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(+1)

Hello.

Evidently I missed something in version 0.1.1.0. What it may have been, I may know eventually.

I like your inclusion on this page of the GIFs demonstrating stealth tips, and a new mobility option; and I like that you present them in the same show-don't-tell manner that the game itself revolves around.

You have my thanks also for your speech block about games being an interactive experience, the trade-off that too much speech inflicts on a given entertainment presentation, and your goal of continuing to show more than tell with Black Resin.

With this you have substantially put my fears this might one day turn into a talkie, to rest. Thank you.

--

All that emerged in passion after I started typing. Now for the reason I came back to type to begin with.

I'm playing 0.1.11 at the moment. I like your new control option for allowing us/the protagonist to climb onto and hang from a ledge, directly from crawling along a ceiling thereunto.


That being said, it seems a tad confusing and inconsistent. I cannot definitively tell if/when I/she is going to grab that edge until afterward.

I have a new request/suggestion. This would be to include a very slight sprite variation for ceiling-crawling, to be used by the program if/when the protagonist is in such a state as that she would grab a ledge and hang from it if we were to crawl to it.

An example might be of the protagonist simply squishing upward a little bit more, or perhaps with her tendrils adhering more upward compared to their relative freedom in the normal/default ceiling-crawling sprite.

Admittedly this would make it more plausible for us filthy casuals to know if we're going to climb/cling to that ledge; it would also help us who are still learning the controls practice and teach ourselves which combination of sideways and up, in which sequence and/or at what time, will render that cling a possibility.

(+1)

Edges are a very hard topic. There is a bug there too. We will try to do something about it.

We wanted to see if people will like classic controls like in old prince of persia games. We have learned and understood a lot since the publication. All I can say is that we plan to change a lot in the controls. But this is already in the matter of full version.

Thanks for your thoughts. :)

(+1)

This game little bit reminded me of oddworld. Art style and music just suit this game perfectly. I haven't finished it yet, but i just wanna say... it's a very good production! :>

(+2)

This is a really fun game if a bit short. The way you teach the player through levels is really fun, meaning the whole game feels really immersive, especially with the short snippets of story. Everything just perfectly adds to the immersion. My only big one complaint is there is one level which completely shatters my immersion. In the final area, when you go to the left and you have to jump over the lava with a turret shooting you. The level sucks. The physics randomly stop working and you cant jump for a couple lives, grabbing onto the ledges is super jank. The final jump in particular is annoying, half the time the character will grab onto the top platform and just get shot with no way to avoid it, and the other half youll miss the  bottom platform completly. Overall just the shape of that level and the distance between platforms make really awkard jumps. It needs a complete overhaul imo. Other than that one level amazing game had loads and loads of fun, cant wait for the full version.

(+1)

Thanks for the analysis and the warm words! You wouldn't want to see the controls in version 0.1.6 :D We've improved a lot since then, anyway in the full version the controls will be done from scratch. 

(+1)

Amazing game <3 Congrats!

I cant play stage 3 for some reason

vent bug exploit
vent bug is pretty epic it happened when i entered in and out of the vent

Oh no! This is a very old bug that was patched ages ago.... weird. We'll investigate in a day! Thanks. :>

welcome :) i am thinking of speedrunning the game btw

The new version 0.1.11 is alive! Good luck with the speedrun! :D

its saying it might out my pc at risk i got a dell laptop

i found a glitch in level three!!! so uhh you see this picture??? sooo... after that door is opened if you jump into the circled corner you would instantly die and then spawn at the same room i dont know if this is just an intentional troll but i just wanted to point it out

awsome game btw!

Good find! For some reason this door is not lying on the grid. It will be fixed in version 0.1.11. Thanks! :)

you are very welcome 😁

(+1)

Hey, I tried your game and decided to do a little playthrough on it, VERY cool! Easily one of the best indie games I've played in a long time. Looking forward to a possible full version in a hopefully not too distant future :)

Awesome! Thank you very much! :D

(+2)

VERY nice game, i loved every single bit!

Are those Videos and screenshots levels?

gif not video

(1 edit)

If so then ADD THEM if u want to

I have a bug where sometimes It doesn't let me stick to the ceiling.

It must have come up while correcting other things. We will try to fix it.

thx☺ 

☺: u263a

1. Unicode key (Ctrl + Shift + U)

2. put the code 263a

Late in the game I lost the ability to jump. Oh well.

Sounds like a BIG BAD BUG. Do you remember when it happened and what you were doing at the time?

I was in the room with the lava, heading towards one of the two switches in section 3

Noted. Thanks a lot! We will dig into this bug!

(+2)

AWESOME!! I need more. You guys are incredible.

(+1)

Aesthetically pleasing. Love how it teaches the player through little npc interactions they have with each other. I'm quite interested to learn more about the story, and I love how it shows you flashbacks after each level rather that cheap exposition thrown at your face. The subtle story telling too in the backgrounds makes this puzzle platformer one I'm looking forward to seeing more of.

Reminds me very much of the classic Prince Of Persia game.

(+1)

This game is half-life-ish in every good way. Insanely good 👏

The enemy behavior should be more predictable, it's annoying when you die to an enemy who just out of the blue decides to turn around (especially also goes for the auto gun in the last puzzle, it's just luck to time it right from what I understand).

Also, getting hit by enemy bullets is pretty unfair as the bullet often gets you although your character is by far already out of the way, climbing up an edge.

But that's just minor issues, overall, this game is over-the-top good. Congrats!

(+1)

I have played the game in the version 0.1.9 and have to say it is a realy nice game with good movement and a nice little story. 

The only i would recommend is to add an indecator where you can see if you can climb up or down. 


And i noticed that if you climb a wall by jumping left and right that after some jumps the character just dropped down. I dont now if that is right or not.

(2 edits)

Wow! That art! I've only completed level 1 in the web version so far, but I will be coming back to the game. My only complaints are in how the character feels. There's no jump height control. You can't run straight off a ledge. The players controls only register when the animations are complete. It makes the character feel very rigid, contrary to the fluid character. My suggestions are make the character very slightly slippy, add acceleration rather than starting walking / running instantly, allow jump height and wall jump height control, allow the player to exit ledge grab in the middle of the animation, facilitate run while on the ceiling passageways, make the player able to run off a platform, add "coyote time" and maybe make that stepping through gate animation shorter. I know this is a lot, but if you need help I have a basic running and jumping controller for Unity. Still, this is looking like a great game! Good luck!

[EDIT]: I realised there is jump height control. Whoops.

I had this error going to level 3.


InternalError: too much recursion

(1 edit) (+1)

I have with some games this kind of error with browser games (I use mozilla). So I had the same trouble than you but Good news , the level 3 works perfectly for me in the windows version.

And each level is directly accessible, so will be able to discover directly the level 3. The level 3 totally worth it.

Enjoy it. 

PS: The developers can say me how  I can send the bug report i have.

(+1)

Finnally, I will use the discord link.

How to get through door on stage one?

There are two doors in level one. I can give general hints... :)

Make sure you know the control (it's in the menu or the first computer you come across)

The glowing glyphs on the walls show you the way.

(+1)

I got stuck but I don't know how to point out where. Somewhere in the second level, after the place where there's just one corpse and a bunch of splodey plates.

If it's the place I'm thinking of then this has been fixed in the current version 0.1.9. 

General hint. Look at the walls, there are often more or less visible clues on them. :>

(+1)

I've played the game again, v0.1.9, and it impresses much as before.

Directly: I have a few suggestions. These wouldn't quite qualify as "constructive criticism" in the cold sense because the game's clearly doing well as it is; these are just "prettying up" features I'd like to request.

One is about gameplay and graphics relationship. When we set the protagonist to hang from a ledge, it seems her hitbox immediately becomes that long, low-hanging form - even before the animation has had time to catch up. This creates an impression now and again of turret fire hitting air shortly underneath the protagonist, yet doing her in.

I'd like to propose either rework of the animation to reflect the immediate hitbox change, or- my personal preference- rework the hitbox so that for a brief moment it is smaller, matching the graphic animation sprites of lowering down.

Admittedly, this latter option would offer a touch of mercy when navigating those platform areas with turrets waiting to shoot us in the brief moment we hang.

--

My suggestions are just graphic from here on.

One is that the blood in general in this game be significantly darker, possibly even as red as real-world hemoglobin, so as to serve the darker purpose of the atmosphere and story, and the ruthlessness of the gameplay.

My other suggestion is much bigger, and I definitely understand if you choose to give this a miss, but I have to mention it:

Giving the thugs of the two alien factions "jobs" - that is, things they're doing that explain why each is where he(?) is. As it stands, a lot of these guys just stand and walk around, which can let some of the momentum wind down when we realize there's supposed to be both a war going on, and that the crest-headed faction has a factory they're supposed to be running/guarding.

This request is purely aesthetic- say a spare animation here or there for when the character is idle, such as picking up dirt samples, sweeping up the ground, or operating a terminal.

Obviously this wouldn't need affect gameplay one bit; it's just something that I think could really liven the experience and give reason to the thugs currently just walking around and waiting to die.

I understand this is a wall, and I realize I'm asking of you things when I haven't ever even made a functional game yet. Please accept this feedback with understanding that I'm strongly liking Black Resin and eagerly look forward to its progress.

(+1)

Your sincere statement is already noted. People like you are very important to us because it shows that you not only played the game but you CARE about it. Thank you very much! :) 

Yes, jumping and hanging on the edge is something to refine. Bit by bit we will improve this prototype but most of our energy we want to spend on finding a publisher and building the full version.

We are aware of many non-immersive situations in the game - that's the beauty of a prototype, we show the idea but it's not very consistent in details. In the full version I assure you that there will be no such situations. :>

(+1)

This was pretty cool game! Really enjoyed being a little goo guy jumoing around, crawling through things, and taking over people's minds, like a symbiote from Spiderman but with less teeth lol. I did have a few issues with the game, mainly during jumping. Such as turrets hitting me while i was mid jump and the bullet didn't touch me, or at one point when i landed on a platform with a closing door the game had a weird reaction, like it expected me to keep going, but because the path was blocked off i just kinda fell in slow motion while being pushed against the wall until i touched the platform and died. Like i understand i messed up and died there but it was just kinda weird. Made a video, I hope you enjoy! 

(+1)

Thank you for the video and your thoughts! :) We have just released a new build 0.1.9, we have improved some things.

(+1)

This is amazing work! You totally captured the feel of Flashback, with a more modern take. 

(+1)

Excellent work.

(+1)

Loved it. Feels like a love letter to Delphine software games of the early 90s.

(+2)

I hope you find a publisher :D

(+1)

(I completed the game like 6 times now)

Hey, we've released version 0.1.9, we're curious if you feel the difference, your thoughts will be very valuable to us. :)

I do sorry I played it then and didn't think to respond ☺ (ctrl + shift + u = Unicode key, then put 263A for the smily)


please add save save system the game and the app is not responding when switching to another app please fix it

(+1)

Really enjoyed this game, love the art style and the varying mechanics animations that keep it interesting to play.

(+1)

It has great art, a compelling story, and a great messages about the ecosystem.

(+1)

ITS AMAZING THE GAME IS AMAZING KEEP UP THE AWESOME GAME

(+1)

The character animation is so fluid and nice. Although against the style choice, I think this game would benefit from lighting. Great job devs :D

1. Isn't Epic Games or steam a publisher?

2. I had a bug where I couldn't move, and another one where I couldn't jump until I died

1. Unfortunately no, they only publish games on their platform. A publisher is a company that sponsors the production of a game and promotes it. It helps you release the full game. ;) Theoretically we could try Kickstarter, but we're not sure we have that kind of reach yet (well, and it's a lot of work!).
  
2. We want release next hotfix soon. If you want to help us, please join our DISCORD. The rules for reporting bugs are already described there. :)

(1 edit)

ok, but I'm on a Chromebook so I cant :/

No problem! Then write here or E-MAIL us if you prefer. Please tell us exactly what you were doing and what happened, the location is also important - ideally you should record a video or a gif. Lastly a screenshot. Any bug report is welcome. :)

Hey! New update of prototype is here! We've fixed lot of common bugs and made character controller more responsive.

Don't forget to join us on:
TWITTER

DISCORD

Have fun and leave us some feedback!

Oh cool

(-2)

Please tell me this isn't the final produc

(2 edits)

Tacorian, of course I tell You! This is just a prototype. :) Three demo stages and some core mechanics. The full game will be made from ground up.

(+2)

Pls Keep working on this bcuz its VERY fun

(+1)

and what I mean by that is MAKE MORE LVLS

(+1)

also I completed the game 3 times

You are

the best!  :D

thx :D

This remind me of tar boy 

(+1)

The short version: This game looks great, with emphasis on looks great.

I like the aesthetics a lot. The color scheme is good and I seldom had trouble identifying game-relevant information, such as what I can stand on, what's dangerous, and what I can interact with. Character design is on point as well, with the two aliens/robots that I've encountered showing a good sense of menacing bulk. Animations are great; I love the "thumper" effect of the hammerhead alien, and the motions and types of movement available to the main character are beautifully animated.


However:

In actual play, the main character feels incredibly stiff. Having walking be the default movement makes her feel slow, and every time she jumps, climbs, pulls herself up, or drops down from a platform, it feels like I lose control of the game and just have to wait for a canned animation to finish. Also the jumping--an important part of a platformer game--is unsatisfying, offering no air control and poor control over jump height/distance.

Also, collision detection feels off in bad ways. I've repeatedly died to lasers and mines that it didn't look like I was touching, and in some cases with wall jumping, safely hit and stuck to a wall just below a mine and then hit it and died upon jumping away. In contrast, trying to grab a ledge to pull up seems too picky.

If you can tighten up the collision detection, and rework the movement so that the main character feels as fluid as she looks, this will be a great game!

Hey, thanks for the feedback!
We've just released version 0.1.8 where we've improved the controls and collision a bit. Don't expect too much, but we're working on it.  Even though it's a prototype, we want it to be as fun to play as possible. :)

I wish we could save it.

(+1)

You can choose levels from menu. :) Hmm... Saving feature will be necessary in the full version of the game. If we find a publisher of course... ;> Maybe we add that in future even to prototype. :)

This is absolutely lovely. Enormous fan of the concept, visuals, story, etc. The visuals and nonverbal storytelling reminds me a lot of Hyperlight Drifter - one of my favorite games.

Only criticism is the movement. Like others here, I found the jumping in particular to be nonresponsive and frustrating, especially for the platforming sections where precision is important. Maybe you could allow for some aerial control of the character? Or make it such that jump height can be better controlled by how long you hold the space bar for? In general, as well, I think the controls could use a bit of help to feel "fluid" like you'd expect from a blob-creature.

It might be worth looking at Rain World (another sick pixel platformer), in which you control a cute, squishy slug-like creature. I think Rain World pulls off "fluid" controls extremely well, and a similar approach might work well in a game like this.

Regardless, what you already have is EXCELLENT, and I'm hyped to see where this project goes in the future :)

(+1)

Hey. We will definitely play Rain World. :)
We've released version 0.1.8 where we've slightly improved the control hitboxes. :O
Thanks for the analysis of the controls. When working on the full version of the game we will do the controls from scratch - we will try different solutions. If we find a publisher of course... :P  

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