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Emlise( formerly faxdoc )

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A member registered May 06, 2015 · View creator page →

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Sorry we can't do that as of right now.

Thank you ^^

Thank you so much. There is an option to enable flexible mode, which will let you make the game easier if that's something you want.

Sorry for the late reply, I'm really glad to hear you're enjoying it. I was kinda worried it wouldn't stack up compared to my older games in terms of visuals/gameplay, but I'm glad to hear that people who have played those also like this one.

Hello, thank you so much for the thorough feedback, I really appreciate the detail and thoughtfulness in your reply.

All the points you brought up are valid and we are already looking into ways of addressing them.

1: For the the parry-hitbox visibility, it's something we've wanted to do but haven't quite been able to find a visual effect that looks good and reflects the position accurately.  And yeah the parry box is a disjointed hitbox, so i totally get how it can be awkward/inconsistent when you don't quite see how it works visually. And yeah being able to tell when the angle was off of timing is off can be really hard to.

2: For the lack of I-frames, this is in due part because of the very volatile hp-values of you and enemies, so giving the player access to longer iframe-windows would make it very easy to just steam-roll most encounters with firames/rapid healing. That being said there might be a more elegant solution ( ie you get 1 second of iframes but loose them once you attack. ), we'll experiment more with it.

3:  IIrc, as far as enemies are concerned, only the final boss's saw attack and mortar explosions do 2 damage. Most everything else is either 1 or 1.5 damage. ( biter lunge  = 1.5, spitter projectile = 1, crab enemy attacks= 1 or 1.5 ). So If most attacks did 2 damage, I'm very sorry you might have been playing a bugged build. 

As for the damage values being high, it mostly stems from wanting to focus on having easier attacks you have to dodge consistently instead of harder attacks you're allowed to get hit more often by. At least during our testing we found that 5 hp + enemies dealing 1 dmg quickly turned into mashing with how many hits you could tank. ( making hearts heal 0.5 hp isn't a bad solution, but might be a little late since we'd have to rebalance the game around it ops... )

Also an perfect run mode option is actually a really great QOL idea, gonna try to get that implemented into the demo soon, thanks for the suggestion. 


Sorry if this reply is a little short/rambley, It's late but wanted to leave a reply since I really appreciated the thoughtful feedback. It's also fun getting it from someone with so much experience with my previous work.

Oh and also, hope your own game-dev work is going well, Ballet of Steel was super fun.

That's all I have to reply with for now, hope you have a good day

-Emlise

Å sorry, kan hende at noe gikk galt med tekst-importerings koden. Skal få sett på det.

(2 edits)

I recently got super into this game again, and wanted to lab it and learn more about how it worked. I went looking for other's gameplay on youtube but couldn't find much, so I figured I'd chip in with my own. 

I've got like 6-8 hours in this demo(?) and it still feels like I've barely scratched the surface, really amazed how much this game has going for it already. I could honestly gush about this game for hours, it's so much fun. I wish the dev good luck and hope the project goes well.

Also on some terminal emulators I have to input a random letter and press enter after inputting the port for it to run, which is fine but a little strange/interesting.

Actually my bad, when the program opened and said "Port(default 5101):" I thought it meant it was already listening to that port, I didn't realize you actually have to press enter then any key for it to actually run.

I checked the allowed programs list and netlog.exe was on it, I even tried temporarily disabling the firewall and running it as administrator but it didn't work for some reason.

Does this not work in newer versions of gamemaker? I've been trying to get it working on LTS but only get "Socket timeout connecting" and then nothing works.

Yes.

I don't know why but it started working fine for me too, so can't help much sorry.

So um quick update, when I woke up today I tried running the code again it just magically worked kinda? Tried it across different versions and it seems mostly fine. on IDE 2024.8.1.171 with runtime 2024.8.218 I get the error "Win32 function failed: HRESULT: 0x887a0001   Call: at line 386 in file \Graphics_DisplayM.cpp". Hope this helps.

I am using the itch version, for which gamemaker version I've tried an old LTS build, the newest lts build, newest beta build, latest 2022 build, 2024.8.1.171 and some other builds of gamemaker. For runtimes I've just used the defaults for those, as well as 2024.8.1.218. For output I'm not quite sure what you mean, It just returns undefined no matter what.

I've tried using the example code for how to create a winwin_window using winwin_create, but winwin_create only ever returns undefined.

Super fun game and really interesting take on bullet hells. I really like the visual style as well, the palette is very pleasing and the animations are sooo smooth.

If I remember correctly, it's at her feet. It's also pretty small. Good luck beating the harder difficulties. 

Blade Sight community · Created a new topic Love the game.
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Loved this game, so much style and the combat system was super interesting. Really bold visuals, they have a unique feel and I like how expressive they are. Excited for what's to come, keep up the great work. :)

Should be fixed now

The bug should be fixed now.

Seems like there is a version issue, I'll fix it asap

I'm sorry that is weird, I'll take a look at it

Sorry but this game is made in gamemaker not GB studio.

Does re-downloading fix it? Seems the game isn't able to access the localization files.

Are you using windows or mac?

Are you using mac or windows?

f3 or f4 if I remember correctly.

If you're having a hard time telling what's going on, you can turn down/off screenshake/hitlag/chromatic aberration in the settings. For dodging the enemies, you can jump over their bullets or right click to destroy them if you have meter.

Wow that's amazing, good job. Hard mode would be impressive, and there's also leaderboards on the gxc version if you wanna go for highscores. 

When the special meter that builds from hitting enemies is fully filled.

Hitting an enemy during or right after it has attacked triggers a counter.

Does pressing f3 work?

Sorry  about that, I'll look into fixing it. The bosses behaving differently might be product of buying difficulty up/down upgrades when playing from stage one. Are they still different when no difficulty upgrades are bought?

No idea I can download it just fine.

It's probably the lasers somehow, they're buggy. I'll look into it. Also "I win" is supposed to be the games description, not sure why that happened.

I didn't know you could use controller on this, haha. Good job getting this far without being able to aim your swings.

I think we removed them as to not confuse players by making them think they could get through the area without the water trinket.

Thanks, it was fun seeing your gameplay.

Thank you, Rusted Moss development is going well.