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Velveteen

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A member registered Jun 19, 2022 · View creator page →

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2. Refer to this image for a wall clip. This happened from below the pole.
 

3. There's no flicker effect for disappearing so I think it could have more of a visual effect by turning on and off the renderer 5 times before that one disappears.

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The new double jump is a good fix from last time. Jank is present such as the exe icon being too small, the red bars that wall off lasers in level 1 don't work, Ghost Bokube from level 2 immediately disappearing, the text that tells you how to use the bomb is on top of the shop text, the costume shop extends past a 1920 monitor, 36 costumes are visible when the demo should hide more of those until people get the full game.

The new level 2 is a good change for accessibility. The shield power should be repmapped to LT and RT since those are easier to remember then the left stick.  I have the same windowed problem as the other one but it's still there after I deleted the LocalLow folder.

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3 lives is too unforgiving especially when streamers are vastly worse than the thread when it comes to games. The level that wants people to do a forward jump and then kick a box should probably be moved elsewhere.

The opening 10 minutes with the tutorial don't match the game's identity as a melee focused game (as presented by the screenshots and gameplay snippet).

Moveset variety is good, boss movesets are varied. I only played DS1 so I'm not too familiar with parry based games.

Pressing Advance on controller while talking to Kouta doesn't work so I have to use fast-forward. Being midair before the first tutorial box causes a game freeze. Camera also lets me do this which is on the unintentional side.



I was also able to softlock the game by returning to the cathedral right before the leaping suplex attack.

Smaller maps are an improvement and I'm able to clear the demo on the first try now. Would add milliseconds to the Time since other games place that there.

Mashing space should let you speed up the score screen. The chainsaw enemies also caused this wall clip for me.

Played until the first boss, good ambiance all around. The press B to shake off enemies popup persists after dying, game could use a 'sprint after holding right for 3 seconds' feature so runners can get the slide sooner.

I'm playing on the new 004 version and will list things as I go along.

  • Game starts on Borderless Windowed (1920 x 1080) when that should be Fullscreen. You need to build the game, boot up the game, tick fullscreen for every Steam upload.
  • Alt-tabbing to type this during the opening cutscene skips to the level select.
  • The new sprint move travels too quickly and it's particularly notable in level 4.
  • Pressing Esc in the Settings menu lets gain control of the game again while the menu is still there.
  • Pressing Control Help, then Esc. and then pausing again opens the Control Help menu instead of the Game Paused menu.
  • The ghost, lasers, and explosions blurb is longer than a 1920 screen and the words when touched could probably be removed.
  • Pressing F for the Cat shop detonates the bomb and then Boku dies after the menu closes, The get out of water popup also happens after this.
  • Jumping into the upper red spike bar in the level 4 pool doesn't deal damage some of the time.
  • Moving right in the Level 4 pool checkpoint lets Boku go into the fence. The audio for this checkpoint after respawning is also bugged.
  • I would remove the Theme Park level since the non-linearity and the insta-kill ghosts are too much for new players. Move levels 2 and 3 up  by one and then have another World 1 level as the new level 2.
  • The wall right behind the wait here sign has no collision so you can roll through it.

Good music, good visuals, would add a super jump move mapped to Up + dash to make the penguin boss more doable.

The new tutorial is an improvement since it's shorter and has some enemies to fight. First room has this green static effect that loops forever, Alt-tabbing pauses music as it should but torches still animate and the element bars refill. I feel like the circular robot should have a cap on how many henchmen it can spawn so the player can clear out all of those before fighting that one. Might want to update the shop so that hovering the mouse over something pops up the item description so the player doesn't have to walk over there multiple times.

Movement works although jumping onto singular blocks is somewhat imprecise. The demo should probably have a Reset option somewhere so all the berries can respawn.

I have swapped the labels for Square and Cross after looking at a joystick button image.  Two lines have been adjusted such that the automatic rebinding should work now, although I will need another test to confirm this since I do not own a PS4 controller. 

A new mechanic has been added to automatically go upwards by a small bit for left and right doors. The softlock has also been addressed. The game's revival item scales based off of Gold so I feel like there are enough counterincentives for people who walk past the enemies.

They call it the Sprint and it's in Ender Magnolia as well. But the idea is that while space is held down, you walk faster and the Sprint state is lost once you do an attack or get hit.

Game works on my new GTX 970 graphics card. Getting hit could have the shrimp flicker on and off to signify getting hit or something similar.  

Might want to have a hold-shift-after-a-dash feature to traverse these maps quicker. Having exactly 35 Seascrop Eggs is something Shadow The Hedgehog did so you really want to have more than the listed amount of the specific enemy to find.

Color palettes are a good addition, game could use a greyscale palette so you have a Virtual Console palette. Game starts in English but then says Reintentar for some reason.

Music volume started at 0 for me which might be a slip up. The term Tutorial could be called the Training Course or the New Hire Program so sound like an in-universe place.

1st level has this wall clip that's around the start.

It seems as though someone has a _BurstDebugInformation_DoNotShip folder. Score screen is also missing a return to menu button.

The new gravity thing lets me dash left and right in this spot without touching the pillars which is probably not intentional.

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Having replayed the game and using the workbench, I can look more into the game. Hades 2 has this new run feature where holding space after a dash does that and I feel like this game could have that too.

Enemies make this AOE circle when they get hit which makes it easy to die to my own attacks and I feel like there could be a journal entry that explains this one.

Areas 3, 4, 5 fix the white enemy on white floor part but the final area has red card soldiers on a dark red floor so it loops back around. Rooms and spawn positions for area 1 will be looked into in the morning. 

The pick one-of-three is deemphasized in this one since the last floor of the Labyrinth has the one important chest with stat upgrades so skipping the rest wouldn't prolong fights thanks to poor damage.

I have made this pixel accurate mockup to look into the mixels. Personally I feel like everything after Li'l Red has 'not a real Game Boy game' quirks thanks to the Mystery Dungeon game using 6 buttons so I just ported over the textbox from that one.

After watching the video, I have reduced the collision box by 0.05 on both sides to make fitting into doors slightly easier and there is now grey text in the chest menu. Shaders for bosses have been looked into. Updates will happen next morning.

The intro cutscene is not in the demo but is in the full game. Skipping enemies is a Dark Souls quirk but a more analytical answer is that the shop has better RNG to have healing items than chests and that the charge slash into subweapon combo can quickly one shot enemies so you can maintain a good walking pace. There might be a popup for Gold in the bottom right corner in the future.

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I'm not too keen on tutorials since there isn't much for the streamer to comment on during them. 

I have also filled both powers as the signpost said but they don't seem to combine so I'm unable to see the rest of the demo.

It seems as though I am in the wall.

This is the last DD before Steam NextFest.
2 new items have been added to the demo and ideally there have been enough engine fixes such that the frame rate as well as room generation are taken care of.

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I have looked into the stream and it seems that enemies have shorter jump arcs than they are supposed to have (and this extends to the boss cutscene). I have added new code that sets the VSync to 0 which should hopefully address this.

Heart shaped decorations are there to signify the game's main boss and have no relation to HP or the Heart Card item.

Was this on Casual Mode after retrying the Labyrinth? Did the boss jump from the usual spot to the spot in your picture?
I will need a few more details so I can try and recreate this one.

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Changes from Demo Day 62:

  • Retrying a Labyrinth in Casual Mode now works as intended.
  • Items are not lost on Casual Easy Mode.
  • (Item loss on Normal Mode is intentional, refer to Mystery Dungeon)
  • Liddell’s hurtbox is now smaller.
  • Gold Flowers are now Blue and they restore 1 bar of MP as well as providing Gold.
  • Room generation has been adjusted so there are no blockades that should not be there.
  • Singular rooms will not have 3 enemies until Sublevels 3 and 4. 
  • The left and right Doors of a room have had their collisions adjusted.  
  • The boss cutscene has been fixed so you can retry the boss.

The Windows folder has a 'PS_1_BackUpThisFolder_ButDontShipItWithYourGame' which gives us files that we really shouldn't have. Might want to add in a perfect landing mechanic where you press X after a drill slide and you won't have the dizzy eye animation since this is the move replaces regular walking.

Visuals are good, HUDs are well-stylized. Game could use a screenshot that features the main drill move.

Interesting concept. Game could use a manual reload button seeing as how R is unused and is next to the movement. There was also a softlock once I respawned at this spot after running out of 'motivation'.

Dev, I ask for a Mirror so I can see if the tights are truly white.

The title theme is a nice new addition from the last time I played this. Room 13 is a particular highlight for deceptively difficult rooms.

Steam screenshots could use an update to reflect the new pink block sprites that exist in the current game.

The music is pretty nice, having longer 5 minute levels an interesting change from the source material. I think there should be something that prevents the MCs from saying "Good" while they're in dropout. Boxes also don't respawn when the MC comes back from a checkpoint.

The opening cutscene is a good addition, could probably add that as one of the Steam screenshots. The first boss was difficult enough to take 4 retries. 
As for technical things, the game says it was 1920p after I paused for the first time even though it started out at windowed 1280p. The Hover Dash description also says Shift whilst I was using a controller.

This one seems to have a password on it so you might want to adjust that now that it's Demo Day.

I'm inclined to mention that Early Access prevents you from using Steam Next Fest so you'd best look around and see if they let pre-EA games apply for the Fest.

The new character models really enhance the cutscenes here.

When you're able to, I would add in more graphical settings for the game's lighting effects. The scripted loss looks beatable, but my decade old graphics card said otherwise.

I like the aesthetics and music here. I think that the blade arm should be usable during the holster animation so that you can conserve ammo seeing and pick off low health enemies.
Also, moving the mouse up and down in the controls menu stacks a lot of sound effects on top of each other.

I like the addition of the sign posters in the game's rooms.

The WASD code mentioned in the other Itch page works. However, after racking up the death count to 125, I can say that I haven't seen these mood expression changes. Once that's looked at, I think you could also activate this feature one the timer says 5 seconds left in hard mode.


I set the game to 640P but it still gets the not responding screen.

Mind you, this same graphics card cannot boot up Nolgorb at all (mentions a vulkan version error) so this extends outside of Shrimp Game.