Others Abandoned Gnome'n Titans [v0.2.3] [SrMagal Creation]

2.40 star(s) 5 Votes

psycohunter96

Member
Aug 19, 2017
450
935
so wait this guy read our complains thought about it and tried to fix the game so that his fans whould be happy in one day? HUZAH A DEVELOPER OF QUALITY
 

yercat

Active Member
Dec 6, 2017
807
929
Got a better time in dark souls like someone said lmao. Anyway when the aim changed to mouse it was a whole new game.

Now to the critic:
1-I don't think that limited ammo is a good thing to a bullet-hell, I mean, I think I never saw a bullet-hell where you have limited ammo (I don't usually play this kind of games I may be wrong). Of course, it does the game a lot more challenging, but in the field of porn games hability it's not something you often need to have/polish. Obviously, playing something hard and winning a nice reward it's satisfying, but there's a line between a nice experience and when it's too much of a sacrifice for that reward.

2- About the thing of moving and shooting/throwing orbs, it's something that you could do. You put the example of resident evil, but you don't have a fuck ton of enemies coming a you and throwing shit like a madman, on resident evil you can go almost relaxed playing through the game knowing that you can aim patiently, not the case of your game. Like I also said in the first point, I think I never saw a bullet-hell where you have to stop moving to shoot.

Personally I love the game and I love games where you have to actually play to get that reward, but you made the dark souls of those game here lmao. Still love it.
 
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AnonRat

Newbie
Nov 28, 2018
81
69
Haven't beat the boss yet, so I can't really say much, but I will say it feels odd being unable to move and shoot at the same time. Or maybe I'm just doing something wrong.
 
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156_163_146_167

Engaged Member
Jun 5, 2017
3,138
2,494
Yes it's true, I think some people must understand that video game, mean that you actually "play" something.
I get what you mean, but there are some really engaging H games out here. Games that would do good on their own without the porn aspects of it. And they don't have to be super difficult for that to work out that way.
it feels odd being unable to move and shoot at the same time. Or maybe I'm just doing something wrong.
No. That's the way the developer intended it. It's been brought up in the thread already, including the post right above yours.
 

Bertus8

Member
Apr 26, 2018
137
139
Even if i manage to save ammo, is quite frustrating to get stuck in small edges from time to time, which will then result in you getting hit by projectiles or by enemies. Is not always possible to move and shoot, which is bad and the fact that where you aim is not always where the projectile goes is also annoying too. Seems fun but so far is just more frustrating even if you are careful
 

SrMagal

Newbie
Game Developer
Jun 3, 2019
51
76
Now to the critic:
1-I don't think that limited ammo is a good thing to a bullet-hell, I mean, I think I never saw a bullet-hell where you have limited ammo (I don't usually play this kind of games I may be wrong). Of course, it does the game a lot more challenging, but in the field of porn games hability it's not something you often need to have/polish. Obviously, playing something hard and winning a nice reward it's satisfying, but there's a line between a nice experience and when it's too much of a sacrifice for that reward.
Thank you for your feedback!
Next update will release a spawning ammo at boss battle, and nerf a little bit the boss!

Haven't beat the boss yet, so I can't really say much, but I will say it feels odd being unable to move and shoot at the same time. Or maybe I'm just doing something wrong.
Thank you for your feedback, i'll release a poll about change it or not!

...that where you aim is not always where the projectile goes is also annoying too. Seems fun but so far is just more frustrating even if you are careful
Thank you for your feedback. Remember Guffus is a small gnome with tiny hands, Orbs and stones have weight. Shooting with a firearm is different than throwing things.
 
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Africabumbata

New Member
May 15, 2017
1
2
I actually beat the game. It was hard, for sure. But I would say that it was also kind of rewarding. As it is with most hard to get stuff. Yet there was no H-Scene. Which is disappointing even for a Demo. And of course it would be nice to shoot n run instead of stand n shoot. You also could introduce a option for Fullscreen, because I had the experience to tab out of the game, while I was aiming down the flying enemies. Actually almost costed me the win over the boss!
And I dont know about the ammunition feature. Personally I dont think it does fit those type of games very well, but if you could make the ammo spawn more frequently, it could be a solution.
Overall I think it is a good attempt of a game, it just needs some polishing + adding features.
 
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dudemanguything

New Member
Sep 23, 2018
9
64
Thank you for your feedback. Remember Guffus is a small gnome with tiny hands, Orbs and stones have weight. Shooting with a firearm is different than throwing things.

"Don't use realism as a way to excuse elements of your design. A lot of times while you're pitching, you'll be discussing why you made certain creative choices, why you have a certain vision, and whenever somebody would say something along the lines of 'oh yeah, we made this choice because [in real life, you can't really double jump]', unless you're doing a real hardcore simulation, unless the whole selling point of your game is that it is absolutely true to the world, don't excuse design decisions by saying 'oh, that's the way it really is', because for the most part almost everything you do in a game is unreal in some way. So, justify your design decisions with real reasons, rather then just appealing to realism."

If your game is already balls difficult, the very least you could do is at least make him shoot straight so that players can expect where their shots will go. They are already juggling a shitload of variables before you ask them to perform on-the-spot parabola calculations with every stone toss. If you want to push realism, have her step on him two seconds after the battle starts, thus ending the fight the way a fight between a 2 inch gnome and a eighty foot titan actually realistically would end.
 

SrMagal

Newbie
Game Developer
Jun 3, 2019
51
76
I actually beat the game. It was hard, for sure. But I would say that it was also kind of rewarding. As it is with most hard to get stuff. Yet there was no H-Scene. Which is disappointing even for a Demo. And of course it would be nice to shoot n run instead of stand n shoot. You also could introduce a option for Fullscreen, because I had the experience to tab out of the game, while I was aiming down the flying enemies. Actually almost costed me the win over the boss!
And I dont know about the ammunition feature. Personally I dont think it does fit those type of games very well, but if you could make the ammo spawn more frequently, it could be a solution.
Overall I think it is a good attempt of a game, it just needs some polishing + adding features.
Thank you for your feedback! next update there i'll make ammo spawn at boss battle!
about the Full Screen for sure i'll make some testes!

If your game is already balls difficult, the very least you could do is at least make him shoot straight so that players can expect where their shots will go. They are already juggling a shitload of variables before you ask them to perform on-the-spot parabola calculations with every stone toss. If you want to push realism, have her step on him two seconds after the battle starts, thus ending the fight the way a fight between a 2 inch gnome and a eighty foot titan actually realistically would end.
Sorry but you're exageranting, there is a huge line between ARCADE-REALISM.Every game developer chose a point in this line to follow some rules to develope a game. the physic system with throwing is not a excuse i made this way intencionaly to be more rewarding, it is more skill based. For me is much more easy to develop hold-attack and kill-everything. than calculating, testing physics in a way to making the best risk/reward situations. and come on guys, ok you miss the stone? or maybe 3 orbs, what is the big deal? if you miss based in your analisis you can change you aim and the next throw you may hit the target and then feel rewarded be feeling better at aiming. That is the purpose of throwing things with physics calculating, is harder to program, its take more time to test and i made this intencionaly. So, if you want a game that you hold a button and your shots go straight killing everything like a automatic machine, you will not find it here. I'm not being rude, just clear about this subject.
 

DancingPriest

Newbie
Sep 29, 2017
56
108
I quite enjoyed this game. It brought out some nostalgia with the element of a 2d platformer and a bullet hell, two types of games that I enjoy. That being said, I do have a few recommendations. I'm going to be blunt, but please do not take it personally. I think this game has the potential for being an awesome experience, and I just want to share what I think detracts from that experience, or what could improve it.

I would also like to mention that dudemanguything is absolutely correct; justify design decisions with real reasons, not appealing to realism.

*Edit* I just saw your reply to dudemanguything. That is what I was like. A description of why you chose a certain design pattern. Granted, you do not owe us anything. Thank you for explaining why you decided to go that route.

1) The combination of strategic shooting and a bullet hell does not go well with each other (generally).
With strategic shooting, the main focus is on calculating the power, arc, enemy location, terrain, etc to launch a perfect shot. This generally means that the player stays in a fixed location while preparing for the shot, has limited ammo, and each shot does significant damage. Angry Birds is this type of game.
In a bullet hell, The main focus is to not get hit. A true bullet hell tests the players ability to recognize patterns in streams of fire, and then their skill in traversing that line of fire. Every shot the player does, only causes a small amount of damage to the boss. Cuphead or even Enter the Gungeon is this type of game.
The problem is combining these two. The player has only one brain; they will either be focused on making the perfect shot or avoiding enemy projectiles. My center of focus was either on the reticle, trying to line up that sweet shot, or it was on the player, trying to avoid getting hit. This may sound like it would make an interesting and fun challenge, but in reality, ends up being a frustrating experience that will turn off many if not most customers. The main problem is the changing focus. It's not just about multi-tasking, it's about the two centers of focus. If you can bring those two centers together, then you can combine the two categories.
Even in Dark Souls, there is only one center of focus. Dark Souls relies more on the strategic shooting aspect then a bullet hell. The center of focus is on the enemy; you gauge your actions based on what the enemy is doing. You do not care about arrows or swords, as you focus an strategically making decisions of when to hit, block or dodge. In Dark Souls, the center of focus is on the enemy. On the flip-side, CupHead's center of focus is solely on the player. Yes, you have to pay attention to where the enemy is, but the center of focus is on cuphead and where to move, jump, etc.

2) The shooting mechanics are not quite right. It's partly because of the combination of strategic shooting and bullet hell, but even if you removed the bullet hell aspects, there are still some difficulties.
First, the ammo. I just found limited ammo to be frustrating in this game. I used cheat engine to have unlimited ammo, but that just made the triple shot too OP. My recommendation would be to have your main fire weapon be unlimited, and have the triple shot on a short cooldown, with a possible slight nerf in the damage from the main fire (I hate myself for recommending a nerf, thanks Blizzard). You could then have ammo mechanics for secondary weapons, like the rage (golden) fire.
I didn't like that enemy hits interrupted my fire, and that I couldn't move when shooting. However, they could be interesting features. I found at one point that I basically got stun locked (fire locked?) by the boss and the ads until I died (yes, it was my fault for not taking care of the ads). I think if you allowed run'n'gun with the main fire weapon, that would solve a lot of it. If you left a mechanic in for preventing moving and shooting, a visual indication of why and how long would be useful. e.g. If the player has to gather up his rage before throwing it, you can see him building up rage.

3) The (boss) titties did nothing, other than a nice animation. Perhaps, shooting the bare tits with lust could reduce the rage. This kind of leads into a recommendation. You mentioned in your overview, that one could make the bosses into your lover or slave. One thing that would be I think would be cool, would be if killing the bosses with lust made them into your lover, but killing them with rage makes them into your slave. You would potentially want the lust death harder to get then the rage death.

4) The slight changes in platform height block the player until he jumps. While I was focusing on making a good shot, I got stuck on those darn little things so many times. If you want a more bullet hell type of game, have the player character automatically get over changes in elevation that are around 10 pixels or less.

5) With the ammo mechanics as they are right now, the pre-boss enemies only serve as bullet sponges to make the boss harder. I found the best thing was to avoid them all and go straight to the boss. You need some sort of reward for the player, in order to make the player want to actually waste any time on them. This could be something as simple as having enemies drop hearts/ammo/powerups, or could be something really awesome like sex scenes. If I could do something like use the lust orbs to bring down the flying seductresses and *ahem* have my way with them, I would have spent a lot more time on the regular enemies. You could also add rewards around the map to encourage exploration.

6) Please, please do not take the cheap route of throwing hundreds of the same enemies at the player and claim that it's for the sake of creating a 'hard' game. There is no skill involved in killing the same enemy 200 times, watching the same death animation over and over again. That grind will quickly destroy any good-will a player has for a game. Now, you haven't really done that yet, but based on the comments I've seen you post, I believe you are thinking of it. Games today are way too easy, yes, but you do not beat that by repetition. In fact, if you have wave after wave of the same enemies, you are doing the exact same thing as the other games that you claim are too easy.

7) The head stomp mechanics were terrible. The hit box that determined if I did an actual head stomp was too small. After bouncing off of the head, I had almost no control over the player until I touched the ground again. The i-frames after a successful head stomp were too short. All of this lead up to the only good way to use the head stomp was if I got lucky enough to continuously head stomp the enemy to death. If I didn't, I invariably got hit. Now, this could just be my ineptitude, but especially since I had other more powerful ways to kill enemies, I completely avoided head stomps. That is something you don't want players doing - finding certain game mechanics so frustrating, that they ignore those mechanics. As all the flying enemies stayed above jump height, I could not determine the effects of head stomps on flying enemies.

Holy crap, I wrote a lot. Sorry about that. Good luck on your game. I look forward to playing any future releases you may have.
 
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SrMagal

Newbie
Game Developer
Jun 3, 2019
51
76
2) The shooting mechanics are not quite right. It's partly because of the combination of strategic shooting and bullet hell, but even if you removed the bullet hell aspects, there are still some difficulties.
First, the ammo. I just found limited ammo to be frustrating in this game. I used cheat engine to have unlimited ammo, but that just made the triple shot too OP. My recommendation would be to have your main fire weapon be unlimited, and have the triple shot on a short cooldown, with a possible slight nerf in the damage from the main fire (I hate myself for recommending a nerf, thanks Blizzard). You could then have ammo mechanics for secondary weapons, like the rage (golden) fire.
I didn't like that enemy hits interrupted my fire, and that I couldn't move when shooting. However, they could be interesting features. I found at one point that I basically got stun locked (fire locked?) by the boss and the ads until I died (yes, it was my fault for not taking care of the ads). I think if you allowed run'n'gun with the main fire weapon, that would solve a lot of it. If you left a mechanic in for preventing moving and shooting, a visual indication of why and how long would be useful. e.g. If the player has to gather up his rage before throwing it, you can see him building up rage.
Thank you for your huge feedback! lets me answer you...
The triple shot was planned to be OP and destroy your mana very fast, with cheat it ill be too OP.
about run'n'gun i will make you throw while run next release!

3) The (boss) titties did nothing, other than a nice animation. Perhaps, shooting the bare tits with lust could reduce the rage. This kind of leads into a recommendation. You mentioned in your overview, that one could make the bosses into your lover or slave. One thing that would be I think would be cool, would be if killing the bosses with lust made them into your lover, but killing them with rage makes them into your slave. You would potentially want the lust death harder to get then the rage death.
The titties increase very low amount of love, it was made more focused for the funny animation!
Rising her rage is very easy, try to throw stones at her titts or puzzle eheh

4) The slight changes in platform height block the player until he jumps. While I was focusing on making a good shot, I got stuck on those darn little things so many times. If you want a more bullet hell type of game, have the player character automatically get over changes in elevation that are around 10 pixels or less.
MUAHAHAHA i make it intencionaly :p the troll height block, you only see it when its too late!

5) With the ammo mechanics as they are right now, the pre-boss enemies only serve as bullet sponges to make the boss harder. I found the best thing was to avoid them all and go straight to the boss. You need some sort of reward for the player, in order to make the player want to actually waste any time on them. This could be something as simple as having enemies drop hearts/ammo/powerups, or could be something really awesome like sex scenes. If I could do something like use the lust orbs to bring down the flying seductresses and *ahem* have my way with them, I would have spent a lot more time on the regular enemies. You could also add rewards around the map to encourage exploration.
When i release the Shop, some enemies have some chance to drop currency, so don't worry about it! it will be implemented!
and you can buy some special services with the shopkeeper [sex scene]
after every sex scene Guffus get a buff that it heal his pink mana, 1 per second, max 100. Until he die in battle. Oh no! i died so i lost the buff? YES, try to fuck someone again.

6) Please, please do not take the cheap route of throwing hundreds of the same enemies at the player and claim that it's for the sake of creating a 'hard' game. There is no skill involved in killing the same enemy 200 times, watching the same death animation over and over again. That grind will quickly destroy any good-will a player has for a game. Now, you haven't really done that yet, but based on the comments I've seen you post, I believe you are thinking of it. Games today are way too easy, yes, but you do not beat that by repetition. In fact, if you have wave after wave of the same enemies, you are doing the exact same thing as the other games that you claim are too easy.
Dont worry about it, the focus is about fighting the Titans, and this battle is more bullet-hell than wave of enemys spawning!
there will be some opcional dugeons that at end you get some unique itens [passive skills], there will be no boss, just a long dugeon. [and it will be useful for farming curency]

7) The head stomp mechanics were terrible. The hit box that determined if I did an actual head stomp was too small. After bouncing off of the head, I had almost no control over the player until I touched the ground again. The i-frames after a successful head stomp were too short. All of this lead up to the only good way to use the head stomp was if I got lucky enough to continuously head stomp the enemy to death. If I didn't, I invariably got hit. Now, this could just be my ineptitude, but especially since I had other more powerful ways to kill enemies, I completely avoided head stomps. That is something you don't want players doing - finding certain game mechanics so frustrating, that they ignore those mechanics. As all the flying enemies stayed above jump height, I could not determine the effects of head stomps on flying enemies.
The head stomp is more for running/avoiding battle than be used for killing enemys. I know the hitbox is not perfect i'll work in it later! The focus is: melee atack for killing non-flying enemys [save ammo]. and throwing for everything else!

And thank you again for you huge feedback!
 
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foduyati

New Member
May 26, 2019
1
0
I come from a bullet hell background and I thought this game was the right level of challenging after mouse aiming was implemented. Most of the problems I had were addressed already (such as why fight enemies in the first screen when you can run to the boss room).

If the target audience isnt die hard shmup fans, some accessibility options for those who dont play them often could be an idea.

By that I mean anything from an easier mode with more health (same difficulty..maybe the game ends earlier telling the player to try normal mode) or maybe a tips section that could explain something like "while the terrain will block your gems they will also block the enemy bullets!"

Otherwise I'm looking forward to the rest of the game!
 

HichigoCz

Newbie
Jul 22, 2017
18
6
I would not reccomend running through the first area just because you might get pointlessly hit but more importantly you won't have enough ammo for the boss. On my third try i used boulders and played carefully and passed the firs area with full health and more than enough ammo to defeat boss. Boss hit me 2 times and when i defeated her i still had ammo to spare. Walking through the first area is really only because of the ammo you can gat there.
 
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SrMagal

Newbie
Game Developer
Jun 3, 2019
51
76
I would not reccomend running through the first area just because you might get pointlessly hit but more importantly you won't have enough ammo for the boss. On my third try i used boulders and played carefully and passed the firs area with full health and more than enough ammo to defeat boss. Boss hit me 2 times and when i defeated her i still had ammo to spare. Walking through the first area is really only because of the ammo you can gat there.
Thank you! You got it! how play this game!
 

SrMagal

Newbie
Game Developer
Jun 3, 2019
51
76
Hello guys, i would like to share with you that i'm already working at v.0.2.3. So what it will be the changes?

Siel, The Tutorial Fairy. She'll guide you in the tutorial dungeon! Be kind with her, she dont like her job!

Siel,Port.png

- Tutorial map! (I noticed that people are having more trouble with knowing how the game works, than the battle agains the titan, so a tutorial map should help alot! specially with new players!)
- At titan battle, there will have fruit spawn! ( No more empty mana pool!)
- You can throw while walking!
- Cheat codes!
- Some small bug fix!
 
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156_163_146_167

Engaged Member
Jun 5, 2017
3,138
2,494
Hello guys, i would like to share with you that i'm already working at v.0.2.3. So what it will be the changes?

Siel, The Tutorial Fairy. She'll guide you in the tutorial dungeon! Be kind with her, she dont like her job!

View attachment 319148

- Tutorial map! (I noticed that people are having more trouble with knowing how the game works, than the battle agains the titan, so a tutorial map should help alot! specially with new players!)
- At titan battle, there ill be fruit spawn! ( No more empty mana pool!)
- You can throw while walking!
- Cheat codes!
- Some small bug fix!
I like the way that fairy's looking. Will there be any action with her in the future?
 

SrMagal

Newbie
Game Developer
Jun 3, 2019
51
76
I like the way that fairy's looking. Will there be any action with her in the future?
For now, it's was not planned. If people relay relay want it, maybe i do something about it.
But there will be a Cheat Code to make her naked.
 
2.40 star(s) 5 Votes