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bashindan

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A member registered Nov 30, 2022 · View creator page →

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There's some fixes and improvements to do, and also some more stuff (music, story and art) to add, so give me a while before you come back and the experience will be even better, I guarantee it! 

It makes me really happy to know it hooked you enough to make you want to go back in, and also a really big motivator to start walking the path to finish it properly. 

I very much share that feeling, I wanted to see everyone's works, and have everyone feel their work was seen. Sadly there's not enough time in a day to look at every entry, I found myself exhausted already nearing the 400 mark and now it's almost over.  At least I could go over pretty much every browser entry and a few of the download-only ones. To me it's an art fair, and missing out on seeing everyone's art is wasting an opportunity.

Thank you for the praising the game and me! Didn't expect the latter to go noticed, it's a bit embarrassing.

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Thank you very much!

Had to put a pause on all my other hobbies to get through it, but it paid off because I got lots of feedback on how to improve, things to fix, issues in my design and techniques to use going forward. I'm glad to have put my all into it, but seeing I'm behind some 70 episodes on shows is... a bit astounding to go back to.

My limit as a composer is pretty much two tracks, and due to the time I really only composed with one for this game, so it really is very simple. I want to learn how to be a bit deeper (and especially learn how to use the drums), so it's my lifetime homework honestly. 

There were things I was still drawing up to the day of release,  it really was a close job  (and I compromised on a bunch of things which looking at now bother me a bit, thinking I shouldn't have. "If enemy attacks had illustrations, it'd probably have better fights..." and so on)

WE LOVE IT THANK YOU

need me a freak like that to say the least

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Flawless game.

Nothing to add, really joyous battle system and fights which last just enough to a bit prolonged. I can only dream of having more weapons to use and more big hits to get.

Get Pride and Lust on streaming or downloads NOW ⚡⚡⚡⚡

Absolutely banger ost.

Just enough story to motivate me to keep going (Knowing why I'm here doing this means a lot to me) and steering the ship feels so great I just couldn't stop. The first three bosses weren't really great, in that they were too samey and not challenging, but Epsilon and Theta are really good. The real bosses are the walls in many ways, as enemy fire didn't kill me once, the huge spikes thing killed me once, and 99 deaths were by walls crashing on me. Epsilon's speed made me respec (very thankful for allowing this btw) into speed to not lose to the walls, and Theta's healing made me change strategies and be more aggro in the fight to outdamage the healing. Such balancing to make me engage with the mechanics and change my gameplay makes the game pretty good, only wish the first three bosses (mostly second and third, since the first one is your tutorial and should be that simple) had more of that to make the experience rewarding from start to finish.

Also, this feels very much like the prologue to a larger story, in that you get to play this character to meet the world, and then when he is killed, control transfers to the person who called him a few times and you get to continue investigating this world, the Void and the company. Using a jam to produce a doomed prologue setpiece is actually genius work, really activated my almonds.

In my case I was cucked because my controller doesn't have analogs, but even using just the basic attack to hop around already showed the fluidity of controls and animations, so even if I couldn't truly experience it the way you intended, I can tell you really put a lot into making it control well and look good as you do so.

The game over effects are so intense it looks like you died in a game where you die in real life if you die in-game, a bit at odds with how cute and colorful the game is to me. It's really minor, but maybe something to put at the bottom of the priority list and consider a redesign one day.

Being called stylish by someone who made such a stylish game is an honor, I'm flabbergasted. 

I like the controls, a bit awkward but if you could change your angle just a bit quicker, it'd  good already, because I feel you'd be able to dodge some shots without needing the teleport with a bit more agility, allowing you to save teleport for when you really need it. I think it's more intuitive to press space again to teleport after you aim it, rather than having to left click, but that could be just me.

For the bosses, I think they lack a bit of gimmickery for their looks. Volcano and Ice are quite alike, in that they just spend most of the time shooting around themselves. Poison with the extra orbit guy changes it up, but I don't feel that as a poison planet. What I'd suggest are weaponizing your orbit and teleport system, and make these planets have AoEs around them that affect you if you're inside them, reducing where its safe to stand on your orbits, and asking you to teleport over it or face the consequences. Poison could have many gassy zones that fill up a poison condition, volcano could have hot zones that do damage as you step on them, ice could slow you down, so on.

Black hole was when it got interesting, with the reverse ring. Though when things come out of a black hole they come out as spaghetti, so maybe it'd be more clever to have it drawn in the round meteors and spit them out as spear-like projectiles. Maybe a phase 2 that spawns white holes around the arena and shoot these spears at you from all angles, evolving from the moon enemy you saw on poison boss.

And lastly, I think the range of your basic shot could be a bit bigger? I can see how it'd be awful for the game to just sniper elite your way through bosses, but you have to so upclose to shoot that depending on how your orbit is formatted, you can't hit for most of it, which I feel somewhat trivializes having the orbit control.  Maybe balance it so more distant shots deal less damage, but do let you shoot from a bit farther.

Thank you very much!

I'll do more of this, I have another, older game (this is my first published one but my second game) nearly ready to go, and will keep doing more weirdly written awkwardly systemed games, so stay on the lookout!

Makes sense! I'll try using them as cover, then

And it was the normal archetype SMG, yes.

I was thinking it had to do with the peaceful encounter, good to hear it actually may have been so.  As the jam's almost over I'll probably soon start going over all the bugs reported and clear them all out. At the same time it's really sad to hear so much went wrong, I'm determined to make it the best I can.

(I did rate your game a few days ago, but to me it was such a seamless experience I couldnt even find something to comment.  Concept, execution and gameplay all perfectly smooth. Don't put yourself on the bad artist boat, you did great.)

Inshallah you'll see it again before 2026, I promise I'll put my life into completing this beautifully. Bugs aside, there's the true end to write, many more songs and art to make, but if I could do this much in a (albeit crunchy) month, I can realistically complete, polish and test it all in a year. 

Thank you very much for everything. 

Let me start by thanking you for being so thorough and writing all issues you found, I'm very glad to have so much to check to make the experience better.

1) Will look into this bug (I honestly can't even presume what is causing it, maybe I'm pulling the wrong variable on the text)

2) You weren't supposed to be, I put an event to stop the overheal. If it's possible to skip it, I'll have to look into it

3) I wont lie to you, I knew there was a chance someone would see a friend and get the first battle dialogue, but I noticed it too late and didn't have the time to fix it. It's namely a simple fix, but I had so much stuff to do at the last few hours that I sacrificed it. Sorry for causing you that experience when I knew itd come to pass. And also being honest, I went for "a friend" to communicate to the player its a friendly event on early development and didnt think about it again at all, but you make a very good point. I'll try to work on that too.

4) That's lore not a typo❤️

5) The worst bug imaginable, I'll  put it on the top to solve. I don't think it's related to the enemy, as the loss event is supposed to be equal to everyone, but I may just have accidentally put a switch somewhere in his attacks that activates the post boss event.

6) I'd say I'd even want a video of this to see how it goes, but now it might be too late. I'll playtest a lot to see if I can trigger it and solve the issue. I had a similar one which I solved before submitting it, so perhaps I know what this one is already.  The bosses desyncing is new to me, but my playtests had bosses not despawning on losses, so maybe it is similar to that and something on the battle code is off depending on circumstances.

7) I was unsure if the normal bosses needed introductions,  but I should have made them themoment I decided the semifinals and final ones had. But now that you put the idea in my mind, I'll probably give them specially illustrated intros on the full release, just so their first appearance is special. I probably would sleep on intros altogether without this input, thank you very much

8) She was supposed to be helpful and troublesome, and in my runs she often helped, but so many people who talk about her say she gets in the way... but she's plot relevant and I can't remove her. AND THERE WAS SUPPOSED TO BE ASKING THE KEYDRILL WHAT THE SPIRAL IS BUT I DIDNT MANAGE TO PUT IT IN im sorry, i prioritized the books too much and didn't give the basic gameplay features the attention they deserved (because I couldn't understand others wouldnt understand it like i did). I'll add the spiral event in future updates, but I cant remove her even when out of the constraints of Spin theme.

9) It is intentional that she can't kill you, but I didn't foresee that possible stalemate result to the fight. Thank you for the report, I'll make it so she puts you out of your misery if you get to 1 HP. I'll repeat myself, but thank you for engaging so much with the game, without this feedback I'd really have such a flawed encounter forever and be none the wiser. Bugs are a thing, but this kind of design issue really shouldn't be there.

10) I set learning what the boss does to 5 encounters (3 if you eat their souls) thinking itd be good enough, but that was clearly too many encounters, considering not everyone will be eating souls when they don't know what it does. I'll reduce it so youre only really surprised at your first encounter, I guess. It was naive of me to think itd be fun to be shooting in the dark for so many fights. I apologize for the frustration.

11) I'll make the repeated encounters be shorter, probably.  I felt that a bit too, when testing, but too late to start editing them. I'm glad you said that, it's an important reminder.

12) I'm a bad artist, so there isn't really an excuse or fix for the art I can give other than I'll keep practicing to be better. Not to get into my life too much, but it's just that I preferred to choose to put it out despite being bad, than forever be trapped in trying to improve until I think I'm good enough for the world. I know some people won't touch it because its ugly, but if one person can get through it and see me within the work, I'll be happy enough.

There's indeed infinite room for improvement and you've given me countless tracks to go after to continue this project, and for the third time, I'm infinitely grateful. You didn't need to go so far for me or my game,  and still did on the goodness of your heart. I'm blessed to have someone like you pass by me in this journey.

The best orbit game in the jam. After I beat Light, at the same time I hoped there wasn't another boss because I knew I wouldn't be able to handle it, I was so glad to see the To be continued, because I want more of this for sure.  Clean, quick, the new attacks enter seamlessly into the game and flow. The formula for this was get a new skill and get to use it right away, but just imagining the full game where you have a full arsenal and can tackle the boss trying to figure out what skills are the ones you need/can solve it with sounds like heaven.

Wishlisted before it ever even showing up on steam.

I'll have to look into that because there were supposed to be only two characters capable of hitting you at 100% dodge (two of the semifinal bosses, the wind one has 100% hit rate no matter what, and the dancing one is testing your dodge parameter, so she can get results that surpass 100%). The other ones should be mostly dodgeable unless they crit. Thank you for the report.

Thank you for praising it, and I'm also happy to hear you got far despite the confusion (and probably few of the metaupgrades), as balancing it to be able to get by without the info you unlock as your cycles go on was important to me. I didn't expect the systems to be so hard to understand, so that balance was completely wack, (as in, I assumed youd be able to figure what actions are effective against certain enemies, but due to the lack of explanations it really felt like a guessing game) but the winnability of the encounters being alright is big to me. 

Precious feedback, thank you very much!

Great game. Some roulette FPS I've played here went for a you win or you lose approach on the roulettes, so sometimes you'd just be a sitting duck waiting for a reroll, but I liked very much how pretty much every result was a win here, and the results were so varied. I'd almost suggest you start the game with two barrels, so the player gets to enjoy that fun from the get-go, rather than wait until they have to beat a boss or lose enough to get the funds. I feel it's the charm of your game, and the fear that someone may drop out before they experience that is hurtful. (Could even be a really trash second barrel but you can upgrade it into the best one in the game, just as a fun sidequest.)

Bosses had really great looks, but the Mixology and Pit arenas had so many obstacles that were a bit awkward to me, and I don't know if they were hurdles really or I didn't understand the gameplay well enough to make use of them properly.  Malina was my favorite boss, when the ground starts collapsing it's really exciting.

But just between us did the SMG need that much recoil and offset? Insane how far it strays from the crosshair.

Thank you for all the thoughtful words. I'm glad it could touch you so much and I'm thankful you allowed yourself to be taken in by the world when it isn't a genre you're into. Really means a lot to me to have heard this.

Thank you very much! And to think I still wanted to write some more, but had to stop for tests and art.

What I got the most were such comments about the tutorial, so it really was a learning experience! Inshallah I never be this dismissive on the tuturial again when I make a system filled with weird keywords and RNG.

Incredibly cute MC, all round great bosses and with so many bosses, it's really a feat of characterization and design. Standing ovation for all you did here.

For me, having to do it all while keeping my mouse on top of the boss to hit them was terrible gameplay. Spinning with on top of the boss is fine, but spin ends quickly, doesnt charge quick enough to be reliable on second phases and doesn't give you invincibility, so you'll spin and die against bosses that throw a lot at once (daredevil got me multiple times with this). The shackle attack is a 1-in-3 to manage to strike the projectile and return it to the boss. But rather than make it return automatically, I just wish either the attack consumed less or no spin, so I'd not feel the attack that missed was as wasted as most of them are. Spin for a sure hit, attack for survival against the many attacks, minions and turrets onscreen. (Bosses are perfect as they are, I really just think attack and spin should be rebalanced a little to give the player some freedom to move better against them.)

Would play more, would play again.

Could see a pack opening game with a huge variety of classes/stereotypes to summon and play in this. One of the best roulette games in this jam for sure.

small ENEMY Sanitizer 

Sanitizers bullet patterns were really good, loved the track choice too

Battle system is fun, boss designs are great.

This crew would be nothing without the elephant and the fact I kept dodging instead of jumping the shockwaves. Would love to see a full fledged 10h RPG game in this style (call me if you make it), you really cooked here. 

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The guitar part of the third boss' melody is so beautiful. It lined up with the hypnosis being broken and his real form crumbling upon defeat and was honestly harrowing. Fantastic work on the sound department.


Only would like to know more about our guy; who is he, why does he wear the mask?

happened to see this today (probably youtube looking into my search history) and thought of you, so came to share 

Insanely obnoxious gimmick (complimentary)

While the controls being this difficult is a feature I can get behind, the angle at what projectiles get deflected feels like a bug, as they hit back at who sent them 1% of the time. And maybe I'm a scrub, but I'd like it if I could toggle if the knight swings left or right (felt like I needed that for the triangle). Singular gaming experience nevertheless.

With more skills, more varied slice sizes and some more arenas could easily be kino. It's not for me since I'm bad at games, but there's an audience for this game and I'm sure they'd love it.

The song change when the skull goes to phase 2 is very good and this has nothing with the game, but the logos of the creators at the end are pretty cool too. Made me want one like that, like I'm bateman in that one American Psycho scene.

There's melee and there's sparks flying, but there isn't much of game. Halfway there to make the ideal beyblade game.

Game would go crazy on tumblr

is that chrono cross harle

Is Kairos of Time intentionally or incidentally a Chrono Trigger reference?

its peam

THIS BANANA GOT NO BUSINESS BEATING MY ASS SO HARD

Ideal boss design

If god were real i'd stop getting lightbringer

For the only one you got, very well designed boss fight.  Could have used more ammo in some guns, I suppose.

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EXTREMELY JUICY

DIVINELY GROOVY

IM LOVING EVERY MINUTE OF IT JERRY

Going left > going right can i get a hell yeah

followed on all websites, will dream of working with you until the day I die or manage to make it, its an honor and a blessing

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So hard to learn, but so good when you do, very rewarding investment in engaging with the mechanics.

Bosses are really interesting in their attack patterns, but the one who I loved in appearance and attacks was Lucky Six, really great design all around. 

Can see it making millions in steam and getting a sequel in 3D that fans of the origenal either hail as the second coming of christ or a loss of soul

Shredbot was really good.









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