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Penguin Garden

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A member registered Jun 15, 2020 · View creator page →

Creator of

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Thanks for playing! Some of those mechanics exists for the ninja character or as upgrades. The ninja is supposed to be the character for the tetris pros with all the unique mechanics from there while the others have to rely on different tools. 

Ideally you should be able to do well even if you ignore the items and skills if you're a tetris god but the enemies get really tough eventually so I can't guarantee it. There's no shame in using the items regularly, you get a lot of them.

Thanks for playing! Learning to use the items liberally is definitely a big part of the learning curve, even I tend to hoard them a bit. However, I think it's wrong to hoard them because the rewards shower you with a lot of items and I always end up with more than I can use. Also, the only thing you can spend gold on right now is more items. Eventually I'll do some kind of tutorial that explains how all the items are used and when to use them and hopefully that helps.

I think in the first floor you can survive without using any items and build them up but my design philosophy is that you have to be using them to survive the more difficult fights.

The stopwatch is a cheap item that you can use to pause fights and even rearrange your inventory. Again, not really explained atm so you kinda have to just know about it.

Who are the most rage inducing enemies?

Thanks again, I still have a lot to work on. I hope you check it out again in the future

I like that you have to do everything manually, it feels more satisfying this way. Maybe it's just me but I don't know if the scroll wheel is the best for the job, it feels like a lighter motion, I've played games where you have to hold down a key to do something similar and that felt more satisfying. I guess here you would need to press 2 keys so it would be more awkward but still maybe something worth experimenting with.

Had some issues with the browser, it didn't let me use my mouse the first time I loaded the game and it had a bit of stuttering at times. I was using chrome

Pretty cool so far, would like to see how it plays when you're under fire and you don't have all the time in the world to fiddle with your gun

Thanks for the feedback! The art is still mostly temporary, it needs a lot of tweaking. I'll add remappable controls soon, I just want to iron out some of the mechanics first. And those are some good ideas, I was already thinking about including some kind of a combo skill

I played it a lot, it's really addictive! I died shortly after round 36 on both runs, I though I had a good strategy the second time around but I guess not..

A few nitpicks: The thing that shows your lives looked like an obstacle at first because the cannonball path goes under it. I didn't really get why the timer only works on the last ball which made me get some items that turned out to be not as good as I thought. The boss stages say that you need "double" the score so at first I thought I had to have double the target but it just calculates it for you.

I really like how you can combine items even though I didn't understand it all that well at first and I'm pretty sure I made some of my items worse the first time I tried it. It opens up a lot of possible combinations, especially if more items get added later on.


Good work so far, I'd like to see more in the future. Curious what the 3d area is going to be used for

Played thought it, didn't die which is surprising because I didn't even understand everything super well. I think it's a bit too easy now. I'm not sure I like how the secondary weapons work now, you get too many of them and the lunge seemed much better than the rest.

Also in the second tutorial you can't use the bomb if your health is too low, it should probably reset your health in the tutorial rooms.

Overall, pretty fun game and it plays well

It's really fun to play even in this early stage. Not much point in nitpicking since you're probably going to change most things so I'll list some things I liked and what I'd like to see.

- I love the shop

- The gore is great. It did kind of destroy my fps in the testing room when I spawned a bunch of enemies though

- The weapons feel very powerful which is great. The flamethrower not so much. It's not bad but compared to the rest it doesn't have the same impact. Talking about the actual feel not the stats, but it did also seem to do less damage, the big enemies are near impossible to kill with it. Would love to see alt fire modes for the weapons too.

- I like that enemies have projectile attacks. Much more interesting than hitscans imo. Would like to see more of those and maybe some different attack patterns so you don't just circle strafe around them. The enemy designs seem a bit random but they're alright I guess

It's been a while since I played this and I wanted to give it another try but every time I die I can't select anything in the options menu and have to alt f4 which is pretty annoying. Would appreciate if it gets fixed before I play more

Really fun game, the original mario arcade game is best mario.

I got to the boss on my second attempt but died there. I'm not sure how close I was to beating her, would be nice if there was some kind of indicator.  It's pretty straightforward to learn but also a decent challenge. The only enemy that really annoyed me was the bat - it's really hard to hit and it's not even a crab!

Thanks for playing! What operating system are you using? I don't have any issues with alt-tabbing on my end.

Well it's certainly very unique, I don't think I've seen a concept like this in a game before. It's a bit too much effort for me though, I couldn't even do the first part properly. I think you'd have to be a big pokemon fan to be invested enough. It's also kind of hard to tell what exactly you did wrong.

It does look and play very well though, pretty impressive from a technical standpoint

New since last month:

- Expanded the reward system, characters can now gain unique class-specific skills

- Dungeon layout visual change and you can now move to any revealed tile

- UI changes and the first attempt at designing characters (only Ninja so far)

- Rare and legendary enemies have new unique modifiers

- New character: Zealot - spellcaster who generates mana and casts spells (everyone else doesn't have mana anymore)

Thanks for playing! If you mean the active player abilities, those are a bit undercooked right now. I'm considering moving them to one character and having the rest only use items. The passive skills will also be a bit more fleshed out, I want to make all the characters very different.

There are no quick time events now but there are some bosses that have pretty powerful one time abilities that you can kind of see coming. Not sure if I'll also add quick time events but I'll consider it.

The visuals do need some work yes, and I think having unique sound cues for everything that happens will also help a lot.

Thanks for the feedback, I'll try to make them a bit more predictable/telegraphed in the future

Really interesting game, I was trying to reach the boss but eventually it crashed:

LowLevelFatalError [File:D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp] [Line: 452]
Illegal call to StaticFindObjectFast() while garbage collecting!

0x00007fff62857374 KERNEL32.DLL!UnknownFunction []

Crash in runnable thread Background Worker #3

It was kind of running poorly when a bunch of enemies were on screen and I had 4 of the spawners on one level and they kept spawning mud golems so maybe that caused it. Although it crashed in the next level.

It was pretty difficult at the start, I had to restart a few times until I got going but it was interesting enough to keep me playing which is good. I feel like the starting deck sucks. There are a bunch of modifiers and types of damage which I never got to use because all the starting cards do the same thing and you can't really build a strategy until you've cleared a decent amount of rooms. 

Also when enemies are below you it gets a bit annoying because you have to reposition the camera before you can target them even if you know where you need to aim. Or maybe scrolling with the RMB just feels unnatural to me.

Great work so far, the gameplay is really fun

Really fun game! I played through the whole thing.

-I think the start is pretty slow. Once you get going the pacing is good but at the start you kinda just wait around and do nothing for a bit. Maybe a way to speed up the game could help?

-It would be nice to see if the upgrades unlock something new or not. Sometimes I would get things I don't need just because they may unlock something.

-The hotkeys should stay the same even if you don't have an active skill. If you're doing things fast and you get a new potion/heroic strike it can be annoying

Overall pretty good, I'm looking forward to seeing more levels

The hub was a little too confusing. I didn't even know I "picked" a character or where I was even going. I ended up going with the "cactus" and had some issues going through the pipes. When I learned there were different characters I tried the bony fish thing? and that one felt a little easier to use.

I do like the visuals, it has a nice PS1 vibe, and I like how the different characters play. They seem pretty unique

Pretty fun game, I have a few complaints though:

- Bullets are Really hard to see, they blend with the background

- Money is hard to collect, also does money do anything or is it just like score?

- Would like if it switches to new guns automatically, I didn't even know you can switch weapons for a while

I enjoyed blorbing around, the normal movement feels pretty smooth but the bouncing part feels a bit harder to do accurately. Maybe I'm just bad at platformers though. The visuals are pretty simple but somewhat charming, looks good so far!

Thanks for playing again!

Yes that's one of the one's I'm considering nerfing, it's a bit too difficult.

Sorry for that, I think it happens when you have the skill that sees where pieces fall against missingno. I'll try to fix it soon

Thanks for playing!

Well, it is supposed to make it a lot more challenging but I get that some of the modifiers could feel frustrating. Which are the ones that felt fair and which ones felt unfair?

It's true that using a mouse just for some UI elements is awkward but I haven't fleshed out the controls yet. There will be custom hotkeys and gamepad support later. Ideally you won't need to use the mouse at all in the future

Nothing in particular, I just want to see some original effects.

It probably makes it easier but I don't really mind. It was just confusing because there were some numbers displayed but nothing happened if you go over or under.

Would like to see some original cards, all of them look like hearthstone card effects. The deck master idea is interesting but it's way better to pick 1 mana cards from what I've seen. Also is there any restriction for your deck? It says 30 cards but you start with less and I was able to play with less without any issues.

The gameplay seems to work fine, didn't encounter any bugs and I managed to beat the arena! The AI has terrible decks but the increasing health made it kind of a challenge.

Changes from last version:

-More items and enemies

-New skill system and rewards after each fight

-New sounds and some UI improvements (still mostly placeholder art)

-Curse and bless rooms now work

-10 unique floor bosses (some unfinished)

-All the playable characters were reworked and are now a bit more unique (and the gambler doesn't insta lose the game now lmao)

-You can now see the rooms around you so you're not totally blind

-Rare and legendary enemies which are stronger but give better rewards

All the encounters are totally random right now so you might get a brutal start, sorry

Thanks for playing and for the recording, it's very useful!

Idk what happened to the gambler, I swear it worked before. I actually increased the difficulty at the start slightly for the demo because I thought it would be too boring, I guess I was wrong. I will figure out how to make it more approachable for the next demo

Thanks for the feedback! I'll add a more natural difficulty progression for the next demo

Thanks for playing! Which enemy did you encounter?

Maybe I'm too brainrotted but it seemed really slow to me. It takes a while to start combat and you use the same weapon for a long time. The first thing you get is a dash and that's also a fair bit into the game. I think the basics are really well made and it feels nice to play but I would consider giving players more toys to play from earlier on. It also showers you with health pickups so I didn't need to pay much attention to the enemies and even then a lot of them get wasted because you're full which doesn't feel nice. 

Good job so far, it looks solid from a technical standpoint. I would like to see something that draws the player in better gameplay-wise in the future though

What browser is this for? I tried chrome and edge and it just freezes when I try to enter the tutorial

Really great game, I don't have much feedback to give. One thing that confused me is that sometimes the flag takes a really long time to activate and other times it doesn't and it wasn't very clear how long it would be until I tried. It would be nice to have some kind of indication before you try. Also maybe saving isn't added yet but my game did not save progress when I tried starting it again

Very fun game, I enjoyed it! I like the nonsense humor and the variety of minigames. Everything is pretty intuitive too, but I think the difficulty varies a lot. Some minigames are way harder than others. The letter is incomprehensible to me, I would need at least 5 attempts of trial and error to figure it out but at that point it's no longer a short 90 second minigame. Meanwhile things like the JRPG fight and the tower defense barely require you to do anything on the first stage. The shoot em up is also way too fast, although it was fairly (no pun intended) easy once I realized you can just hold the shield as much as you want. Maybe you could make the shield instant but only for a short duration if you want it to be fast-paced?

One minor bug I found is that the timer still runs when the game is paused and it messed up my score at the end. Everything else seemed to work fine.

And another suggestion I have is that if you're going to have multiple levels of the same minigame I would like to see more new mechanics being introduced, usually there is very little difference between them so it gets a little repetitive.

Thanks for playing!

I was tinkering with the idea of doing more damage when you clear multiple rows but for now I decided to just give the player more gold. It's not really explained right now but every row you clear gives you money and the more you clear at once, the more gold you get. 

I'm still not sure how the dungeon will look like but yeah I will most likely add keyboard controls to it too. The item hotkeys will also be customizable if you're not comfortable with q w e r t. 

Cursed and bless rooms do not work yet, I didn't have time to fix them before the demo. I thought I removed them from the random level generation, whoops. Merchants will be capped to 1 unless I decide to make them a one-time use or with limited inventory.

The visuals and sound look great but I'm a bit confused by the gameplay. I don't mind fighting game inputs but it clashes with the precision required in platforming games. The game feels both clunky and smooth at the same time and it's a bizarre experience. I also didn't really get why we need 4 different attacks besides that that's how it is in fighting games. I also don't get why you can dash and attack mid-air but not jump and attack. And if you press down and up too quickly or something it doesn't do the jump so that also adds to unnecessary deaths. I don't know what your vision is for the game but I personally think that the regular platformer controls clash with the fighting game controls and that it's better to leave the movement smooth and easy to do and do all the fighting game inputs for more special actions for dealing with enemies for example. If you want to do a difficult game that's fine but it should be difficult because of challenge, not because it feels unintuitive to control.

Not to sound to negative, I can see a lot of potential. Looking forward to future updates

I was hoping to make it a little cryptic to fit the theme better and let the player figure it out but maybe I should explain it better if I end up polishing it more if its not that straightforward

Thanks for playing and thanks for the input! I'm not sure if I'll add undo but I'll definitively add a way to save your progress, I just didn't have time for it in the initial release.  And for that door that you went through there needs to be a way to go back once you go through it once

This looks good and plays pretty well. I felt like the hitboxes were very slightly off, I know they are supposed to be super small in these games but I swear I straight up walked through a line of bullets a few times. And other times I died when I thought I wouldn't but I could have missed something I guess, I'm not the best at this genre.

Few minor things, you can keep moving the selection while the screen is fading and hear the sound and one time I got shot while respawning and it played the sound but not the death animation and the stage reset again even though I wasn't dead on screen.

Would like to see some sort of unique features that makes this stand out in the future but good work so far

I really like the aesthetics! Not sure what to comment on since it seems pretty early in development so here are some random things:

- Would like it you can cancel commands you already issued. It's weird that you can't since it doesn't even move to the next character right away

- Would like to see less starting skills/party members at the start of the game so that it's a bit easier to jump into and maybe you can manually unlock all the skills later

- Not a fan of my heals missing, every single party member missed their spell and ran out of mana in the third fight and I got murdered. It reminds me of Fire Emblem 5 where healing staves could miss and everyone Hated that

Looks good so far, I'm curious to see what this turns into

Got some sort of error when I was doing the tutorial

Can't say much so far, I'll try it again later

Thanks for playing! It's just supposed to be a heart rate monitor, you always die if you take 2 steps in the dark.

Before I go back to my main project I have a small game I made for another game jam to share.
Let me know if it's too hard/too easy and if you think it's worth polishing a bit and releasing it as a serious game.

You can also play it here: https://gx.games/games/ywt4xt/sir-knight-and-the-true-heart/

And here is a link to the game jam, they have a popular vote besides the jury so feel free to vote for me or anyone else you liked:  https://gx.games/events/viral-glitch/?page=4