it just keeps getting better.
the only thing that really bothered me was the fart sfx. it's honestly not very juicy at all.
if you can't find a better one i would remove it entirely, it doesn't mesh at all with the rest, it's very obnoxious
does freeplay even have a way to lose? at some point i deliberately tried to die, but my bounce stat was so high that even if i stopped completely i would just resume bouncing as soon as i touched anything
Federx
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it's kind of disorienting when the direction changes. like sometimes i miss cans i was sure i was going to get
please add some in game music, it really needs it
i found very confusing the entire "you lose lives when you restart/exit" thing, like what is even the purpose of it
also you forgot to put the fact that you can dash forwards in the controls
i had issues with the underwater controls. in particular, sometimes i would try to dash out of a dive out of a bubble, but it would end up dashing in the opposite direction.
i'm genuinely surprised at how many devs assume that people would use a controller on a pc game, when 99% of people honestly always go with keyboard and mouse by default
the shark is great. i love its design, i love its movement and texturing and animation, it's just great
you must tutorialize things more though, like i had no idea where to go and what to do, ESPECIALLY as far as keyboard controls are concerned. even figuring out that i had to press Q to talk to an npc was a challenge in itself
i love the fire enemies too. nice moveset, they pose a moderate challenge without being unfair
sometimes blood splatters get on the ceiling, is this intentional?
also, sometimes they don't appear correctly on the ground, looks like some kind of fucked unwrap or normal situation idk
i love the shopkeeper, she's perfect
the way your inventory is setup there's always going to be empty unused space because ammo boxes are too wide
minor nitpick of mine but i don't really like the bright pink/purple pants lol
i love how the game looks, but after getting caught and hiding in a barrel i was unable to get out. I tried holding E, i tried pressing every button i could think of, but nothing worked
in the tutorial, the text lines go away very fast, which can make it easy to miss them
space bar to crouch genuinely feels somewhat weird. i realize that this game does not need jumping, but it's not a very intuitive keybind for people used to this kind of games
q to pick up items? it really feels like a game build with a controller in mind, which translates poorly to a keyboard
i would honestly make this tutorial level even easier, especially considering that by this point people are really not used yet to the controls and mechanics. there's a lot of stuff going on and a lot of farmers to avoid
i also had the bug when after dying and playing again i had negative health and was now immortal.
the slow reload and lack of melee attacks combined lead to having to slowly walk backwards while shooting to avoid getting swarmed. maybe a more aggressive approach would work better, the player feels really weak as it is
with all the blood sometimes loot can become hard to see on the ground
same goes for the barriers that the enemies create to prevent you from escaping, you should make them pop up more, i was really confused for a while
i couldn't figure out how to open the chests
loot sometimes spawns out of bounds
I think the tutorial special chip might have bugged at one point. I had to manually reroll until i got a 6 to progress.
The mouse cursor color needs to stand out more from the background if you want people to follow your tips and directions
The general mechanics keep filtering me, I'm an absolute brainlet, but i kept betting until i lost everything to a 7.
I fucking hate the side NPCs, but considering that they are supposed to be maluses i guess they are working as intended
i particularly despise the ones that reroll your dice from you, dice games already by default feel a lot like you are not really in control, if the enemy can just reroll your dice even when you win then it truly feels completely rigged to me
it definitely needs a tutorial. it took me a while to realize its main mechanics, like that the only way to die is the ring closing down on you, the limited ammo of the weapons, and that i had to shoot the smaller enemies to make the ring bigger.
eventually i reached the point where the ring just doesn't expand fast enough to let me reach the next boss item even if i shoot everything as soon as it spawns. i think you should relocate the boss item if the player hasn't picked it up after a certain amount of time
some weapons are definitely more infuriating than the others. the recoil of the revolver is insane and the flamethrower has extremely limited reach, making them inferior to most others. also, the shotgun is SO SLOW.
i actually enjoyed it a lot overall, i'm a fan of games like nuclear throne so some good ol' 2d shooter is always up my alley
you know how the crosshair becomes red when you lock onto an enemy so you can hit it? well enemies almost always attack me without doing that step, it just remains white/grey and they miss
are you using a shapecast or something? shouldn't it just work via proximity or on area/body entered? this entire locking on mechanic kinda works for the player but i have never seen enemies use it properly
finally the difficulty curve seems more balanced.
i like the new enemies, they are much easier to deal with compared to the kamikaze drones, which makes sense when you first start the game
the slow mo also greatly helps to make things feel less chaotic
i still got smoked by the boss though, but that's on me
i love the movement and pattern of the new robot enemy, though as it is it kind of feels too easy to defeat when alone because you can just stagger it by shooting at it and it has little health, but also pretty annoying to defeat when there are multiple because while you are busy with one the other can just shoot at you from a distance
the fact alone that pressing esc does SOMETHING already puts it well above the average dd submission
i love alien swarm so i'll definitely keep an eye out for this one
make the gatling more JUICY, it feels so wimpy compared to the shotgun
also, personal nitpick of mine but esc should be able to close the inventory screen
the initial tutorial felt a bit unfair. like i was still trying to learn the controls, i touched an oinky thing and i was killed at full health, forced to restart the level.
the level select screen had some text leaking on both sides, probably because of the weird resolution of my old tv (i think it's 1360 * 768)
i greatly enjoyed vibe and aesthetic, though not being able to aim made things significantly harder.
sometimes enemies spawn too close too you in arenas that are too small, giving you little (or no) room to dodge and maneuver.
i love the idea of a fish with a shotgun and i love the walking fish loading icon.
since you are giving us an action key (F), i expect to be able to close the tutorial dialogue boxes with it as well.
esc should also be able to close them. indeed, esc should be able to close lots of other things, like inventories.
took me a long while to understand how to equip spells
i didn't personally enjoy the entire stagger meter thing with common enemies. they just spend a lot of time helpless on the ground while i kill them, slowing down the pacing. i'd say give weak minions less health or shield
the boss rush you had before felt more climatic and satisfying
lots of typos and some engrish in the dialogue, which is a shame because the eye guys seemed pretty funny
yeah it didn't click with me. what is even a "straight"? you can't assume the average joe knows gambling terms
i just roll the dice but it doesn't feel like i'm in control. the dice themselves are mildly confusing, not just for being 2D vibrating things, but also their colors didn't contrast enough imho
i do realize that you are mainly an arrow key enjoyer, but trying to press Z while juggling wasd is a nightmare.
i also found confusing the entire mechanic honestly. even after i switched to the arrow keys i rarely nailed the timing properly. having to press an extra button to bounce just didn't feel intuitive to me
first of all, you need a death barrier. it's so easy to fall and so annoying to restart.
the camera still feels like your worst enemy. sonetimes it seems to rotate by 90 degrees and sometimes it doesn't
the big hammer made me suspect that i have to hit the things floating around, but they keep moving away, so after i kill like one of them i don't know what to do next
i tried tutorial 4, the enemies basically destroyed me very quickly. i don't think i did anything particularly wrong, i was just outgunned from the start.
i tried a generated level but the game slowed to a crawl and i wasn't able to progress further
i would like to be able to skip to the next line of dialogue by pressing LMB rather than enter. i like playing this kind of games mouse only when i can

very polished, very high effort.
i like that thanks to the attacks happening at the same time the battles are shorter
two things bothered me:
the first is that text boxes don't cleanly contain their entire dialogue. it often continues through multiple ones, cutting sentences in half in awkward ways, which makes it annoying to follow. i feel like you tried to contain as much text in every box as possible, but i would have personally made some boxes half empty and add more of them to more cleanly include the entire line of thought in each one of them.
the other thing is that i find the lack of diagonal movement extremely rigid. i imagine that this is caused by the overworld being laid out with a grid based system, but from a player perspective it's very annoying trying to move diagonally and not being able to. it almost feels constrained and claustrophobic, forcing players to move in a zig zag pattern when required.
MOSCA!
in the tunnels, sometimes the next place you should go to can be hard to read. after defeating the first scorpio i almost went my way back up because i couldn't find how to progress
katrina very easily blocks your way, easy to get stuck with her around. she should move out of my way when i walk towards her
or maybe straight up remove collision with her
most of my bugs were in common with everyone else. enemies very rarely managed to hit me, it's annoying having to lock on manually
most importantly, there is a sizable delay between turns. you should make it as short as possible, it's a common annoyance with turn based games
at the very least allow the player to press a button to skip to the next npc/enemy attack when one is done
when i equipped my axe i became unable to use blade skills. it makes sense in hindsight but it was very annoying to realize it later.
i love your style of dialogue, the characters always feel lively and fun!
incredibly impressive. you are basically creating your own 3D dwarf fortress. when i created a stockpile on the ground and the NPCs started gathering resources automatically i was mindblown.
this game seems extremely performance heavy, my 3060 was screaming in pain. is the framerate unlimited?
hunting seems ineffective? even after the ranged skill was leveled up to 6, i was still missing most of my shots. haven't been able to kill anything yet
game looks gorgeous overall
had a small bug with an alpaca stuck in the ground
a pet peeve of mine with this genre of games is that you have to manually collect money. i know that magnet upgrades mitigate this, but i always found it an annoyance personally.
i was very underwhelmed when i noticed that the chains on the ground don't slow enemies at all, only damage.
the default scissors have some issues, it's very easy to push enemies towards the objective if you are not careful, if you get surrounded it behaves erratically (sometimes it pushes the player in the opposite direction compared to where you are moving towards), and as soon as bulky enemies that cannot be pushed back appear it becomes borderline useless.
i liked the music
the demons don't seem to handle the gravity mechanic very well. sometimes they fly across the map, get stuck, move too fast, "fall" sideways, it's a mess.
this added to the fact that enemy spawns are still not marked adds to the chaos, with things either spawning on top of you or falling sideways on top of you, ganking on you instantly from directions you are unable to expect.
the guns are a bit weird, they are pretty big and maybe pointing a bit upwards, which doesn't align very well with the aim
i like the gameplay loop, it's intuitive enough that i was able to understand what i was supposed to do even without a tutorial, but i struggle to understand what is the criteria for new blue dots to appear and where, which makes it harder to plan ahead
i'm probably getting filtered by puzzles as usual

