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horbror

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A member registered Jul 25, 2023 · View creator page →

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This song is really fucking good.

Tried it, partly because it is very hard to resist a swedish title. Jajjabullar. There is a seed of fun hidden in here, but it is too rough to bloom. The attachment from one square to the next is to finicky, and while gaining momentum and thus, having fun, it is too hard to get there. I would try auto targeting the next square, at all times, after targeting a previous square, and see how that pans out. 

Men ja, det är ju jävligt gött med lite spel ändå. 

Woah, a slug just split into two? 

WHAT ARE THE HIDDEN MECHANICS, JUST TELL US!

No gameplay you say? Yet I am repositioning slugs to get them their meals. Would love to watch them grow as a result. 

I have honestly no idea what this means. 

I have sped up the car now, it was a big improvement. 

Okay, this shit should be fixed now, I get it if you do not want to dive back. But if you do, the cheating room is where you want to go. 

Nevermind, putting it in again fixed it. 

Entered the password to progress beyond the demo point and got an "the most important thing" message. How do I progress from here? 

Already started playing it again, amazed by the initial cutscenes yet again  and... the game over screen featuring the crushed clay calf. Going to finish the game this time and then I will see if I have any valuable input to you.

Would this be a good opportunity to run through, and complete this you think? Been on my todo list for so long and I do have time to spend right now. 

Playing this, found a bug pretty quickly which you may want to adress. You can be "pushed through the floor" and exit the map if you are standing under a closing electronic door. 

It was a lovely stream. When it comes to difficulty, grinding is not really necessary but it for sure makes things a lot simpler.  There is more hidden depth in the combat than what initially might seem to be the case, and it is a fairly easy system to "break" in different ways. 

I kinda of want it to be tough if you do not engage deeper with the systems, whereas grinding becomes a "easy mode". That said, the earliest parts of the game, before you get more options, additional characters etc are the parts where grinding gives you the most bang for your buck. Balancing shit is hard, any specific inputs are appreciated, etc: lower the cost of this, raise the damage of this.

Played through it , still like it. Do not know if I could spot the differences in AI-behaviour. It did seem harder though, so that is probably the case. 

It is still fun, glad to see some lore slipping into the game now. I played the tutorial and the first few missions, got the big-ass gun etc. I am very curious to see where this goes storywise. When it comes to immediate upgrades I think making some real environments would do a lot for the game feel. 

Controls work swimmingly. 

Can't wait for an actual mission with story and characters with this sort of gameplay. 

If I have any other input I think it would be to not be afraid of making the main tank unrealistic, upping the speed, the speed of the realignment of the barrel and so on. It does not seem like this will go for simulation, so tweaking things towards "fun" may be good. 

Hmm, think I found it right away. A plugin was interfering with it, will probably have a fixed version up soon. 

Thanks for the input! Yes, there is a lot more content in there but some sort of new issue seems to have popped up which I need to look into. Events used to have an "area of interaction" outside of their spawnpoint or the character the event was tied too, this seems to have been disabled somehow...  Another player ran into this earlier and I fixed it locally by cheating, need to find out what has actually triggered this : P

This is essentially a tech-demo, so I will give you advice accordingly. Movement works, I had no problems with the camera. This is ready for a more focused, level-based experience. Give me an actual map, something like in banjo-kazooie to play with. 

Character is lovely, the animations work. 

> Chapter 2 starting out very strong. Got some problems with the boss, guess it's there to teach me how to use the character.

Yes, the first boss is there to tell you how Aylina is set up, she is a multi-selfbuff character which if applied correctly leads to insane damage output. 

>Loved the appearance of some characters from Ch1.

Steffanie and Bethany never had their comeuppance, only Zacharie really did. This was a deliberate choice.  

>Music is fantastic, as usual. 

Thanks, these songs are still in the oven though, they will be better in the future. 

> Car movement is EXTREMELY slow, wish it was faster. And I got a bit lost on the map - I know there were literally arrows pointing where I need to go, but you can't expect me to see a big map and not explore? Nice (a)woken reference. Wish there were some points of interest to interact with on that map (I didn't find any if they are there).

Car movement will be kept pretty slow to adjust to "car combat encounters" which are not in yet. Expect a fantaswat copcar reference in the future. World map will have an increasing spectrum of actual locations, but we are still early in development. Chapter 2 will have some "sidequests" too, encouraging exploration. 

>What's up with one of your party members fighting doggy-style, ass-first? It's... uh.... unique?

She is the tallest by far, and with an afro, I was thinking of ways for her to not cover the other characters and a twerking yoga-position seemed funny, 

> Arthur wrecking shit up when? Can't wait to see what he's got cooking in Ch2.

This is far off, darkrun is what I do last, but yes it is coming eventually. Arthur will have some very choice words concerning Aylina, her companions etc. 

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Basic controls seem to function, although they are a bit finicky. Is there a reason to separate in air tricks controls with the general movement? There was a slight clunkiness when transitioning to a rail. 

Answering the end game query: handling seems mostly good, visual style at the moment is extremely boring. Animations on the characters are fine, but the lack of flair and more or less everything makes it hard to judge the visual aspects. 

Should add: was it fun? Yes. 

Yes, I think I have fixed it. Will be uploading a "fixed build" once I have ported it and actually tried it properly. 

Thank you for reporting these bugs, funnily enough I think they are new due to a thing I adjusted... Very good catch, I appreciate it. Will be easily solved. 

A blorb was added, now this is peak fucking gaming. 

Visual style is neat, upgrade system seems good; gonna give the advice I always give for games in this genre: double the speed of everything from the get go. It does miracles. 

I am a certified shoota. It's kinda fun, not enough here to either criticize or praise yet. 

Shotgun is the most fun, buzzsaw is most overpowered. 

An early chapter 2 preview can be accessed right from the get go for you guys who wants to see what is coming. Chapter 1 has had some bugs fixed, any reports of bugs and issues in Chapter 1 is highly appreciated. 

Chap 2 stuff is still too fresh to be judged, it will be fiddled with endlessly as continue the story. 

This used to run fine for me, now it does not. It loads fine but in game its janky as shit. Do not know if this is valuable information or not. 

Played a lot more and all of the basic systems seem good. I can get a few levels in on a run on easy mode, not that far in normal. I think perhaps the difficulty early game could be adjusted a bit if this is going the roguelite direction in the end, make sure the first few levels are always pretty simple by keeping the amount of spawning enemies limited. 

Gamefeel is good, though I still think a slowdown while you change your chemical set up would be a vast improvement. Would it be abusable? Yes, but I do not think that would be a problem, I think it would enhance how the gameplay feels. I would try it, put out a test-build and see how people respond to it. 

I still need to put in more time in this, more thoughts may come. 

Both of the enemies in this work well and are easy to understand. I think maybe adding a "filler enemy" something, more or less not that dangerous and slow could be good to fill out early rooms before ramping up the difficulty.  Otherwise: stationary turret enemies, enemies that change their chemical setup, 

I want a rifle-version of the gun. 

Got through the tutorial. I tried this a long time ago but I feel like I have more of an understanding concerning the basic mechanics now. 

In actual combat I think holding down the mouse-button to change your setup could benefit from this either slowing down or "freezing" the game. 

Well... this is an early comment but I I probably still have not figured it out. See that as either a detriment towards the tutorial or me as a player. Will play more tomorrow. I want to get how this works. 

I absolutely loved your video, and yes, there is plenty more to go for the current demo. If you do get through it, there are also quick access to alternate paths available through the cheating room. There are three endings available for chapter one and one "dark route". Everything gives greater exposition of the general narrative.  

>I ended up finishing the neutral and bad ending for chapter one. Liked it quite a bit! Billy is by far my favorite character, I like all the development he gets and the fact that he's humanized despite all his shortcomings and past actions. 

Yeah, Billy really is the heart of the story in chapter 1, he is my favorite too, although Arthur comes close...

>Neutral ending Billy feels like a really bittersweet conclusion to the turmoil he's faced and it makes me glad he and Sarah can manage to contact each other after everything. Arthur joining in the Rotten Tree story line wasn't something I was expecting, but it was entertaining to see how heinous and evil he is. Beef Wellington's a cool looking guy and I love how bluntly Arthur explains him existing. Winter's dad is cool too. I wanna know what's up with Velouria so badly.

Thank you for giving my game this amount of time, not a lot of players get to view the nuances of the story. Velouria will be further developed as the chapters progress, last one is Winters own chapter where it all comes together. 

>Again, the music is great. Favorite was the song that plays in Sarah's hotel room.

Thank you, more music to come! 

>I played on an old version so I'm not sure if I should share any glitches I encountered, I don't know if they've been fixed yet. The most notable one was opening the menu during the party sequence and removing the filters from the screen. Jungian Shadow can also be infinitely rebattled in Rotten Tree if you go upstairs.

Bugtesting is hell, any reports are appreciated, I did not know about the ones you reported. 

Yet again, thank you. Anything in particular you want to know you can just ask, I myself do not really care about spoilers, if you are likewise inclined I do not mind laying stuff out. 

You do not have to do shit, I have tomorrow off work, I will give it a spin and post results. 

Hard as balls, cool as fuck. Going to have to give this more time. 

Simple, polished, fun. The music is nice, the balloon and rocket mechanics are neat. It's a good little game. Port this to mobile. 

NOOOO, it opens and then closes right away ;_; 

Spinning top works, the jester kings animation bugs out before he spawns in clones.

Visually what you have made here is fucking stunning. I am thinking back to that space game, you clearly have the tools you need to create something truly astonishing. The "desert" area is mesmerizing. As is the outside space when you go into the black void. A story, some music and you could create something moving I think.

Could not figure out if I was able to do something with the machine across the black wall once I had all the stickers. If so, tell me.