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CyberShadow

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A member registered Mar 11, 2017

Recent community posts

(2 edits)

Probably nobody will see this but I wrote a solver:


It is an infinite-depth cycle-aware solver.

Link: https://cy.md/ta/buckshot-roulette/

This is a well-designed game, with items and choices being meaningful and useful in different situations. Well, it's easy to suspect this intuitively, but a full solver proves it.

Thank you for the interesting game.

(2 edits)

Thanks, but none of those keys are working for me.

The in-game hints are showing gamepad controls, but I don't have a gamepad connected. Could the game incorrectly think for some reason that I'm using a gamepad, and disable keyboard controls?

Edit: Sorry, I figured it out. I didn't realize that I had to interact with the spikes in the background.

Edit 2: Finished it! Short and sweet, thank you!

How do you "Grab / Poke" with the keyboard? I tried every button and none of the keys did anything... except for A, which seemed to do some kind of quick fall.

Like "Papers, please" then. Sounds good!

(1 edit)

Got it, thanks!

Maybe make emails modal (front & center) & pause the game while they're open?

Got through the first day by constantly clicking outside the game to pause it...

How do you play this? I get fired before I even read the intro text and figure out what's going on.

On day 1, Sei comes in. She asks for a sweet drink, then for a classy drink, so I make a Brandtini, a sweet classy drink. Then she asks for a Brandtini, again - no reaction that it's the exact same drink she just got.

(5 edits)

Thank you very much for supporting Linux!

Here is my feedback from the demo so far:

  • The perfectly responsive controls, learnable enemy patterns, and random level generation made this a pleasure to play.
  • Are there any plans for persistent progression (permanent unlockables) for added replayability?
  • Maybe I'm just bad at this genre, but after a few dozen tries I'm not close to beating level 3, and especially considering that this is a demo, I assume that there are / will be many more levels after that. Not a complaint by itself, however my observation is that it's becoming a bit repetitive, and might get tedious before I can get over the necessary skill threshold to progress. Perhaps this is something that would be simply fixed with more content, or persistent progression to allow grinding up an advantage.
  • The Daemon boss seems to be considerably more difficult than other bosses.
  • Not sure if this is intended, but some weapons or weapon configurations seem to be significantly better / worse than others. For example, generally lasers seem to be much better than razors or Vulcan cannons. Ammo for some weapons seems to also last much longer than for others.
  • Razors and the arcing weapon modifier seem to drain ammo at a disproportionately rapid pace on contact (or arc).
  • It's a bummer that pickups and power-ups disappear when exiting the room, for example when entering a vault and finding pickups which would be much more useful after a boss fight. Is this an intentional design choice?
  • I've encountered identical, nearly-adjacent rooms on the same floor.
  • I wish it was possible to turn off the shaking HUD effect on low HP. I don't know what the "UI flicker" option in settings does, but it's not this...
  • Found a typo ("BULLETS" is repeated twice).
  • Another typo ("INVULNERBALE").

Looking forward to seeing the full version!

Export for Linux please!