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Prox-Mine-Painter

167
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A member registered Jan 11, 2022

Recent community posts

(1 edit)

I found a bad bug.

Port was UZdoom version 1.14.3

I had loaded the mod with "Improvisation" with this one being loaded last.

Normal Doom 2 maps.

It seemed to work fine, I got them on either monster kill or secret findings, threw them and they spat out items without a problem.

Then I decided to be cheeky and threw one at an enemy thinking it may hurt one, instead it froze the game haha.

To clarify, it froze once the dice hit an actual enemy, specifically a machinegunner from vanilla enemies.

Yeessss! I have been keen on a mod like this, and this looks nicely done!

I can see some room for options to make this even more interesting.

Thank you, this is awesome work!

That is an AMAZING job! I totally did not think to use glass peg-upgrades on indestructible steel pegs but it makes SO much sense!

Awesome build!

I was able to find it, needed to zoom out from %100 using my browser tools, but it did work.

Okay, fun and cool but a few big problems, one is that it needs an alt-enter full screen command so a player can quickly fill out their screen and have a clear view of everything.

Second is that while the player may take care to place stickers so as to not place over numbers, the ai does NOT care and at times I have had a sticker over the upper left number leaving me blind to the value of the card, especially if I cannot go into fullscreen to get a good view of that bottom right number besides.

Really cool idea though besides and I would love to play more!

This is all kinds of flat out amazing! A trippy experience, though the pitch black levels turned me off especially the third one with the eyes hunting you down, a ton of pressure to feel out a level.

Really awesome experience elsewise though with impressive art and programming to give you an awesome, surreal experience!

Hello, I wanted to suggest an idea for this mod: A "Charge" mode for the mod that requires a player to charge the power briefly to pull an item or enemy at varying strengths.

There could be a minimum charge time (Ie a second) which means a player can't spam it so much to get items they need, forcing precision and patience, but past the minimum, they can charge it more to pull an item or enemy towards them harder and faster.

It wouldn't be by default, but I imagine a few users may like it so they can add a little bit of challenge but also variety to the pull strength, with options for toggling the minimum charge time and the maximum they can charge it to, such as a minimum of 2 seconds to really make it more risky to use, and a max of 1 inch per second in speed, so they can't pull a megasphere stuck on a pedestal across the room so easily.

Pretty nice so far!

There seems to be one bug with the potion effectiveness that resets it after each level I think. I have not played past the one time to make sure it happens.

It's an intriguing incremental game so far, not bad and amusing for a surreal game at that.

Not bad!

Hi, I have gotten this error when clicking on the graffiti cleaning option.

It did not seem to stop it from working, but I am posting most of the error regardless:

An embedded page at html-classic.itch.zone says

An error has occurred. You may be able to continue, but some parts may not work properly.

Error: <<event>>:error within widget code (Error: <<set>>:bad evaluation: weightedEither: First parameter must be a generic object.).

Stack Trace: Error:<<event>>:error within widget code (Error:<<set>>:bad

evaluation:

weightedEither: first parameter must be a generic object.)

 at Wikifier.value (https://html-classic.itch.zone/html/16702681/

index.html?v=1772721440:21127:149912)

 at HTMLAnchorElement.<anonymous> (https://html-classic.itch.zone/html/16702681/index.html?</anonymous>

v=1772721440:21127:221173)

Etc. (I could not write down the rest, as I was not able to simply copy and paste and it was too tiring to keep going on.)

I'll give that a shot, thanks!

I don't think I can play this anymore, it's too difficult to get back from the red so to speak and actually make a steady income while not being essentially locked in limbo being killed over and over if you get hurt enough.

I downloaded this program and I want to put here that it ate my memory like a sponge, and it ended up freezing my pc.

I have a HP laptop with Windows 11.

Very cool game with a nice casual rpg style to it, but that one problem is a little much.

Hi! I've been enjoying this mod quite a lot. I love how the tapping/holding mechanism gives weapons an extra flare of utility to make things more interesting, especially for the energy and shotgun weapons.

I like the melee weapon's block feature too giving you a nice counter-attack.

I had a crazy thought though; what if pressing and holding primary right after the deflection gave you a third functionality to each weapon? Something to give them a brief boost or single stronger attack.

In example,the shotgun could fire off piercing rounds or splay three shots in a wide arc.

The energy weapon could fire off a medium-range bfg style shot for big ambushes that are hard to keep up with."

The Quicksilver's deflective-powered-shot might fire concussive shots that can mildly damage with aoe, but more important are nigh guaranteed to stun to make some larger crowds more manageable. 

honestly I'm just having fun thinking these out.

This is a very tightly made mod and a lot of fun, and I love the extra functionality with your Malefactors mod for slicing baddies in half.

Well done!

I have a suggestion for Fort mode to have a command or button to skip to nightfall while calculating all gains from mines and farms so the player doesn't have to press the wait button over and over.

At least give an auto-wait much like how sleep till morning works so a player can give their fingers a rest when they have themselves prepared.

Another suggestion involves the lack of stone in Fort Mode for a player to gather up after the initial blocks are gone; I do understand it's meant to be limited resources, but maybe allowing a player to spend time mining in a built mine for stone could be fair if it takes many turns in order to gather even one or three stones.

I am very much enjoying the progress this game is making!

This looks super sexy awesome! I look forward to obliterating monsters with this bad-ass!

I am getting a page with this error:  This XML file does not appear to have any style information associated with it. The document tree is shown below.

I am at least glad it was not a bug.

I think it should have a slightly better warning, maybe the box that says "Warning night!" should have another warning that comes up 2-3 turns before it happens so a player knows whether to dash back to their house or build a turret etc.

I'm glad for the levelling meter addition; I clearly glazed over any part of the initial help about levelling, because I thought it was all equipment based! Hah.

I think it would be good to give the player a means to forge their most basic crappy equipment if they die and come back naked, elsewise maybe shop keeps can have those items in their shop, or if you want to keep it tricky for the player, it would be an option of "commissioning" those crappy items from a shop keep but it takes a day or two, so they still have to be wary of danger but they have a chance to at least get back to a baseline equipment load.

Thank you for the reply!

Am I crazy or is it a bug when nightfall happens mid-day? It happens sometimes and I get ambushed which is very ugly.

This was a fun and cute nsfw incremental.  Good art, nice simple music loop and not too hard, and the comic at the end was fun. Nice work!

Very fun, but I have to wonder if that one rain attack from the boss's second phase should not be curbed, it's too random and the eye is stuck right on you so I can't avoid rng damage from that attack.

This is incredibly fun and addicting! One small bug is that fireworks do not trigger explosive barrels and just destroy them.

Great work!

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Very cute and fun Metrdoivania. I found a bug when using the chargeup shot with dashing, executes it twice once released as you dash.

Another bug is I cannot use the save points over and over again, and in the next type of area, after some platforming the save point next was unuseable.

Uuhh... fell down well to right, fell straight through water out of the world into glitch room, might need fixing thanks! Ladder climbing needs a little cleaning up too, allow the player to hop slightly at the top maybe.

This was a ton of fun! It was nicely balanced requiring some careful thought, but I loved being able to shake the "bag" to flip the coins around, a cute gimmick!

Okay I think I am missing something because I die to seemingly nothing during the first  six or so seconds, are there meant to be visible obstacles I am meant to see and avoid?

You made a VERY cute and addictive game! I did encounter a bug where the tennis ball shooter does not give it's item, instead I keep getting a radar dish from it each time I go back and destroy it.

No worries, it was weird but fun! Thank you for making it!

I have encountered an odd bug where after initially playing it just fine, in coming back to it later after it loads I get a blue screen with scrolling clouds but no menu to enter the game.

A neat, if bizarre game that was fun to play. I got stuck after going down that stairwell into the room with the... golden explosion.

Is that the end? If so it was fun all the same, if not, I can't seem to exit the room.

Pretty cool game, but a couple of points:

I feel not being able to get experience for a ship from blasting foes on a planet surface is not fair, even if it's only a little bit per ship, it's only right to get some xp for taking them out.

On gas planets, I have encountered a resource point being covered by a gas cloud making it impossible to gather, so that should be looked after probably.

Not bad and fun in it's current state. That prestige though is way too much.

Not bad for a simple incremental game.

I would like to be able to mute the sound effects, or turn the shooting boops down.

Once you buy credit stuff completely it becomes useless, maybe a temporary buff you can buy with credits would work well, give that cash something to do.

This looks like a crazy fun time! I love the look of the weapons and the main character!

Intriguing and strangely beautiful and haunting.

I managed to warp myself into some trees (I think they were trees) when changing screens.

Elsewise, nice walking sim!

Well, I took myself into the sun, got a bitter ending but hopefully things turn out great!

Nice short game.

I concur on this, it pushes you to essentially throw cards just to go UP UP UP and the strategy part kind of falls flat.

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Thank you for making this and the other two alternate item-grabbing mods! I've been meaning to get something like this to help with mods or maps that have low ammo spawns.

Edit: Just tried it, works like a charm.

Great short game! I wish I could throw a pie at the Mighty one to short-circuit him, but a great, horrible dystopian game all the same. :)

Okay, fun up to the helicopter, where I was convinced it was immortal. WAYY too much of a bullet sponge, should be no more then about 30 shots max. Even the original Time Crisis wouldn't make that sucker a 50 shot or so enemy.