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Vales

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A member registered Nov 23, 2016

Recent community posts

STALKER but set in a weird alternative Europe with kobolds, freaky robomutants, and supernatural weirdness? Instantly my thing, without a doubt.

I know this is a very, very early demo, but this is a solid base for building on. The map is varied and interesting. There's several cool factions and a lot of fun worldbuilding already in play. A heavy amount of content for something so early too. Plenty of basic quests to get your feet wet with. Not to mention, a huge variety of weapons to toy with. I was expecting to barely have anything available, but you clearly wanted to have every base covered. The fact there's no only base weapons of each category, but also variants with unique components and capabilities is really cool. And lots of enemies to experience, especially on the mutant front! Mostly unique too, each with their own quirks.

I particularly like switching the STALKER style hunger system to being merely a boost to speed rather than being something you have to deal with or risk dying. Especially given this is a much harsher game on the loot front. I've only found a couple artifacts here and there, but I honestly think they seem neat at least. Interested to see how their gameplay grows as the game fleshes out.

The style of the game is also wonderful. I love the strange mixture of realistic mid-20th century industrial areas with the vaguely dieselpunk magitek and what appear to be cybernetic zombies and undead creatures born from experiments. There's a few love letters to your inspiration, I can see can see the Snork in a few of the designs, but they do things their own way...picking up the small gas mask for the first time and reading the description while examining the body made it clear that whatever caused this involved some seriously messed up stuff. I enjoyed being able to use the terminals to read more about the lore of the world as well. My hope is you eventually include a similar encyclopedia to how Shadow of Chernobyl did it, allowing the player to locate information on the various mutants and learn their possible origins and how the stalkers of this particular zone regard them.

I do distinctly feel that both the armor and weapon drop systems need a bit of a tweak though. It is incredibly difficult to find any armor with any level of bullet protection, whereas environmental armors are very common. Combat helmets, at the very least, feel reasonably easy to find. Weapons, meanwhile, are overly tuned to their base variants. I very rarely encounter higher quality variants in even the higher tier shops, and usually need to luck out with enemies or loot. This makes it a pain and a half to get any weapon with a taclight on it, let alone scopes or reflex sight. Just a slight bit more commonality to mid-tier weapons to allow for DMRs and sighted rifles would be appreciated, because you can at least supplement the lack of light with a suitable helmet.

The factions are interesting in their build up of lore, but at the moment it feels like there is very little difference in terms of tactics and equipment between the military, the revolutionaries, and the right-wing militia members. While they have vaguely different outfits, in terms of colors and styles, they lack the equipment diversity that STALKER's factions have. Seeming to use the same rifles, pistols, shotguns, and so on with the Army just having a slightly higher quality of weapons compared to the two rebel groups. Giving each one their own preferences would help both increase loot potential and require the player to adjust tactics for each group. Likewise, I barely see any Revolutionaries at all, even near their territories. I expected the Flood Plains to be a constant battleground between the three groups, but I only ever found mutants and militia members. Revolutionary patrols only seem to occasionally crop up in the Depot. I assume that'll be changed quickly, but it's something I noticed very quickly given the other factions spawn very, very frequently

Also, lockpicks are ridiculously rare. Practically no shops sell them, I had to find someone willing to trade gauze for them to even stock up. Speaking of trades, I've seen NPCs offer trades for what I assume are irreplaceable items, like keys. I assume this is just a randomization bug that doesn't consider whether or not the item is important, but I thought I should note it.

I've also had a couple quests bug out on me. The wrench in the warehouse, unless it's located in the cistern below, is seemingly missing. Likewise, the Missing Contact quest vanished from my quest log after digging up the package and I couldn't turn it in. A few of the other quests, like the train documents and the computer board, I have been unable to locate the objectives of due to the lack of hints on where to go. Finally, the keypads in some of the RG East lab don't seem to accept the codes you can find that go to them. This might, again, be the demo's alpha nature causing that though.


Do not mistake my critique for not liking anything though. I've not put this demo down since you released it. It's everything I love about these sorts of games, with the added bonus of a very unique world and some really interesting ideas on both combat and gameplay compared to the source. I really cannot wait to see how this slowly builds up, I bet it'll easily compare to the official STALKER sequel by the end! Keep up the great work!

This is already a fun start! I'm definitely curious to see where our relationship with Leap goes, but it's somewhere positive based on the intro!

That helped a lot, and now it seems to function normally. Well, mostly normally. I put in a survey. You got a great idea here, and it seems like you'll go far with. But the physics make me feel like a Bethesda NPC. There's a lot of jank that needs to be toned down, though I understand this is an absolute alpha and in no way reflects a complete project. Can't wait to see what comes next!

It appears something goes wrong with the game when trying to actually get into it, at least on my end. Mouse sensitive always gets set to as low as possible, even when I adjust it to as high as it can go in the settings. Equally, the door at the end of the hall won't open when I press E on it, or follow the instructions to "keep running."

Upon getting placed on the table with the Trapper, I get stuck. No options, not even if I wait. I'm wondering if this is somehow related to me having the same error as lost_falchien had somehow. But I was enjoying myself, this is really well written!

This is a solid start! Honestly, the thing that makes me find this interesting the most is that is a modern fantasy setting that is still in its own fantasy world. I love that a lot, you so very rarely see people actually explore the concept of a fantasy world that isn't just standard high fantasy medieval era. I dig the various hints at what is and isn't common technology wise, like the main character not being familiar with using a phone really (the magic flipphone was an adorable detail) and even a powerful mage like the headmistress preferring cars for transport. I really am curious to see where this goes, because the potential for both worldbuilding and character development is realy high!

Having played your games since your first Undertale fan game, I gotta say...I freaking love how much you have improved as a game creator. And heck, even your writing has only gotten better with every game. You are so good at switching styles and vibes, so that each AU shines with its own tone and narration style. The contrast between this one and Mafiatale is a great example of how well you can do both dark and soft, without either being lacking in any way.

Honestly, thank you for sharing these. They are just so cozy and fun, and you breathe a lot of life into your stories with how authentic the characters feel. Keep up the awesome work, okay? You really are extremely talented.

You're welcome! People deserve to have the hard work they put in praised. And you put in a lot of work!

As someone who plays a lot of visual novel demos (because I'm a furry who is a sucker for a good romance, heh), I have no problems with bare bones proofs of concept. It helps that, even if it's bare bones, you've got a solid and intriguing start. A clear mystery for the setting that sets a backdrop to a cast of unique and interesting characters to fall in love with. You're genuinely good with character writing, so be proud of what you've got!

Of cousre, you are most welcome! Gonna do a playthrough of your other game shortly, because you're a talented writer and I dig your stuff!

I wrote a review, but I wanted to add this here. This was lovely. Cute. Simply adorable. You did some great work here, and whether it was supposed to be an April Fool's Joke or just has a framing device that happens to line up with a day of false narratives, I really enjoyed the Tender Frames universe you set up. A great little love story, with wonderful art! Just fantastic work all around!

Of course, you're most welcome! I'm honestly glad to see you doing stuff with different AUs, giving love and care to them and telling fun stories in them! Curious to see which ones you may cover in the future, and honestly I'd be glad to just see more awesome text games from you like this in the future regardless! So again, you're most welcome! You're awesome and you deserve to hear it!

I just wanna say two things.


Firstly, this was a fantastic introduction. It set the vibe perfectly for the noire vibe I imagine this AU is gonna have. Not to mention, I feel having the customization up front helps a lot with the narrative flow.


Secondly, I admire the ever loving heck out of your work ethic. You are like a machine that produces fantastic content on a consistent basis. This and Underfell are just...there's a lot of rough writing out there, went it comes to games like this. But your prose flows incredibly well, you depict the characters in a way that feels incredibly authentic, and the romances are just...they're very wholesome.


Keep up the fantastic work! You're incredibly talented, and I can't wait to see what you do next.

The monster children look up at you with sparkling eyes.

“She’ll probably try to catch you too,” says Puffers. “So cool! I’m so jealous.”

Aha.

The game stops progressing upon reaching this point, whether or not you jump off the waterfall. Is that deliberate, or a glitch?

I gotta say, it was a shame this was never completed. The art is beautiful, and the twist at the end was very interesting. I hadn't expected that. I hope you return to this someday!

Error running script: Error compiling expression 'seconds < 1': CompareElement: Operation 'LessThan' is not defined for types 'String' and 'Int32'

I get this error when trying to rest after completing the training room. Am I missing something? I do have the latest version of Quest, so I know it's not that.

Okay, this was really awesome and creative. Always love fantastic noir style stuff like this, and combining it with a cartoon aesthetic that is really interestingly different than I've seen it done before is super cool. I am admittedly curious to see how the conspiracy plot will go, you've set up one heck of an interesting mystery!

This is really good, the art is wonderful!

Though, I am a bit sad there is no way to get a happy ending. Or maybe I'm just too stupid to get it!

This looks really cool, but the controls are a bit of struggle for me. I've been trying to get the Joy2Key software to work, but I can't seem to get it to acknowledge the buttons on my Xbox controller. Do you guys know a good tutorial to help with that?