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Evilous

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A member registered Jul 15, 2019 · View creator page →

Creator of

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Thanks for playing and for the feedback. I have to improve the prologue a bit with ironing the game out some more. I might have to rewrite a bit of the prologue to allow more choice/player actions, and I feel that's a major aspect that needs to be improved where there isn't enough action and more reading. The mouse can sort of be used for a camera, but I think I disabled it with how badly it felt to use. I'll have to replace the animations as well.

Thanks for the feedback. There is a lot I'm going to have to edit/refine and your feedback is helpful.

  • 2.5gb is pretty hefty for an indie game. Should look into reducing this for space conscious players
  • File and settings in the top right is distracting
  • So some of this is due to how the engine compiles 3D models, the project file is 7 GBs, and how game settings are handled by default is done with having it in the top right before the game loads. I might look into having it automatically setup based on the performance of the system for reducing the graphical quality and such.

    >Main menu music is a Jammer, right until the screamo verses covered up the sick beat. But that is a personal preference (I highly dislike screamo)

    I do want to see what more people think, but I do have the project files for the song so I can easily edit it out if it becomes a universal thing people want removed. I think I might make the main menu version be mostly absent in vocals and keep the vocal version for the intro once that is made.

    I thought I got rid of a bunch of the written errors, but I'll review it again. 

    >

    I do not typically player text heavy games, but something that does help me is Bolding key terms or important dialogue so even if I’m spam clicking through I still get the gist of the topics being discussed.

    I'll add this.

    >

    I’m really bummed I didn’t get to make my own choice in the prisoners dilemma.  It seems like the perfect chance to give the player some agency.

    Ok it seems like people don't like the minigames in the prologue since they weren't originally made for it and the prologue needs some more work. I'll add some more choices for the player instead of having the minigames there.

    The animations I need to overhaul sooner than later at this point too.


    The biggest thing I'm getting is the prologue needs more choice and I need to refine a bunch more

    >It does set a good creepy vibe at the end of the interrogation, although I do wonder if this game is spyware haha

    It's not, I hope it's not too much feeling that way.

    Thanks for playing and for the feedback.

    >Played for roughly 45 Minutes, got through the Prologue and the first Breakfast, then got bored and couldn't continue.

    I big aspect I'm going to go through next is dealing with adding more interesting stuff to the start of the days and for a better easing into the main gameplay. Since going straight into the breakfast eating with almost nothing in between the influence game doesn't give enough of a breather.

    >Why is it 2.5GB? 

    There is a lot in the game files. The project file is 7 GBs.

    >Why is there a File and Settings Tabbar in the Top? Why do I have to click right on the Textfield or close to it to advance, instead of anywhere?

    It's how the engine was made to handle the settings by default. I could change it in the future, but there are many things more important to change/add onto at the moment.

    >The Flashing on the Choice Buttons and their overlapping is a bit annoying.

    I'll change the cursor in the menu, since it's exclusive there.

    >Why are Y/N Questions answered with a Y/N Keyboard? Why not with Yes/No Buttons like other Stuff?

    I'll change it.

    >Loading Times feel massive. Why is my Profile crafted *before* the actual Game starts?

    The game is meant to be played multiple times with the profile being tied to the game itself instead of each save file. The loading times are sadly tied to the engine trying to load all shaders at once before allowing the game through, which I can't change much. I've tried to minimize it's impact but it's still an annoyance. 

    >

    >The Idea of the Camera moving in the Main Menu is nice, but it happens why tto fast/to lineary, moving through Geometry, and overall not looking as good as it could. Music is horrible.

    I'll have to edit it some more. I personally really like how the song came out due to all of the time and money put into it, but I understand why people might not enjoy it due to the background vocals.

    >Why does the Bonus menu have an additional Option to exit the Game? Why do you just show Cheatcodes in the Menues?  If you're already forcing Arrowkeys/Space/Esc as Controls, why can't I press Escape to return to the previous Menu?

    It's how the engine handles the UI, I can't really do much about certain things without it going anal or putting in multiple measures to prevent it going anal. I can remove the exit the game option in the bonus menu at least.

    >Assuming you have 3D environments and characters that move around etc, you shouldn't write TExt what a Character is doing, but show it instead. Why write that Tina is looking around, scanning the environment, when you could show her doing it?

    Animations with the engine are a mess at the moment with importing new ones. Every time they update the skeletons it requires more retargeting with Mixamo animations which breaks other parts of the game. It is something I do plan to add/overhaul with a MOCAP system where I can have much more control over the animations without needing Mixamo and retarget everything. It's why some animations can appear to the broken randomly out of the ass.

    >Why tell me the Bed is worn and whas been there for Centuries, when you could show it, instead of showing a brand new Bed and telling me what it's supposed to be. Use the Visual Media a Game is, it's not a Book without Pictures.

    I changed some of the models around to see what fits better and I replaced the original bed model with a new one, but I can edit the textures to be more gritty

    >When in the Bathroom, I can move the Camera out of Bounds to see the Room with the Plage Doctor Girl in it. Overall the Camera isn't blocked by anything it seems.

    Camera system in the engine doesn't have the ability to be blocked by walls. I could look into it more to see if I missed anything.

    >Minigames are horrid. Controls are bad enough that it frequenlty jumps a Line on the one where Sam is asked to strip for whatever Reason, and on the Car one the Hitboxes for the Pickups are way too small, and the Car moves to slow from left to right. They also have zero Connection to whats actually happening. And they have no Reason to be there in the first Place.

    Engine limitations, I can edit some of the values to make it a little better with the smaller details. But I mostly plopped them into the prologue to showcase how they function.

    >In the Trial everyone seems to be named Tina.

    I am not sure why that happened. I'll look into it.

    >If we're all Prisoners, why would we just be wearing casual Clothes like normal? There is no immersion in this, I never felt like I was actually in the Game.

    So this is something I took more from danganronpa where everybody is more visually distinct, but the ideas of having costumes for the game itself would be interesting even though it would override a bunch of content, including the in game swimsuits. It also skips the fact it's not a real prison, but a game show, which I might have to explain further even though it's already directly told to you and shown, you actively didn't want to pay attention by this point.


    I feel some of the things you listed are more exaggerated due to having a bad opinion on the game by that point of writing all this out, which is something I have to improve on. But I do know about your "personality" which loves to exaggerate everything with everyone's games, so I shouldn't take anything personally and certain nitpicks as serious as you write them. I will focus on the main points that need to be addressed. I might have to delay starting adding more dialogue to make the game more natural like I want it to be to focus on the bigger problems with ironing them out as much as the engine allows. Thanks for the feedback btw, I hope it doesn't seem like I'm not appreciative of it.

    The web version takes a while to boot before the browser gives errors saying it's too slow. It's an HTML only problem.

    I'll look at it tomorrow. 

    I clicked on windowed mode and it jumped out of my monitor where I can no longer view the game no matter what I do. Clicking on the icon in my taskbar leads it to playing music without any other changes, and it stops playing music when clicking anything else. Closing the game and opening it again starts it off in the smallest resolution before it goes full screen and hides itself from the monitor. No idea what is going on there. 

    Great music though.

    It's a very nice throwback. Not sure if it was suppose to have certain text boxes have nothing in them at times. Other than that it's very nice and fun to play. Great visuals and tunes.

    Keyboard controls are weird and I couldn't rocket jump. Animations for the characters seems a little slow or it's missing animations. Music was nice though. Could be good but needs some improvements. 

    The cover art is pretty nice. The web version is a little slow. I think the additions are good, but it's overall still the same game. The title might be a little cursed due to the 67 meme. I do like the better tutorial and the rollapedia. Good job.

    I had a lot of fun, I wish the guys had some sound effects, but other than that is is extremely polished. Can't wait to see where this goes.

    Thank you for playing!

    Thank you for playing!

    Thank you for playing!

    Thanks for playing! I maybe should have added a line or two of code in game to go to full screen that way instead of relying on the full screen button itch adds to the bottom right corner.

    Thank you for playing!

    Really awesome, but I wish the enemies did less damage. My favorite game so far. great job!

    I'm not sure if it was possible to move around outside the laptop and the refrigerator, but it had lots of waiting for something to happen. I think it's very interesting, but needs more work. Great job!

    It's very intense with the dark atmosphere. Definitely gives the creepy factor. nice job!

    It's very original. I like the idea of needing to take control of different robots to do tasks, and the graphics are very charming. I wish the white coloring for the guide was easier to read, but it's very fun!

    Thank you for playing!

    Thank you! That's the idea I wanted to go for.

    I like it, it's very simplistic. The graphics changing when zooming in  feel should be fixed. It needs more content and variety but it's nice. 

    I think it's interesting after playing it for a bit. I think maybe it would work well with more social features like Words with Friends, where people can send each other challenges in some sort of regard. Mainly since half of the fun of scrabble is playing with friends.

    It's very funny, but I'm not sure how this can be expanded upon outside the presentation. 

    Made it to round 21, it's very simple of a breakout clone. I think it's a good base for the future if you want to do more with it. The only thing I can say is to make sure it can be made to be slower and to add bigger more flashy things. The flash does hurt my eyes so turn it down a little.

    I think the biggest thing is the tutorial that should be worked on since you get thrown in and there is a lot going on for most people new to craps. I do like all of the new additions with the random people playing with the player, but I wish they weren't all the same black woman looking smug. I feel that could allow for a lot of personality to shine through. I think it will be interesting to see how this develops. 

    I know most people won't mention it, but I like what you did with the itch page, very smooth.

    The tutorial is really nice and straight forward.


    Overall my feelings are the same as last time outside the small additions you made are really nice. The gameplay still has the burst type of gameplay which is interesting. I'm not sure how busy I will be when the game releases, but I'll try to remember to check it out near release.

    Thanks for playing. The engine has some faults in it's backend for loading and performance, which is something I'm trying to do, but when it's unoptimzied for certain GPUs, there isn't much I can edit for it to make it run better. I'm still trying to make all of the game's backend code run a little better so it won't have as much of an impact as it does, but even with that, I can't edit the engine's code since it's not open sourced, where messing with the engine's source code can only really be done with C# overriding.

    Thanks for playing. I'll have to keep note of all of this, since some of it clearly wasn't intended or was faults of the engine. Aspects like the loading times and the camera being able to do that is interesting kink to how the engine handles loading and unloading certain data.

    >There doesn't seem to be a way to re-read previous text, like most VNs. Maybe I just couldn't find it.

    I thought I added it, but it must have gotten disabled by something else in the background, I'll have to check after work to see why it's not popping up.

    I didn't realize some of the typos still persisted, I'll edit them when I can.

    Thanks for the input and for playing.

    >The game performance started to go down hill once I met Bianca and lowering the graphic settings didn't help. 

    That's the most graphically intensive the game can get, and the engine uses the GPU heavily. I've been trying to make it better, but so far no matter what due to the character model's, even when compressed, the engine wants to use 2 GBs of VRAM before stutters happen.

    >It also looks like you are using a mix of dynamic text and baked text into textures - which is fine but it means the baked text is unreadable at low texture resolutions. I suggest removing the lowest texture option entirely if you don't want to redo it

    Thank you. I'll look into it more.

    >Minor UI detail - can you hide the button labels bar on the bottom right when displaying dialogue or other UI?

    I'll look into it tomorrow. I thought I had it set up where it should be below the dialogue box, but I guess it screwed up(?). I really have to look into it more and edit many different aspects of the game.

    I like this game. It has lots of high effort put into it. The only thing to really say is the movement could be improved a little bit and improving group fights more to show when a monster is dead would be good.

    Extremely impressive, it does need improvements on lower hardware, my GPU was trying to die when running this last night. But this is most likely going to be the biggest game from /agdg/ for the next decade or two depending on how the development goes. The biggest thing to fix/improve is the performance and making sure the UI is good without many bugs.

    > Game doesn't boot into the tutorial, have to quit and go back and eventually it works

    >Ship never dodges the missiles due to it being slow

    >Orca is an ugly ass ship in the hanger

    Everything else is nice.

    The screenshots look better than in game, since the effects makes the game look ugly. That's the only thing I can really add since the rest is good. Make the text easier to read too, since it seems the effects applies to the text boxes as well.

    Make the main character faster or add some underlying threat to justify the slower speeds. Lots of good ideas, and the enemy AI is great, but it does need a new enemy type.

    This game looks cool and plays mostly well when getting guns, but the moment I got to the bat mechanic I lost most interest. The bat is the main way to do damage but is boring. I wish it was right click instead of spinning the mouse around, it doesn't feel right when spinning and killing everything anyways. There isn't as much interactivity here compared to a game like Hotline Miami.

    Thank you for informing me of everything and playing the game for so long. 

    There is a bunch I'm still tweaking and trying to fix to make it better, everything you stated is extremely helpful with finding things happening. The prologue might need some more work so it's not as text heavy at certain points for better pacing. The Influence game is something that I've been trying to figure out a good balance for, since there are settings to skip most of the text, but it also shouldn't be happening with always sabotaging at the start either. I'll add this to the stuff that has to be changed/reviewed.

    The graphics and music are very well made. No idea what is happening with the menu buttons zooming across randomly with the selections and the lack of a way to change the resolution without editing game files. Enemies have too much HP, but I wish there was a way to charge up attacks or more ways to attack without having a combo meter.

    I feel for platformers like these, there needs to be more movement involved like Pizza tower, where there is more room for creativity instead of the default running and gunning. The trailer showcases this a bit, where at times the character near the end of the trailer is standing around and shooting, which feels like they could be doing something more involved visually.

    I wishlisted it, but it needs something for the character control to give it the "Omph" it needs to become something bigger. Great content so far.

    The farting is dumb but it seems interesting as a base for a dungeon crawler. I like how the party members can get separated from the player to act more independent. Maybe you could focus on this individuality a little more. Has promise.