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KJC Life

39
Posts
2
Topics
2
Followers
12
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A member registered Mar 15, 2022

Recent community posts

A lot of real work has gone into this. I think development has been abandoned, but I still wanted to post some feedback.

Unless the goal is to make a game harder than *Metal Slug*, I find the enemy projectiles far too fast and visually small. Not only are they nearly invisible, but they also move at high speed.

The roll mechanic, which grants invulnerability, is a nice touch but isn't really usable for the reasons mentioned above.

The game speed could be bumped up slightly—say, to 1.25x (though you'd need to keep an eye on the speed and visibility of enemy projectiles).

I made it all the way to the boss and finished the game.

Personally, I’d prefer the auto-fire to be a bit faster, though I can see the logic behind an automated assist being slower than manually spamming the fire button.

In short, this could become an alternative to *Metal Slug*, but it still needs quite a bit of work. The genre isn't dead; players are waiting for new titles, but they rarely come along.

Hello, I've played the web version in the past, and then the Linux version downloaded from itch. It works fine. About 15 minutes ago, I downloaded the demo on Steam, but it doesn't work on my Linux system. Normally, I don't have any compatibility issues with Steam games thanks to Proton, which is directly integrated by Steam for playing on Linux. I don't know what happened.

That's all. I wish you a very good Neo Fest.

No game upload (web or download)

Stuck on the title screen. The music starts playing, then nothing happens. Nothing clicks, nothing responds. Tested on Chromium and Firefox.

Still as cool as ever. The x1.5 mouse cursor is just OP. Once you get that upgrade, you won't need to upgrade the rest of the skill tree (well, almost, don't take that literally).

(1 edit)

Fully supporting the controller would be fantastic. Currently, I can do almost everything with the controller (although some ergonomic details need improvement later) except for the skill menu; I can't see the upgrade information. A system like in Final Fantasy VII Remake, for assigning Materia, would be great. For example, pressing 'triangle: PS' or 'Y: Xbox' or 'X: Switch' (the physical button location is the same on three different controllers) would allow me to enter reading mode, and then use the home button to cancel/back to return to upgrade mode.

The choices on a branching skill tree are often (if not always) poor choices. If you make the wrong choice, you lose every run very quickly, and then you have to accumulate gold to fix it. Personally, the straight path is just fine.

Is it possible to unlock skills that aren't available in the demo by some miracle if you have enough resources? :) Because I have everything except the keys; I have 7, but I need 9. If it's possible, I'd have to reset my web game save and do a challenge where I don't upgrade anything in the end to save 2 keys and get an upgrade that isn't available in the demo. LOL

Let me know, dev.

Are you fully upgraded? Being fully upgraded is really chill, the little guy falls quickly and the big guy I don't even use the mouse on him, I AFK and launch the towers to do the rest.


(1 edit)


This is the perfect placement; I think the developer intended it this way.

Tip: Kill the smallest first because the archer towers are single-target, and the smallest reduces your DPS. Once the smallest is dead, the larger absorb all the archers' DPS.

An ice wizard is essential, and above all, kill the small boss first because he divides the archers' DPS by 2 by redirecting the focus towards him.

(2 edits)

The ruby sound is the same as the WitchHand sound effect :D

Cute. Is it possible to know which database was used for the sound effects, please?

And please, regarding data management (4G/5G data), could you enable manual launch of the web game? Because right now, every time I press F5, the game completely redownloads.

(2 edits)

Oh, 1 minutes after the first post, get big error :

AND : i lost my save after the crash 


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Nice.

Info:

- I get so many likes that I can't spend them. Some photos get me 1,000,000 likes.

- When you pay with followers, they aren't deducted from the count. If I have 10,000 followers and I pay for a 5,000 upgrade, I still have 10,000 followers.

- I'm running out of followers to progress. (11 million likes that I can't spend, 170k in-game currency that will be spent very quickly, and only 180k followers that are slowly increasing.)

Good game, keep up the good work.

I'm on Linux, and I only play the web version since there's no Linux export to download. On the web, holding the menu key on Esc disables fullscreen. Secondly, the menu key doesn't pause the game, and you die while navigating the menu.

Shaking the window is a terrible mechanic. Knowing that our action is possible, but having to shake that window for ages to get the coin to land the right way up...

Something much better: Keep your coins, but they automatically flip when you select an action on one side. This allows for a combo mechanic if the coin/tail actions are successful. We could even have the option to build our coins and therefore our coin/tail actions. But seriously, we need to stop making players shake the window.

The game could be really good after this.

(1 edit)

Now that the attack chains are well executed, the game has become more satisfying.

Since it only activates if the monsters are in a group (a lone monster won't trigger subsequent nodes), it makes you want to be constantly overwhelmed by a horde xD

So you want to stay as long as possible after the time runs out to kill the endless hordes. Collecting gold (from chests) becomes almost a waste of time. You impatiently wait for the time to run out to destroy everything.

Thus, there are two phases of the game:

- First: few monsters, you run around the map to grab chests and fountains. Not a very appealing phase for me (every player is different, I'm just talking about my personality, not a flaw in the game).

- Second: time runs out, hordes of monsters appear, you want to kill everything for the experience gained, but this experience is temporary, and the red zone prevents you from staying too long.

As a result, I'm a little perplexed. In any case, this game prototype deserves more exposure.

Minor bug: A horde appears in a circle from time to time. If I'm near a wall (the edge of the map), some monsters appear behind the wall and get stuck.


EDIT 2026-03-30 : Intermediate are fun with Boss !

(1 edit)

This message was translated by Translate.

I like the node concept. I'm having a little trouble understanding why some attack chains aren't working. I'm checking the attack delay in milliseconds, but it seems like sometimes it takes 3 seconds for a chain to activate. It's a bit random.

It's not addictive enough to start the "Beginner Lower" difficulty and other levels. I don't receive any power-ups from my characters, regardless of my actions. I didn't understand the use of Q Spread. I don't feel like it helps. The gold penalty is very frustrating, and the upgrade costs become too high very quickly. This makes it impossible to feel the power increase and reduces the addictive effect.

I didn't realize I could have 4 characters at the same time the first time I played. I thought they were separate save files where you could replay a run with different characters. I had to read the manual to learn it.

Minor bug: every time the "Nova" node is used, there's a 0.25-second freeze. If you only have one Nova, it's an acceptable, if annoying, inconvenience. But if you build several Novas in a chain, it's simply unplayable.

Very good foundation, keep it up!

Cute. Keep creating.

Nice for a game jam game. Keep creating.

The shot is weird. The division into two branches of projectiles seems to be against intuitive, because it doesn't get where I really want to.
The commands of the "Asteroid" or "Old Resident Evil" ship make the ship difficult to control for not much.
I can totally ignore the waves of enemies, which are too numerous anyway to be shot (not counting the difficulty of aiming) and destroy the 9 planets.
The Earth's land is enough on its own without being defended.

A WASD displacement for the spacecraft would be appreciated.

A more intuitive shot on focus and faster projectiles (I can almost catch up with the ship's speed)

That alone would be very cool.

I finished the game on my 2 try.

imposible

(1 edit)

The blacksmith's forge cannot be placed on the ground. The yellow arrows indicate an area outside the map, even when the screen is fully zoomed out.

PS: I discovered that I could use the left and right arrow keys to move the map and place the forge.

(2 edits)

There's a problem with leveling up. For example, if it says 14/70 to level up, I can level up with only 15, 18, or 20 points, it doesn't matter. It's pretty random. And it's the same at all levels. I was level 6, and it requires 90 XP. Around 20 XP, I reached level 7.

PS 1 : Its always at 18 points d'exp i level up. I see 17/145 and +1pt i level up.

(2 edits)

Stuck in the endless dungeon if you have 5 armor pieces because the rats can no longer deal damage. Rat health display bug (7/5).

The rat's volume is too loud and too high-pitched. It becomes annoying after 1 minute. Make the sound deeper, less loud, and add random modulation so it's not always the same sound.

Nice.

Platformers on PC are tough with a keyboard—it’s better with a controller. That said, yours is still easy. I can jump over the first door and the wall, so there's no need for the key in the chest. It also seems like I have a health bar, since I don’t die instantly on the saw blades. There’s only one level for now. Keep going.

Fun concept. Very short, and the AI becomes too strong too quickly. The game also lags heavily even with nothing on screen—probably due to the 10 shaders running. With some polish, no lag, and more content, this could become a nice little 3D Brotato.

I think players would love to run full speed and time their jumps to keep moving without stopping. But the level design does the opposite. You're constantly bumping into things, and whether you jump at the start, middle, or end of a platform, the result is the same: you hit something or have to pull back mid-air to avoid falling. This kind of friction is very frustrating.

Good.

I think the debug version is published, since I can do weird things like clearing the database table, etc. The game also bugged out on the first launch but worked fine after that. It's a nice game, though a bit slow for my taste. You've clearly put effort into the visuals—it shows. Keep it up.

The game doesn't launch for me—neither on Chrome nor Firefox. Make sure to check your HTML export from Godot and put all the files into a ZIP folder. The entry point of your game, for example "magic-caster.html", needs to be named "index.html" so itch knows which file to load in the browser.

I usually avoid horror games or anything with gory visuals. Still, I gave this one a try to see what I could do. There's no small or big jump mechanic—the jump height is always the same—which makes some sections quite tricky.

The hitboxes and hurtboxes feel too unforgiving. I often feel like I'm several pixels away from the spikes, but they still hit me.

I also couldn’t put the game in fullscreen, which is a drawback for a platformer—I lose precision. (You can enable fullscreen from the game's itch.io page settings.)

Aside from that, keep going—this is a good start. Good luck. (I'm really not into horror or gore, so I'm the wrong audience haha.)

A solid start. This is a core building block for certain types of games. Keep it up, stay motivated and disciplined, and you'll get where you want to go.

Very good game. Continue.

Cool game.

In the mood for some coffee? But the machine doesn't seem ready...

James and the Coffee Machine is a point and click game. It only takes around 2 minutes to play, so feel free to give it a try and share your feedback!

https://kjc-life.itch.io/james-and-the-coffee-machine