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Mr.Tac0

6
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1
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6
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A member registered Oct 14, 2021

Recent community posts

Love the atmosphere and melee combat. Been frustrated by the wall running. I don't know if I'm missing something but I can't wall run consistently. It only works 1/3rd of the time. I've been struggling with the platforming, and REALLY want to see the rest of the game but I can't friggin progress. I'm used to Titanfall and Ultrakill movement. Wallrunning in this Concrete Abyss is NOT easy to pull off. Mantling, sliding, air strafing, and climbing are easy to pull off, but, like, goddamn why can't I wall run correctly? On another note, I know I'm like the only person that benefits from this, but invert axis Y would help me a lot. Hell, maybe that's why I can't wall run. they might be related. I've been playing with Y axis inverted since Call of duty 1 on the ps3! Sorry if I sound harsh, morose, critical or whatever. But, I can't BITE down into this GEM of a game if the friggin shell doesn't even yield. Good mechanics. Love the immersive sim feel with limited inventory and interactive environments. I feel like I really need to explore to get those sweet, sweet power spikes. Reminds me of Deus Ex where paying attention to what I'm playing actually rewarded me. Would appreciate more complicated polynomials for the hacking. Could never code but having basic precalculus in this game would add a lot to the vibe, and that mechanic would make me feel like a genuine early 2000's movie hacker! There are pros and cons to that. Pros are that it forces the player to slow down, take their time, and then? Reward. Big setup and payoff. Cons? People who don't take the time to solve it will have a bad taste in their mouth and shidtalke the game. Having powerspikes hidden behind these hard to reach polynomial hacking puzzles would make this game one of a kind for a very niche audience. Anywho, I spent a long time in the first area of the story and got frustrated. I will try again, my stubborn clappers WILL try to optimize this keyboard puzzle. Keep up the good shish, I'm eager to see this game progress

~yours unfaithfully
       A simple silly slop sucka

Cool fight. Found that kiting left to right before she shoots would allow me to follow up. I like that she blocks my gunshots from neutral, but would like a way to open her up. Spacing her out made sense, and took some focus. But I found it a test of patience. Being able to punish her melee attack would be fun. That would invite the player to rush into her and try to bait it out. I might have missed a timing since I gave up on finding a melee wiff punish. I think some fighting game dna would really go well here. Otherwise, I liked figuring out the fight. Played on a controller btw. Used lock on to aim and would rb+lb in quick succession to do a "snapshot" in between her ranged attacks. If I kept at a medium-ish distance, she would result in doing that ranged attack. So I'd bait that out, shoot her once and knock her over, then repeat. I'd call this a neutral game. Only one answer fits to counter, and if she had more rid range attacks that would force the player to think rather than just react without having any say in the interaction. I think that attacks being at close/mid range being different is a solid idea. Just think the boss needs more options, and the player should have specific answers.

More than 1 ranged option. a move that shoots a projectile and launches her back, then the player has to adjust the space in response. If they move forward she melees. If the player moves back she either basic attacks again or throws a nade. An aoe molotov would be fun and limit the players movement for a bit. They would have to adjust their spacing and kiting and would make going for a melee enticing if it was worth it.

Should have more than 1 melee option. Shield smack you got is cool, but idk how to punish it. If there was a way to counter (Like dodging or parrying) players would rely on that. Otherwise I'm not tempted to get close at all. Shieldbabe would work in a maze like map really well. I think getting chased by shieldbabe in close quarters would be challenging, as baiting her shot and punishing would be more engaging. Would have to space her out in a hallway, I wouldn't be able to push past her. Give her supporting ranged units behind her and I'd struggle with the game big time with the tools currently at disposal.

I liked the game. Was kinda like a mega man boss fight in an arena. Tactigals? Tacicats, kitties. Girl strikes cats... Cat tea... Tactigirls, babes, Tacticatgirls Strike! Shoot cats here!!!

Available in your local psychoid dispensary

Played through the demo countless times. Love it, scratches the ultrakill itch, Inspired to make a vid on the game

Retrophantasia community · Created a new topic Awesome

Great movement, cute character. It's probably the next Pseudoregalia. Can't wait to see what you put together

I played high and scared. I'll tell you I was immersed. This game BANGS. So many things come together, I love the way the systems work. Menuing in my inventory is engaging, always making decisions on what to keep on me and what to bring.

My first run really put the tone of the game into perspective. Got stung by a spider, fell down a shaft (like 3 times) and all the injuries I took on with no way to fix them left my character stuck. Just an awful hopeless situation.

I felt something, this game is art. Can't wait to see how it looks in the future.

Daggan pink came out, a sequel go check it out