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Shiiro10Psi

90
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A member registered Jun 06, 2021 · View creator page →

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Thank you for the feedback. Having the tile information in a tool tip was an idea that I had but I wasn't able to get it working quickly so I dropped it in favor of getting things done. I'll try to put it back in for a future update. 

I'm not sure about lowest possible scores, things were kind of just thrown together towards the end. The lowest travel times I'm seeing are around 110 days and the lowest gold is 141 by only moving on the four maps that actually need to be moved. 

Generally the gold was the intended optimization value, so I left a large gap for people to cost themselves more money needlessly, but really the 150 days and 1000 gold were just randomly chosen as nice round numbers.

I like what you've done with the upgrade menu being the inside of the house. It was a little unclear that you had to press down to upgrade.

I did all the seed upgrades, but it seemed like I was unable to do a few red seeds after that upgrade, but I'm not sure if that is a bug or if maybe it is just difficult to tell the difference between the red and pink seeds. 

After about three of each, I assume the garden expansions and extra jumps just go on forever? It seems like the upgrade for the gift for the ghost guy is now missing.

The game world seems a bit more varied and alive now. I really like the big mushroom guy.

I'm not sure what the point of the jar with the magic progress bar in it is when the original one is still across the top and the particles fly towards that one.

This is a fun game. The game was nice to me with block placement once and I made it to 815.2m.

I like the idea for the growing levels. It did feel a little weird the first time I saw it happen, as I was falling towards a platform that suddenly jumped to the left.  It might be better if you could keep the player in the same relative position as everything grows. This could be an interesting longer game.

Yacht is 5 dice of the same number.

I made some changes to the camera and the physics of the dice falling, and also made the front of the tower see-through. I also changed it so you go straight to score select after your second reroll. I haven't updated the game on itch, but I made a quick video to show those changes off if you don't mind taking a look and telling me what you think: https://twitter.com/Shiiro_10psi/status/1553526713858117632

I did the camera and physics things first because those are the most portable parts. If I do any more updates to this game however I will take some more of your suggestions. I think for the reroll selection I would change it so that the selected dice move to a separated part  of the tray off to the side, and then stay there while the unselected dice are rerolled. That way it would be much clearer which dice will be rerolled.

The collision boxes not moving was an effect of me setting time scale to 0 to stop the dice from falling back down when they are selected and move up. I changed it so that the dice's rigidbody ignores gravity and locks all constraints instead, so the collision moves with the die now.

I do agree that the dice sounds aren't perfect, so I will probably try to record some of my own to get some more variety.

I think I played for around 25-30 minutes.

In terms of graphics, this is a very nice looking game. The gameplay is a little bit boring, but you say that you are going for a a "relaxing experience" so I think that that's fine.

A few things that I do want to bring up:

  • A few times early in the game, if I fell for a decent distance, I would stop in midair for a few seconds until the game decided to let me fall the rest of the way to the ground. I did not see this happen after I got the glide, so maybe it is related to that somehow.
  • The sound effect for the glide clashes with the rest of the game's atmosphere.
  • I don't know if I did something weird or if some debug setting was left on for the build that I played, but the number of seeds I could enchant never went down, so I never needed to go back except for upgrading.

Wow.

This is extremely fun. I think that there is a lot that you could do with this idea.

This is an interesting idea. It might be a good idea to have the dice change images a few times before settling on what they are. I had a few times where it rerolled and nothing changed at all and it doesn't feel great.

The art looks great, but there's no goal to the game at all.

I understand what you were going for, and it is a clever idea, but it is not very fun.

I'm not sure what was going on and the controls could use some work but the sound effects are great.

This is a good game. The controls are solid, the abilities work well, and the puzzles are well designed.

This is great. The game does a great job of explaining how things interact. Only thing I would say is that the sound effects are a little bit harsh.

This game looks good. It would probably be more fun if you didn't die from one hit.

This is an interesting game. The controls feel unresponsive at times and the later levels are nearly impossible. Also the view is way too big for a WebGL game and the camera is in a bad place that doesn't let you see what is south of you.

Some sort of tutorial level that explains what the tools and objects in the game do would be helpful.

This is a neat idea. It might be good to let the characters jump when they are on top of each other in case the player slightly misses the point at which they snap together or widen that area.

This is fun once you get a handle on the controls. I think 75 seconds is way too long between chances to upgrade.

This is fun. The two characters have good differentiation between what they can do. The art is great.

I do want to express one point. 1. Bob and boxes are the only things that can weigh down pressure plates, therefore both are heavier than Mike. 2. Mike is capable of pushing both a box and Bob at the same time. Conclusion: Mike is jacked, and could rip the evil robots apart with his bare hands. Bob didn't have to die.

This is a good Getting Over It-like game. The controls work well and things happen the way you think that they should. I'm not good at this sort of game so I didn't beat it, but what I did make it through had some good ideas. The art style is great too.

This is an interesting idea but I don't feel like I have any sort of goal to work towards.

This is fun. I think it would be improved by having the projectiles move faster and showing how much damage a ship piece has taken somehow.

This is very technically impressive with the world generation and the wires connecting between poles. I like how the music is just a guy following me around with a guitar. I think that maybe having to connect all of the towns with a limited number of poles would make it more interesting as a game, as right now you can just be constantly placing poles as you wander around the desert and win eventually.

Thank you for the feedback.

Thank you for the feedback.

The death animation uses post-processing effects, specifically Chromatic Aberration(The red and blue at the edges of the screen), Vignette(The dark at the edges of the screen), and Lens Distortion(The camera getting sort of wavy). These effects are controlled by a coroutine in a script that is called when the player dies. In the first .1 second of the coroutine the chromatic aberration and vignette gradually move to 100 and 50 values respectively and then the opposite in the last .1 second. The lens distortion moves its value up or down randomly every fixed update for the entire coroutine and then is cleared with the rest at the end.

The sound effects were made with ChipTone. I don't remember the exact settings for that sound effect, but the Arpeggio module is a big part of it.

Thank you for the feedback.

Thank you for the feedback.

Thank you for the feedback.

This is fun. I think it would be a good idea to be able to click on the cubes through the people.

Thank you for the feedback.

Thank you for the feedback.

Thank you for the feedback.

Another day, another vampire survivors. This one has an interesting personality to it though.

This is good. There are a lot of interesting mechanics here and the levels do a good job of showing them to you without outright telling you. I think that if the floating platforms held for even a quarter of a second before falling it would be better.

I think I would like to play a finished version of this. I think a lot of the mechanics are not explained, but from what I can figure out, this could be a very fun game.

You made chess. That's not an easy thing to do. I know that by experience.

This is cool. You can press the upgrade buttons after they are maxed, I'm not sure if it does any more upgrading, but it does take away points. The bullets can collide with each other and maybe they should not.