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frenchfriesguy

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A member registered Jun 01, 2021 · View creator page →

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Recent community posts

flying is still a bit strange when diving

I'm definitely going to add a "divebomb" ability at some point.

the camera frustum depth is too small for no reason... maybe you plan on adding fog? if not just crank it up.

That's just out of the box raylib behavior. I'll investigate where that's set in the raylib code or add fog at some point.

wanted to mouse fly but didn`t know how to enable it... is it not available in the browser?

Yup only desktop version. I can't reset the mouse position in web.

maybe it would look more rad if they shot a stream of disperse elongated projectiles instead of a big ball

Hmmm like a shotgun blast? That would be cool visually.

Thanks for playing!

the velocimeter max out at 300 kmh

Ha that sounds about right, it does feel really fast. If you even go over a small bump at 300kph, you're still going to get serious hang time where you won't have control while airborne.

Cool glad the feedback was useful.

Really impressed to see you blaze through the whole demo in one sitting, some people had a lot of trouble previously finishing the second and third mission.

Oh that makes me feel good! Usually DD games make me feel like a scrub but I guess I can still keep up when it comes to mech/vehicle games. 2nd and 3rd missions were hard but I appreciated the challenge.

Good shit dude, recorded my playthrough (I'm still figuring out my new dd feedback video workflow, so my voice audio is too quiet for a lot of it):

https://drive.google.com/file/d/1JVJJ7JLNMXrjewiJzNn3J_MFRoNZVfSv/view?usp=shari...

Fun game! I recorded myself playing it. In the video I wished there was a first person view and now looking at the screenshots I realize there was and I forgot to try changing the camera...

https://drive.google.com/file/d/1Zy0NVcO7Ow69s_a92__Id-cpc111SosD/view?usp=shari..

I hope this game one day outgrows the simple wave based arcade formula.

I hope so too. I'm definitely thinking more seriously about what comes next, but there's still some core mechanics I want to add.

I think this could do well as a 'Simulator' like this : Pigeon Simulator on Steam .

I'm not interested in this 'meme simulator' format. But in the same vein, I'm thinking about a Grand Theft Auto style open world where you can interact with the city but also pick up missions to do from characters.

There seems to be a stealth mechanic? I might be imagining it but I felt like when I flapped my wings close by enemies would become alert. If that's the case I like that a lot, it should be more clear, I shouldn't be wondering if that's actually a mechanic or just in my imagination. 

The humans are alerted by the sight and sound of Batty! I was thinking I would copy Metal Gear Solid and have a state where they are alerted but haven't yet fully noticed the player (question mark over their head in MGS) and then fully alerted (Exclamation point over their head in MGS). Something like that might make it more clear.

I would like to feel more agile / in control of Batty

I've got plans to improve this for sure.

Voices are great.

Thanks! Recorded them myself this week.

Thanks for playing!

you can afford to make the camera much more weighted and dynamic

Interesting, I haven't gotten feedback on the camera for a while. I think I need to move the camera back a bit to allow for more room on the screen for dynamically tracking Batty. At a certain point I reduced how dynamic the camera was because it was too easy for her to end up half off the screen in a hard banking turn.

Work on the collision feedback, it feels to short, maybe a longer bounce with gradual control regaining?

I reduced the crash duration because earlier in the game's life there was a lot of 'ping ponging' between buildings when the crash duration was longer. You'd hit one building and then bounce into another one before you could get your bearings. Maybe if control could be gradually regained but then she'd need to recover from her spin early.

Once I fell through the ground and game crashed

Yeah it's been a tough bug to track down. I know the position variable goes to a Vector of { NaN, NaN, NaN } and I think it's because of an earlier magnitude being NaN. Well... I'm off to go crash into the ground over and over in a debug build...

Thanks for playing!

it didn't feel particularly hard, but i only played a few waves, so i guess that it gets harder later on

The new human AI sort of makes it easier because they're slower when walking and more predictable when running away. If you can actually figure out the flying controls, it's probably too easy now. I'm at a bit of a crossroads with the difficulty, people who don't 'get' the controls are still having trouble. But people who 'get' it need a bigger challenge. I need to decide if I want to cater to casuals or just embrace BV being a high skill game for nerds.

https://drive.google.com/file/d/1q_7_utPHNAAbVhP-RdLx66yyRNwICVKR/view?usp=shari...

Tried to record myself playing, but I didn't make my voice loud enough so you might not be able to understand me. If you can't, I can quickly summarize my feedback in a comment. But good stuff man, I had fun!

Played this game for a bit and recorded some of my gameplay! I had fun with it.

https://drive.google.com/file/d/1bB_8cNGCbWEauhlfzb9obezHqNRwyugV/view?usp=shari...

https://drive.google.com/file/d/1PhNqdc9yKfX1MBzooS83hJFdkQ3udC2v/view?usp=shari...

New since last DD:

The humans have AI now and some of them will fight back against Batty.

Thanks for playing!

Yeah I'd love to improve the city and add more variety. Get some textures in, some different models like churches, set up tiling for the textures. It's on the TODO list.

Oh that's a unique idea. I like it. Once I get to the point I'm ready to flesh out bigger game modes I'll keep it in mind.

Yo this is cool!!!!!!

Great presentation and style.

I like the cypher puzzle, but it took me forever to understand the instructions. I think you could rewrite the instructions to better guide the player. After you get it the first time, it's pretty easy to guess what the message is on subsequent ciphers.

I was a bit confused in the fight. I shot 3 bullets then I didn't know what to do? Eventually the mind virus attacked me and I got to shoot again.

Ok the fighting is weird. It doesn't say anywhere that I have to hit spacebar to advance. And then how do I buy health? Edit: ok I get it now. A little confusing until you get into it.

This was fun, cool gameplay and cool world.

Thanks!

I'd like to get some gameplay mechanics that don't involve swooping down to the ground, because it's hard for players to do without hitting the ground and I need variety. Dropping something would give variety for sure.

I'll blame Wine for it (I played the downloadable version on Linux).

It's actually that slow in Wine? That's so bizarre. Your frames weren't bad, I have no idea how Wine could have slowed the physics tick down that much.

I've never really played bullet hells before, this shit is hard. I have it on easy and I can't get past the big skelly.

Dude I dunno I suck at this game, I give up.

It looks like I always get 3 more tries no matter how much I die.

the music made me want to do a kansai drifto.

Seems like it could be a good game and I love the spooky additions, I'm just too much of a bullet hell noob to play it.

(2 edits)

Run by holding E is a weird layout choice, usually it's shift.

The resolution maxes out at 1080p on my 1440p monitor.

I unintentionally went inside and got the bad ending. What was that background? It looked too sunny for a horror game!

Fun little game! You had me pretty spooked. I think you could have been a little more subtle with the reveal. There was a lot of build up and then he was just chillin there.

Edit: Oh, sensitivity controls would have been nice for mouse movement.

Thanks for playing and for the feedback!

Is that video representative of what it was like to play the game? Because that video is moving in slow motion compared to how the game is supposed to play.

It's a shame there's not more content

I just uploaded a new build where humans will fight back against Batty!

as an Ace Combat fan, I get easily confused by flight games that don't invert the y-axis, so it would be nice to have such an option.  

There is that option but I didn't put it on the help screen, you press "i". I need to make a real UI so it's easier to understand.

The bat's terminal velocity also seems too low when you're flying straight downwards.

Good point, I'm planning on adding a "divebomb" ability.

the repetition of the "stupid bat" and wilhelm scream stuff got to be a bit much

I had a feeling this would be the case. I'll prioritize getting more voice lines for the humans.

you haven't rightly built it out

I just uploaded a build where the humans fight back against you! But yeah I'd still consider this game in the prototype stages.

Thanks for playing!

I'd like an option for mouse sensitivity, it was too high when I started and I had to adjust it on my mouse.

I'm not a fan of the intentionally pixelated look but I guess it's what's popular right now.

When I was driving, my cursor naturally hovered over the radio and I kept getting the prompt to toggle it. It was a little annoying.

I got killed the second time my tires blew. It felt a little cheap. It's not like I wasn't paying attention. I looked all around before I started pumping and then I had to focus on the pump to keep it pumping up. So unless I keep looking up every second I die? And the pump deflates if I don't keep clicking so once I start it makes the most sense to finish.

Restarting the game is broken. I was going to give it a second try but when I hit start on the main menu I just was shown the monster frozen in front of me which is what I saw before I died.

Overall I like the vibe. It's well presented.

(1 edit)

If you've played Batty Vamps before, what's new is that the humans don't run around mindlessly, they've got a little bit of AI now.

Update: Now the humans will fight back against you too!

Wow I'm really late on posting this. I started reviewing it then forgot then remembered.

Thoughts:

I feel legitimate heartache that I am not physically in shove-a-puck pub right now shoving pucks and drinking a pint

the puck that shows what menu option is selected is partially hidden behind the center portrait

that chalk vfx is sex

It took me most of the first round to understand the power mechanic. Would be good to give a hint on that

need more music variety

your puck icon kinda looks like a red fruit that was cut in half

I want an option to make the game go faster. Like skip all the reaction animations and stuff

>tfw no black vampire gf

I think this game should have one of those systems where the power bar or directional aiming moves back and forth like on a timer and you have to hit the button at the right time to try to get the power you want or angle you want. Since I can perfectly place all my shots, it just becomes mostly a strategy game. But there's not enough complexity to sustain that.

Just gonna dump my stream of consciousness thoughts I wrote as I played


why start with the sound and music turned all the way down?

the highlight on showing me where the ship designer is should be more eye-catching

ship designer sexo

"please ignore the employes" should be "employees"

the ship design requires my mouse to be within the place I'm putting the part but I initially felt like just hovering the part itself over the spot should work

I'd like for some of the text to be bigger, like the ship stats

some of the text color is unreadable, like the dark blue

it tells me to select "choose path" but I needed to accept the contract first

it tells me to click "start mission" but it's actually "start expedition"

what's happening? Time is passing but I don't see them building my ship

I wish I could move the map

I set the time to 32x, stuff happened, then the info went away before I could read them.

I give up, I dunno if I did the mission or not. Not getting any feedback.


Good promise here but it's all about usability, I need to know what the heck is happening with the gameplay

I'm flattered ty!

(1 edit)

Have you played the other game? She's 3d in that one.

I'm not an artist but here's some fanart that other people drew. Enjoy!

Edit: and the AI generated pic that contributed to her character design when she went 3D:


Wacky! It's hard to tell what's going on but it's a cool concept

I guess I'm the most retarded playtester because I couldn't figure out how to move.

I also tried to record my gameplay for you but my laptop couldn't handle obs and the game at the same time so it's just a slideshow with me mumbling into my mic barely audible. So I'm not sure if I have any useful feedback.

The vibe feels cool tho

https://drive.google.com/file/d/1gtrIiuluQgaGKUG0XZOujdd4BR0_N8Zl/view?usp=shari...

Trippy!

Having multiple Next buttons doesn't make any sense. They should be different choices.

Why do I do damage to the enemy when I block?

Just tried again with the new update, some stuff feels better but the steering wheel movement is still way too fast.


so,  just to be sure, did you select gpad mode in the steering method in the Controls menu?

Yup did that.

what did you mean when you said that the steering was too fast? the wheel  response itself or the vehicle  response?

The steering wheel itself. I drive in 1st person and I can see the wheel moving much much faster than I want it to.

there  is a linearity option that should help if it feels too responsive, you can lower it a bit.

Doesn't seem to have any effect.

The triggers for accelerator and brake were working,  right?  the orange and green bar on the GUI should show you the inputs.

They're working but I'm noticing there's a big deadzone on the brakes I can't get rid of even when I set the brake deadzone to 0.0. I did some testing to see if I could hold the brakes at 50% or any value between 0% and 100% and it was nearly impossible. I could sort of get some progressive input on the brake but it jumped from 0 to 100 so fast and suddenly. That's probably the cause of a lot of my braking problems.

I could  not reproduce the crash when changing the brake options,

I get the crash if I launch a rally, go back to main menu, and then set the brake values again. (Maybe only sometimes)

I remember that last time you told me the brakes were  too weak. you can disable the ABS by setting both to 0.0,  then if slamming brakes still feels too weak, that means my tires dont have enough grip.

Might be better but I'll be able to truly evaluate when I can consistently hold a desired brake amount to threshold brake.

did you change the `slippy tiers` setting? don`t change that, somewhere  along the way I broke the  `normal` tires,  so keep it at default, which is `on`

I never touched it. I thought the default was off before the last update, but now I see it's "flicky" tires and it's defaulted to on.

I saw you did an update and wanted to try this joint again.

Gamepad controls didn't work very well for me. It felt like the steering was way too fast. So I tried mouse controls and I could control the wheel better but I still just couldn't control the car. Maybe it's because having only keyboard presses to control throttle and brake is too hard for me. Having pedals or gamepad triggers makes me feel like I can balance the car.

The upshift button didn't work on gamepad.

I really like that you added brake bias. But it crashed when I selected a value of 0.5. A value of 1.0 worked and made the car much better to drive.

Wave 20 is pretty impressive at triple speed!

I definitely want to bring her human form into gameplay. I was thinking it would be her 'weak' state, like she gets hit and it breaks her out of bat mode and she has to avoid attacks until she can transform back. But it also could be the opposite for better control.

oh that's bizarre. I can't believe how hard it is to find a consistent way to manage time in the browser. What browser, version, and os are you on?

damn this chick runs slow, work those stumpy little legs.

Only shader I can notice the effect of is a lighting shader? Looks fine but the texture is so simple it's hard to say more than that.

Nice start to an engine!

Thanks for playing!

Interesting that there seems to be a theme of people not jiving with the keyboard controls. I'll double check I didn't have a regression but I think they're the same as they've always been.

Great to hear it was fun.

A full city to fly around in and humans that react to the player are the next two things I'm currently working on and planning!

I'm looking through the Upgrades, and I can select Penetration. But it says Not Enough Materials. But I can still select it? Will it work or not?

The initial controls explanation just shows [ ] instead of any controls.

Can I not play this game with gamepad? I could navigate the menu with it but I can't aim.

One of the big bug enemies bugged out. It's stuck in a platform endlessly taking damage.

When I alt tab in and out there's a big stutter on returning. Only sometimes.

The prologue is pretty fun! It felt way easier than I remember the old levels being, which is probably good for easing in new players.

I sort of know how I'm 'supposed' to play this game, get into the bullet mode and zoom around fast. But it was hard to apply that to the boss. I couldn't quite figure out the right pattern. I killed him with some combo of gunfire and hitting spacebar when close to him.  It definitely piqued my interest for more new levels!

Mouse controls are still around, but only on the Windows build. I've never gotten mouse controls working in the browser because I can't reset the cursor position to allow for sweeping turns that move the cursor out of the web canvas.

Made it to wave 26.

Damn I think that's the all time high score! Thanks for playing.

but keyboard controls feel worse than mouse controls form last time.

I'm ok with this. I'd prefer players don't use keyboard controls, it's not the way the game is meant to be played.

There is still some weird movement in certain angles, but as long as you don't do anything too crazy and only press keys for very short time it works pretty precisely

Obviously for good control pressing a button should lose out to an analog control like a thumbstick or a mouse. Hopefully what you're describing is just that and not some sort of buggy behavior with the keyboard? Holding directions shouldn't do anything bad besides turning you more than you anticipated.