it take two inputs to proceed each text box message?

-Her head bending 90* up and down when aiming looks pretty bad.

-R to skip text also being R to reset level is bad, I accidentally reset when trying to skip the first level's dialogue. This is especially annoying since the cutscene pan to start the dialogue is still in the game state so pressing R resets the level.

-Headshots don't feel consistent. It's also asymmetrical since when they come south towards you you can't get a headshot I think.

Doesn't seem that interesting so I stopped after a couple tries at the boss.

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-I never played Cultist Simulator or its ilk, so it's mostly incomprehensible at first look. Also the game UI looks partially broken in 16:10 so I use 16:9 now.

-Being monochrome is visually 'cool' but sucks for grabbing attention and pattern matching. It's hard to remember what stats are which, the cards blend into the same-detailed background castle art, etc.

-If I am holding a character card, it'd be nice if hovering over a unexpanded event card would expand for me.

-Took me to after ending my turn to realized I could only pan with holding middle click, I assumed it would be a scroll since it's a tower. If it must be a hold to pan, I'd rather be a more comfortable button like LMB or RMB.

-Card events are unexpanded on turn end, it would be nice if there was a way to tell what card events have character cards sloted in them from a glance. Don't want to forget a card y'know.

-I do... things then the noble shows up, and at this point I get the idea that we are probably bad in a bad world or something with all the descriptions.

-I get bodied a couple times by the guy, it's at this point I am more confused by stats, why are there two numbers above and below each stat? Also the buff/debuff cards also have two mults, which I assume is debuff against enemy, and buff to me? But which is which? And do these only last for one encounter, or stack over turns?

-All my guys are dead now, and I only just realize that I can place location cards into some of the event card slots to do more actions.

-I do things then manage to find out what the bottom left cards do, teleport you to new areas. So now I have this camp and a new deck to go with it, but I can't seem to do anything here?

-I start a new game and do more advanced things like the mines and investigating town areas etc.

-When I do the LURE THEM quest to purchase followers, for some reason the event card is staying up despite not having a location card or otherwise on it.


-I feel exhausted trying to understand wtf is happening. I don't want to tread lightly else my character card is eaten from a random event or trying something new. I also still have no idea what on earth the stats are doing, and in my humble opinion just being told how that works would at least give me something to call a rock that I can stand on.

-Controller working in game but not in main menu... web build.

-The unusual choice of diagonal only shooting is kind of annoying, since I don't easily map the 4 cardinals to what diagonal it chooses based on that. Of course, over time you get used to it more or less.

-If you throw a frag then die, it explodes during the respawn animation and I believe not hurt enemies, which seems unfair.

-The mix of arenas and 'puzzle' sections is nice.

-I got to a screen with a text box but since I was spamming X to attack it closed instantly and I couldn't read it, I presume the end of the gameplay.

-Not sure if the 'right way' to play but I mainly stood in chokepoints and killed everything that came my way. Exceptions include the snakes and sliding fly traps, and the switch traps.

(2 edits)

-The first upgrade pot is poorly placed. It's a semi-complicated terrain of being on a slope, but also it's in front of a pit. So due to this, the only way to hit it without crouching is by standing directly in front of it while standing on the slope. If you wanted to teach crouching here, I feel like there could be a better way. And on top of that this is the only place in the intro where the crouch shoot is useful, until you meet the harpy hallway, so it's easy to forget.

-Took a bit to realize she is float-moving rather than having a broken walk animation. Maybe have her hover up and down a bit as well, or have more than a static pose.

-I play some rounds, but I don't have  the drive to get past the harpy hallway. Part of the frustration is how it feels inconsistent how the zombies aggro you from the side + their ability to turn smoothly towards you. Though, I know that it's a common thing in old games where the challenge is that enemies aren't limited like you are in some aspects.

Have some sort of dev flag when you output the game so you don't show the stupid 'quit to desktop' on a web app, which only crashes the game.

The chain looks very floaty, unless you add a shader to make it look magical or something it just looks not well done. Also, maybe make the top of the chain post thinner. When I first saw it, I thought it looked thick enough that maybe I could climb and stand on top of it.

Why are dodges limited by stamina but not chain swinging?

Skulls are a fun twist, where you have to keep track of the shots before throwing at the end so it doesn't blow up your hands. I noticed that if I had a skull in my hands the next wave wouldn't appear(since the skull is still alive), which I just bring up in case you wanted to allow holding onto those between waves. Also, I notice that if I swing into a skull while holding one it will just replace the one in my hand, intentional? But if so, the skull I was holding should blow up or be thrown away or something.

In the heat of the action I found it hard to tell when enemies were stunned enough to rip the weapons off of them. Oh wait I just didn't understand it I think, I thought I had to punch an enemy several times, but I just need to punch once to then grab? Okay so going back to the tutorial, the reason I was so confused was that you use the basic skele model, but give him the gray resistance bar, so when I went into the new game I thought they all had resistance bars, yet not noticing the lack of one since I was in  kickass mode.

Giving the "RMB to do big attack" while holding a skull is a dumb troll, only do it when you have a sword or something. I'd maybe remove the RMB while holding skull, but I guess it's skill to not accidentally nuke yourself?

I see what game you're basing it on, hopefully you add more upon it later on.

-Why is her skin like that? Or are those leggings flesh colored for some reason? Because it looks like she has blotchy skin.

-Intro feels a bit odd, why do I go several rooms between getting my first spell and being able to actually use it?

-If you go into the library/castle then all your spells disappear, as well as your beans.

-I didn't even realize there was a quest to get into the graveyard at first since I just run jumped while hugging the fence and managed to jump over it at several points.

-I spamed E a couple times talking to glassesless girl and now my character is frozen. (fixed after enemy found and killed me)

-The spell cast animation adds airtime, so it can be used to jump further. ie I managed to go back to the flipendo area by going to the highest tiled yellow pillar, then jumping and casting to make it to the yellow pillar from which you can jump back up.

-I press E randomly and now I am getting the graveyard gurl dialogue despite being 300 miles away. Probably a continuation of the same bug.

-Loading from checkpoint(pause menu) seems broken and I get an earful of ambient sound like birds and water on a blank screen.

-I can't seem to do the quest since she says the same thing after getting the glasses from inside hogwarts.

-Why can  I open the locked chest twice for beans?

That's about it I guess. Keep up the good work.

Took me a minute to realize I couldn't move on the world map, and I had to click in the top left to actually see the movement grid. Either start me in the zoomed in area then later show the world map, or tutorialize me to click the toggle before telling me about move controls.

There's an enemy I am trying to attack, but can't seem to do so? But, in the top left it tells me that actually the objective is complete and I can leave the level??? Never seen a game show me an enemy and to not kill it.

A capture/coup de gra on dead enemies is neat, though I'm having trouble understanding when I can move after a capture or not. I guess it has to do with DEX, since you have up to 3 but can only move twice per turn so sometimes you can do move knife move.

Oh ok we have magic, but no targets I guess. Why are all these emerald flames here?

Shop / Weapon Requisition: Bit weird, I didn't notice the tickets so I thought I had the choice of any weapon, and being able to swap it out freely. And I think it would make more sense if it lets you trade the weapon back in. Also, when clicking on character portraits on this menu it will prefer pressing the electromap toggle button beneath.

I stumble around going to the marked locations... I enter an enemy encounter finally and I am instantly killed by a spell that hits me from across the map.

Think I'll just leave it there for now, there seems to be a curve but I don't know how to 'farm' since I saw no other enemy encounters, and there is also a time limit with the gate of doom. So interesting game, it's doing something a bit different, both with presentation and the combat system. 

Still quite rough, but having animations and weapon slashes really helps with the combat. Models are also neat, I can imagine an American Mcgee Alice style world where you fight in a dream or some such.

Sensitivity was set to 1, so it almost seemed like my mouse input wasn't being captured... I think this would be a bug to be set so low? Also why is aim sensitivity also a thing, and it doesn't seem to do anything?

Why do I leave a brown fart cloud when dashing. I know it's supposed to be dust, but it's reallly unconvincing.

Some of the text is a too long to read it all before disappearing, especially when they show up in the middle of a fire fight.

On the pistol ironsight mode, the gloves either clip into the z plane or there's a weird shadow that doesn't look intended, at the bottom of the hands.


You can dash then slide to get a speed slide, but I don't understand why I can't dash while already crouching to such a move.

Dying in the combat test sends you back to the beginning of the tutorial...

You need an audio cue when out of ammo, I click and it makes no sound so for a second I just assume it's still playing the aim down sights animation so it isn't registering.

From where these dead bodies are, they were shooting through the wall and hitting me on the opposite room across the hallway that is in view. Or, at least I couldn't see how they could see me.


Funny shadows of the guns/hands, the red dot shadow isn't even remotely close. Probably should just disable shadows on them.


Got to 2nd level, it feels cheap that I can't shoot through this gate.


It both looks bad and is annoying to be hung up by a singular floating chunk of wall. I'd try removing any chunks that aren't attached to the ground(more correct way) or the easy way of deleting any chunks that has no other chunk neighbor, to make it a little bit better.

So not that much new content, but the game's still great fun. I think you also beefed up the graphics, so that's nice. 

If I'm going to mine all day, I'd kind of prefer to hold down LMB to mine instead of doing powershots all day, assuming that's any better than spamming. Speaking of powershot, if you release then hold down LMB too fast(ie during the swing animation) it won't register, so you then have to release and hold it again. Bad game feel, I expect it to start charging as soon as the animation finishes.

In the shop room with the green scarab, you can jump from the rafters to skip the elevator, though that's silly since the switch is right there.

I eventually got all the pickaxe upgrades and got the crown. I also saw the WIP area. I then decide to kill myself and it seems like there is no saves so that's too bad.

So fairly fun in a clear cutting sort of way, but not too much going on. On the flip side, due to that there was no difficulty in learning mechanics without a tutorial, like throwing things to flip switches, lighting dynamite on fires, merchants, etc. Biggest complaint so far is why it isn't fullscreen.

The bullet hole decal and spark most times do not match up with the other vfx(smoke and fireball) for bullet impact. As you can see it happens both up close and at a distance.



Went to level select and did the ones that didn't have a best time, I assume from previous saves. So everything after and including Atlantis. When beating these bosses, after pressing continue and getting the cutscene it would keep the pause menu up but have me in gameplay at the same time, so since the mouse is still locked to the center of screen I am forced to exit to menu.

Why are potions aoe? You can even heal an enemy if it's right next to you. Though, I guess you can also heal allies.

Intro has weirdness, like you can reopen the pause menu after the enemies start spawning in. Also if you die you respawn with previous items you had. And for some reason I can't use my Blade sub menu even though I have enough MP(this persisted and only went away after resetting). And at one point I won the fight but when pressing several buttons to spam the dialogue it allowed me to open a menu then exit to main menu without knowing what was going on. tldr; you don't stop the player from opening menus during cutscenes or dialogue, which seems wrong.

Having to redo the boring intro fight several times is making me sleepy.

Game crashed when exiting the cellar/ant cave(after 100% loading), and loading my save it keeps crashing. Guess I'll note that I leveled up after the fights, and equipped the found sword.

Still quite rough but I see you're working on stuff.

Playing in browser.

There's a prompt for D to reload, but the reloading is happening automatically? [later] This machine gun does need to be reloaded though.

The axe kick feels very unresponsive. I do the attack on top of the target and it just does nothing even though the animation is playing.

Accidentally press R and it reset me... make it a confirmation maybe.

It's odd how you kick me to level select on death instead of reset like pressing R, and exiting to level select being in a menu.

Took me until level 3 to learn that I need to beat a time to unlock the next level.

I am not going to play level 4 since you die easily and I can't handle the friction of having to reenter the level over and over, and if I spam press it instead opens the tutorial.

Fairly fun speed platformer I guess.


It's perfect, except that the pistols muzzle flash is spawned in the middle of the gun instead of at the barrel. Because of this I rate it .78/10

Like last time, it's a pretty good game. I got to find and beat the secret level on Thug difficulty.

It's a little odd that jump kicking into a mid air enemy(who can be kicked) isn't kicked but instead goes further in the air. Also, in the tutorial I found it odd that some decorations glowed like the weapon pickups. For example a green glowing pack of cigarettes.

Got to round 36(no failing to meet goals) then decided to leave it there. I didn't blow the points out of the water, but at times I was doubling/tripling the required score. By the last round it was pretty close. 

I'm somewhat surprised you're doing a Inscryption by having a dark moody room where you play the game. Mainly since the game doesn't really have a horror feel at all, though it does have a hell set dressing I guess. Besides looks, it's also very casual since it's mostly spray and pray that you get enough points.

When the boss round says you can't use the first item slot, it means you can't click drag the item inside it. The only way to swap it out is if you drag another item onto it. I assume that's a bug, because for instance if you only had 1 item you couldn't move it into the 2nd or 3rd slot if you wanted. Speaking of moving, I somewhat expected that I could move the special pegs around on the board. If you don't want that, then I would have expected to choose which peg gets the upgrade.

Due to random chance I only got a couple Item Shops in the early game, so at the end I only had 3 items. Not sure if I could have upgraded to 4 or 5 slots or not, which would make the winning margin even easier.

It took me several boss rounds to realize that the difficulty increase was for the rest of the run, due to the name it sounded like a 'this set of rounds is the boss' or something. Maybe small, but consider choosing a name more obviously for a creeping difficulty, like 'enter the next layer of hell' or some such.

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Playing the 'easy' version.

Why does the tutorial have a bunch of lava pits? I don't want to be threatened with death, it makes me not want to experiment with the controls.

It took me a minute to realize that >+RT does the same dash move as v+diagdown+>.  Due to the green highlight going through the prompt linearly, it looked like one combo rather than two versions... make it more clear, like at least add a divider or have the text OR between them. Also why can't I use the stick to move?

>continues in the tutorial that make you redo from the beginning

Why do special modes(gun and sword) drain energy while doing nothing? LAME. It also means if you're low on health, you can't do your more OP moves, which seems like a "the poor get poorer" situation but for bad gamers.

>continue

For the first forced high jump, I think you should make the target platform a little taller. It looks like it could *almost* be reached with a normal jump, which is bad design.

Pressing up to talk with dude had a funny look to it:


I find it interesting that the hobos don't give energy until they die. I guess getting some from each hit was only a dummy thing.

Main reason I keep dying is due to killing an enemy, and it uses up the last(or near to) my energy then I die before the killed enemy's energy reaches me. So, I guess I need to be more patient which feels counter intuitive.

I got a couple areas in but I die too easily and I don't really like fighting games so... Overall, this is probably not for me since it's a fighting game AND attacks are linked to HP. And I don't know why it has continues, I think I'd enjoy it more as a linear challenge of how to get through each area without dying, without having to worry about being sent back to the beginning every 3 deaths. Enemy designs seem fine, easy to kill but if two or more are around you may also be comboed into submission.

If I enable 240hz mode it will cause the game to crash in the intro just from walking around.

Thanks for playing, and the video is great to have. As far as I can tell it's the only recording from this DD, so it's a service to see how someone is actually interacting.

I think most of your issues with the combat is from it being very WIP currently, I also don't like it for much the same reasons(instant attack + darksouls tracking, loading into enemy room, small rooms, etc). Though the parkour is to stay, I will consider removing or changing various parts of the dungeon/combat if it turns out I can't execute my current ideas well enough; or else if simplification leads to better game design. As with the shop, happy you like it! After working so long on the game it's nice to know at least some people click with it. Still quite a mountain before even the shop mode is feature complete though. Also shout outs to rutbon he's the visual artist for the game.

Hope it's more to your and my liking next time.

Thanks for the feedback!

With the table areas I'll try making it more obvious by adding an outlined '?' if there's no item there yet. Freezes are due to bad proc gen, and not doing pre compilation of shaders; should be much better next time. Then with buying from customers, it's usually worth it but I can see adding a way to decline a customer outright, along with other ideas I have. Though, I should say that hitting them with your shoe until they get the clue is quite entertaining.