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Sensino

34
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1
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A member registered Apr 03, 2020

Recent community posts

Useless to make a BROWSER GAME & not re-map the controls to a keyboard/mouse configuration... 

In eg: https://itch.io/games 
The row of tags (about 3 or 4th row), it would be very useful to also be able to exclude tags.

So you can make a search like:
"Atmospheric, -Horror"
Meaning it shows all "Atmospheric" games, but excludes all games that contains "Horror".
(Even if the game contains both "Atmospheric" & "Horror" it will still be excluded. Possibly with an option to change that behavior for that result to be included anyway)

Currently, it seams to only be possible to include tags, but not exclude tags.

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BUG
Please fix the mouse-drift bug.

When I click in the player so the mouse is locked, the camera starts slowly spinning clockwise, super annoying.

If I don't click, I can't rotate more than like 90 degree to each side, because the mouse goes outside the play-area & isn't tracked anymore.

Firefox: 111.0.1 (64-bit)

Unplayable because of insanely high mouse sensitivity.

I have set my mouse to lowest sensitivity, but still 1mm movement rotates the camera 5 times.

Or at least add an option menu to set the mouse sensitivity.

(I play on Firefox).

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Graphics: NVIDIA GeForce GTX 650 (revision: A2).
(Sorry for the delay)

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It crashes for me, can't play :(
The game starts, I see a little of the game world for a second, then it crashes.
Some empty "crash handler" (title) window comes up, but without any information inside, and closes directly after, then windows generates another crash window that says: "Totem.exe has stopped working [ok]".

Some proper debugging messages would REALLY be appreciated.

So I have a chance to pinpoint what is wrong, or if my computer is too weak or something, now I can't even determine what part of the computer it is that could cause an issue.
I have used ProcessExplorer.exe (besically TaskManager but better), and all it shows is a single spike of "GPU Usage" spiking to 96% but ALL other diagrams look fine (CPU, RAM, Hard-drive, Network,... all fine).

Or only Yellow (maybe +Green), then stand next to the wall.

Same concept, but larger splash area.

Try using Blue + Yellow shots.
The splash damage might be large enough to kill them.
(But, Yes. Annoying bug.)

Locked rooms that you have to play a specific sequence as a "key" to unlock the door (like in the Zelda Ocarina of Time games), the current room contains clues to the music pattern.

Or like "locked rooms" that you have to play a specific sequence as a "key" to unlock the door (like in the Zelda Ocarina of Time games)

Kind of, yes.

The "annoying" part is to program the results of all the possible combinations , the amount of combinations increase exponentially.

I see the suggestions with additional bullet types.

I think it can work, but you can only "bring with you" 4 bullet types to battle, but you have plenty more to choose from in the "load-out area", or something like that.

Idea: Alternative use for notes:

Those notes you pick up could be used to "infuse" a white block with that notes power.

So lets say you have a white block on the blue line, then you "infuse" it with "Purple power", then suddenly that note sends out 3 blue balls, instead of 1, it basically acts as if you have BOTH a Blue & Purple note on that column, but it's just from 1 block there.

AWESOME! = Minigun + 8 Yellow + 3-4 Green [2, 5, 8] or [2,4,6,8]

IDEA: Preview upgrades in store.

It would be nice if it was possible to test the upgrades in the store, without purchasing them, the purchase is finalized when exiting the store.
If you have equipped upgrades you can't afford, then the doors are closed until you un-equip it.

(Maybe even with a mechanic that makes it possible to steal upgrades you can't afford, like the next room goes directly to the boss battle & the boss is +10% to +50% harder, or something).

Idea: "stack" white blocks.

You could "stack" white blocks on the same spot, to power up that attack.

So you have the option to spread out & do multiple attacks, or "stack" up the damage into a single HUGE ball of death (for example).

So, lets say you have 3 blocks, you can either spread them out (eg: yellow 1, 4, 7) or stack ALL 3 of the blocks (eg: on Yellow 1) and it does 3 times as much damage in 3 times as big area.

I think it teleports you instead of dashing, so you can teleport through an enemy, which you can't when you dash... I think.

Feature request:

  • Longer lifetime on coins (or preferably totally removed de-spawn mechanics for it), they can be de-spawned when leaving the room, or like 10-20 seconds after the last enemy is dead.

Because I feel this is a game about dodging enemies & bullets, not trying to suicide-dash into a horde of enemies & die, just to hopefully grab some coins before they disappear, because sometimes it's just impossible to get to the coins because there is a big wall of enemies in the way & when I have finally worked my way around (or through) them I just come back to empty space because the coins have vanished, it's very.

  • Save a starting template for the damage setup.

Because it's annoying to have to reset it over & over & over & over again, after every time I have died.

It can save when exiting the starting room.

Bug 2, Probably memory leak from turrets?

I wrote the previous comment while the game was running, I had just cleared out a room on the 2'nd level (world?), so the game continued to shoot out turrets.

When I resumed playing, it was very lag, so I think something (probably turret) didn't get deleted properly, so multiple instances (of something) kept being created but not properly removed, I'm guessing.

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Bug: Turret + Sharpshooter upgrade.
It basically shoots the turret out of the map, it don't even bounce off the walls, it's just gone.

I have filed up all 4 slots on that firing section, including green power.

When I removed the green power, the turret BARELY get 1 single shot of before timing out & disappearing.

The problem is that the turret doesn't fire while moving, and with sharpshooter it moves so far that it times out.

The lifetime really needs to be extended, or at least only start to count WHEN the turret has come to a complete stop.

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"Buggy" dodge.
There is something weird with the dodge/dash mechanic, many times now I have died while trying to dodge, but the dodge either don't happen, or there is a delay between I push the button & it actually moves.

I am using the green slots for greater movement speed (slot: 1, 4, 7) if that "consumes" the "dodge power" or something like that.
--------
I have also noticed the reverse, I have just dodged, but the bullets I expect to fire doesn't happen.

I assume that is because the game-tick where the bullets should fire happen during the dash animation, so it's just skipped that firing step.

But it would be really useful if the firing would just be delayed to the end of the dash in those cases.

Because usually (when not avoiding,) the dash is calculated based on the expectation of firing from that new location, like: dash around a corner & expect to release a barrage of bullets, but nothing happens, it's especially DEVASTATING when you plan to fire your piercing "ultimate" into a horde of enemies, but it just "fizzles" into nothing because I dashed 2 milliseconds too late, so now I'm soon dead, because the enemies are too close & the dash is on cool-down & no bullets will come in several eternities.

Thanks :)

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I found a bug, in one of those rooms with a black cube in the middle, some enemies (basic square) could go through it as if it wasn't there.
Unfortunately I was just next to the wall & I died.

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@Woolly Walrus Games
What softwares & programming languages do you use to make games?

This could maybe be an even more interesting concept if the miners slowly remove the red material, so you have/can go back & expand the base at lower levels too.

Maybe not in this game, but the mechanic can certainly make almost a new game genre :o :D

There should be some marking on the boss door, because when I'm set up as melee only (yellow) & suddenly find myself against the boss, with lazes & short range attacks & don't really get a chance to switch to any viable weapons before I'm dead.

Or maybe an option to set up "attack profiles" (probably a fun mechanic), so you can press like 1, 2, 3, ... or something & it automatically switches all notes to whatever is stored in that profile.
So you can switch from melee "brawler" to "sniper" with a single button press.
Optionally with some delay mechanic if this is "too overpowered", like the "play laser" has to pass one time to switch the layout (probably a VERY annoying mechanic).

Fun thing, if you make eg. 4 right turns you do NOT end up in the same room.

this is especially apparent when doing a "loop" back to the beginning starting room that suddenly is another room.

Or have a longer "flashlight cone" forward in addition to the "light aura" .

"More Tooltips" > point 1:
No, don't spoil the fun of experimenting, that's a part of what's fun with he game, to experiment & find out what each note combination does & how to use it best.

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I can't find a way to access the Options menu after starting the game?
(without reloading the whole page)

I guess the ZQSD is a keyboard layout, like QWERTY?

Or those colored notes is what unlocks that "note row" where you add the white tiles too. (I still don't know what/if those colored notes do, it would give them a use. & additional identical notes increases the power of that "note row").

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Consider adding a separate audio sliders for each note (maybe in the options menu), because I think the Yellow & Green are too sharp, but currently I can only turn down the volume for all of them. This is my biggest problem with the game, since I have damaged hearing & too loud noise is uncomfortable, so I have to play it too quietly instead.

I would also like a more forgiving damage system, either it's easier to acquire more hearts (from eg: shop/enemy drops/hidden secrets/...), OR being hit by an enemy doesn't consume a whole heart, but only a fraction of a heart, and as long as you haven't lost a whole heart you can still regenerate that lost health (either from not being hit for a while (bad, leads to "coward" tactics), or the "coins" also heals you, or if the enemies also drops health particles in addition to the coins, or you can get "vampiric weapons" that drains health from enemies to you, or you have a "heal ability" on a cool-down timer, or can buy healing in the shop).

You could also add an "ascension mechanic" so dying isn't as "pointless" as it currently is, lets say it lets you save the score (or something) to the next run, and when you have enough saved score it lets buy permanent boosts* that you start with in future re-spawns, (*eg: more white note blocks, or with one of those colored notes (I still don't know what  those do?), or start with a (random?) upgrade, or something else).

It could also be interesting if the rooms defied the difficulty, so going Up makes it harder (& eventually you get the boss), sideways keep the current difficultly & Downwards lowers the difficulty.
In this way, the players can decide how hard they want the levels to be :D
(maybe add some "loot reduction multiplier" (max is like -50% loot) if the player have stayed at the same difficulty too long (like 10 levels or so), just to gently encourage the player to actually progress through the game without forcing it).

Also, the "coins" shouldn't de-spawn (maybe as an "ascension perk") until you leave the room, maybe with a "collect all" feature when all enemies are dead.

Ps. I found you game from here: