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I love this game, i do find bugs here and there but nothing game breaking.

Just want to say, for the steam version. you should consider adding More "Biomes" or dungeons, especially if the game cost money. btw what is the scope for the game?

Can't wait for the  next devlog!

Can you please ask Art man Oil (from the basement ofc) to make a tutorial for these assets? Cuz bro those are poggggg, btw game is super!

Can you add a windows application for this on itch.io pls?

I'm currently working on a steam version, and that will have a windows .exe version. ๐Ÿ˜…

I ment a demo windows version for itch

Hey, HelperWesley, do you think you can make a 3D tutorial that lets you change the space of an 3D object?

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"Deserving of the name , Spent Shells, one of the greatest games of all time." 

- GWD

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Brilliant, awesome gameplay and graphics :)

this game looks so beautiful the pixel art is perfect, where could i find the socials of the artist?

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For this version of the game, the majority of the art was made by me.

The main menu and promo art was made by an artist named ArtManOil, same name on all major social platforms. We're now working together on an updated full steam release version of this game. ๐Ÿ‘

So, one rather big issue I had, I was on a decent run, and the spider robot that creates red barriers pinned me inside of a doorway as soon as I entered a room, allowing enemies to continuously shoot at me while I was defenseless and completely immobile, rather frustrating if I'm being perfectly frank.

Yeah, some people mentioned that happening, I'll probably have to overhaul how enemies spawn when you enter a room so they can't get the jump on you like that. ๐Ÿค”

Hey, seems like someone tries to steal your game, and use it for gamejams, too.
https://davidukuuu.itch.io/

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Oh no, that's fine. Before making my game I made a game template for people to learn from/use to create games.

Hopefully they changed enough to not get disqualified from whatever jam they're taking part in, but it's fine by me.
Thanks though for bringing it to my attention. ๐Ÿ‘

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I got into editing about 3 months ago and I thought "Maybe to practice I'll do fake game trailers" so I made a trailer for your game (Sorry about the Clipchamp adds it's the only way I could convert the video into a link)

https://clipchamp.com/watch/yjdxmOkKjUv

or click here.

(edit: I don't think the music is copyrighted but proceed with caution)

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Thanks! I'm super flattered! ๐Ÿ™

I'll probably make my own official trailer, but this is cool to see. Gets my gears turning to think how I would make one. ๐Ÿค”

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I did not think you would respond, thank you for the message, huge fan!

Edit: ALSO the leaderboards don't work on the downloaded version, which is kinda sad considering the whole game is about getting to the top of the leaderboard. Is there any way you could fix that?

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Really fun. This inspires me to make a rouge-like one day.

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lol

Do I need to say anything?

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One day I'll fix that bug. ๐Ÿ˜…

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Some second by second feedback:
-  Fullscreen: I'd love to get to fullscreen immediately when playing a windows game Alt+Enter and F4  don't work. What is the shortcut?

- Options: I started the game hoping to set it in the options menu but there's no options menu?

- The main menu - feels more like a media page - add Options, New Game/Continue/Quit instead.

- The media icons are way too small to be immediately recognizable

- The 3 hi-res coins feel out of place:  have some chonky gold coins instead

- I'm still struggling to get it in fullscreen. Argh! ๐Ÿ˜…

- As a player I'm getting thrown straight in the game with no menu. The keybndings are shown behind the coins.

- I'm playing the game aimlessly: "is there going to be an exit?"

- Ok, exiting from any exit and trying to get to the previous room just generates a  new random room. This makes having 4 exits pointless. Maybe  just teleport the player to the next arena, or have some stairs appear somewhere?

- Have a counter of fights to beat before meeting the boss

- A few enemies spread projectiles in a way that is unfair to the player - they're too close to each other and the player's pretty big.

- I like how shooting enemies telegraph their ranged attack

- I leveled up while shooting and my shotgun flew away from the screen O_O

- I'm losing track of where I'm pointing. I'm in  4K so maybe add a fading out pixelated white line pointing towards the mouse?

- Wait, there's a base? I wished I had known about it before - Maybe start the game from there?

- Pressing E on "Inf." and "Week" does nothing?

- Definitely - start the game on the base ๐Ÿ˜… It gives the player a bit more context

- With so little health, why are you using a health bar instead of individual hits icons?

- I died while fighting a boss and instead of having the chance to get back to the base a 3 second countdown happened, making my whole run useless: did the "Retry" button appear while I was shooting and it automatically got my mousedown event as a click? Please wait for a mouseup to  happen at least once before accepting any clicks on the UI ;)

- Please fully cover the door entrances when the doors are locked: those crevices are little traps. This also means teleporting the player further inside the room when switching room.

- Please add 1/1.5 seconds of delay to the player before letting enemies attack. Sometimes their positioning is a bit unfair.

- I'm not entirely convinced by the dash. Without it, the game's a bit too hard. But, you can keep it pressed and you're basically a ninjia swooping from one side of the room to another. Maybe  have a longer cooldown and require the dash button to be released for the cooldown to start. Maybe reduce the distance it covers? (it doesn't pair too well with spikes) Add more "stacks" of dash to be used?

The game's promising but needs some work to smooth the player loop. Maybe a story, even if a simple one? A clearer endgame condition? So far it's a bit too open ended and it really feels like random rooms chained for no particular reason.

What are you going to add next when you are done of what you are doing?

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cool, but i got stuck going back and forth between ghosts miniboss thing cuz the rooms kept going into eachother, nice art, good devlogs, and fun gameplay, also shift might be better for dashing than ctrl (edit: spelling mistakes)

Shirt, ctrl, and dash all work for the dash. (I wasn't sure which one would work best on all computers, so I just used them all. ๐Ÿ˜…)

hmm, weird, my game didn't let me dash when i pressed shift, it might be some sort of chromebook bug.

Hey,Helper wesely nice game here. I just wanted to request can you make a video on how to create a multiplayer topdown shooting using p2p  in gdevelop5.

Bro i what access to game file like open with Gdevelop please give that option

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Sorry, I would like to sell this game at some point, so I can't give people access to the actual game file.

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I'm already liking the Remastered Edition of your old/first game!

Hi HelperWesley! I LOVE YOUR GAMES SO MUCH! I WONDERING, WHEN WILL YOU MAKE ANOTHER GAME?

Working on one now, check my YouTube channel. ๐Ÿ‘

I think that the enemies are fairly easy, but the thing that really gets me is the spikes. I am good at aiming so the enemies arenโ€™t a problem for me, but I feel the dash can be a little bit unpredictable.

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I cannot for the life of me remember where I even foudn this game but it was fun!

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Well I'm glad you stumbled on the game then. ๐Ÿฅณ

I'm working on a new mobile game now, the latest video about it will be up soon. ๐Ÿ‘

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Do points disappear even if there are no enemies? I like the game; I stink at aiming though lol. Enemy variety is cool.

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They do. Once they've started getting pulled to you they'll stay til you get them, but if you don't get to them in time they'll disappear.

i get that part of the combat dance is to get them in time but if the room is clear what is the point? 

If people can just focus on killing and can pick up the points afterwards, they'll play differently. It changes the fight against the last few enemies in to a focus fire. I'd like them to still have to make risky plays to get to the points, and if they know they can just pick up the last ones at the end, then it turns in to a rush to kill, rather than a focus on trying to pick up the points.

At least that was my reasoning behind that design choice. ๐Ÿค”

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that makes sense it just seems unpredictable that despite all enemies dead and enemy projectiles disappearing they still vanish. Like with no issues it feels almost like a quick pause. 


Not an issue or anything just an observation on player behavior. I could just see someone answering a text or getting a snack and putting there run at a detriment. I do really like the game and enjoy playing.

Question: I've been having a hard time learning how to make gui pop up on the screen and disappear whenever i put it on the gui layer it messed us everything or moves around when the character moves.

Are you setting something on the UI layer to follow the player? If so, that would be your problem.

It's hard to explain i'm a newer developer and i've legit given up on the game for months because of this small setback and more issues.

I'm very confused on how the layers work because they're no indepth guides for g-dev considering it's not one of the largest platforms for coding.

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Yeah, layers are weird. When using a camera you should see what layer the camera is targeting. This is why that layer has the camera, and no other layers do. You can use this to your advantage by making a new layer and setting all of your UI stuff to that layer.

However, I think you are right, someone should start making GDevelop tutorials soon and maybe it will be me. Weโ€™ll see.

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I feel like bosses should give some bonus reward

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I can't move, I have reloaded it but I just can't move, I clicked screen, I also can't move in Conflagrator. Edit works now

The problem is a can't move while in full screen

That'a really strange issue. I haven't heard of that one before. ๐Ÿค”

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Can you add something to make the cursor bigger it would be helpful

Thanks

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Really fun game :D ๐Ÿ‘

Found a weird bug... the table grew a bit too much and pushed me to the next level with the power-up menu open.

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took me way to long to figure out to use 'e' to talk to the people at the base, really fun game, have you thought about trying to port this to a game system? cause this would be a game i think would be great on the Nintendo switch

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I haven't thought about that yet.

I'm taking a little break from the game now, and when I get back I plan to add gamepad and mobile controls, so that would be the first step for that. ๐Ÿ‘€

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im stll confused what the coins do on the wall

They unlock new upgrades that can show up during a run.

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Ok I Think I Found A Glitch..


When I Killed And Enemy, My Gun Just... Kept Moving??

Yeah... I'm Scared

Yeah, I saw that bug but it was really low on my list to fix because nothing actually breaks, it's just a funny moment of the gun forgetting ignoring that time freezes and moves anyway. ๐Ÿ˜…

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Oh Ok, Thanks For Helping! (Really, No Sarcasm, I Just Can't Word Things Well) 

:)

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I find that, even though you fixed this, I'm still finding myself dashing across the map to get away from enemy's that spawn right Infront of me. This might be the middle of the enemy spawning on the edge of the spawnable area.

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Yeah, I don't think I reduced the spawn range enough to fix the issue entirely, I might have to change it to move the spawn area away from whichever door the player comes in to. ๐Ÿ˜…

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wow, I didn't think you would actually respond.

Can you please provide a download link

Just added a download link. ๐Ÿ‘

Keep price and give as downloadable content

super bro give downloadable content please

not running give download link 

Added a download link. ๐Ÿ‘

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Good job ๐Ÿ”ฅ๐Ÿ˜

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Thanks. ๐Ÿฅณ

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Been following your development for years now it's released good job!

Thanks!

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