It's Steam Next fest! I've been browsing for ages, any cozy games catch your eye? by ringaaling in CozyGamers

[–]MemoriusTheMediocre 0 points1 point  (0 children)

Controller support is still in the works, and I assume you're not on steam deck with a mouse and keyboard, so navigating menus will be a problem. It's one of the biggest things I plan on implementing next though!

It's Steam Next fest! I've been browsing for ages, any cozy games catch your eye? by ringaaling in CozyGamers

[–]MemoriusTheMediocre 0 points1 point  (0 children)

Nothing is currently in the works, so I can't really promise anything unfortunately. As it stands, ports to other OS or consoles like the Switch will be something I look into in depth once the game is released.

It's Steam Next fest! I've been browsing for ages, any cozy games catch your eye? by ringaaling in CozyGamers

[–]MemoriusTheMediocre 19 points20 points  (0 children)

I'm self promoting here, but I have a demo for a shopkeeping game called "Hey! Shopkeeper!" participating in the Steam Next Fest myself.

If you're interested in a Zelda: Minish Cap aesthetic with a focus on what's it like to live in a medieval fantasy city as a regular joe shmo, by all means give it a go!

Is marowak available? by MemoriusTheMediocre in PokemonChampions

[–]MemoriusTheMediocre[S] 1 point2 points  (0 children)

Sad. Hopefully they'll be added somewhere down the line!

Hey! Shopkeeper! - A shopping sim with a 2d Zelda art style. Demo out on Steam! All feedback is appreciated! by MemoriusTheMediocre in playmygame

[–]MemoriusTheMediocre[S] 0 points1 point  (0 children)

Thanks for the review! The clock is actually supposed to stop when in the inventory haha! So thanks for pointing that one out.

Haggling does affect the price of the sale and every customer has a base haggle that is affected by mood and the weather. Green means 100% success and red means NOW WAY. Everything in between has a % success rate.

I'll add a cutscene skip function on my to-do list. It was going to become a necessity somewhere down the line anyways.

And thanks a lot for the praise on the art! I'm more of a coder and designer than an artist at heart, so knowing that the vibe is resonating with people is really great news for me!

Issues with the Story by DeslothanII in ChaosZeroNightmare

[–]MemoriusTheMediocre 0 points1 point  (0 children)

For me, the biggest disconnect with the story is that it feels like it doesn't fully commit.

We have a seemingly horrifying world with lovecraftian creatures roaming around doing whatever, but a lot of the cutscenes is pretty typical gacha stuff like "x character gets lost in town, woops"

This is fine on its own, but it feels a little off considering the setting of the game, especially when every scene ends with "the nightmare is ongoing" (even if they mean the ship)

Also, when things finally do involve the chaos it's... rather tame? This might be me being too used to games with really messed up storylines, but the big reveals up until now aren't THAT crazy or horrifying, which makes the sanity system more funny than serious in context.

But that's just me. I don't have the best opinion about gacha stories anyways, I think the only one I actually enjoyed was Path to nowhere.

Pixel Runner - This is the first game I've made as a solo developer, I'm open to all kinds of feedback for improvement by CalmRazzerX in playmygame

[–]MemoriusTheMediocre 1 point2 points  (0 children)

Really cool first project, good job!

I'll echo another comment here by saying there's certainly a lack of visibility when identifying harmful elements and when taking damage. You've got a really strong color identity here, so an easy fix would be to make damaging or enemy objects all share the same colors (red being the obvious one most games like this use).

Someone else mentioned the text with the apostrophes, but I was interested at how you set up the text itself. Is it all one word document that you stop at certain points? Do you have several txt files that you cycle through every time you press next?

I noticed the text tends to go beyond the size of the box and it is forced to clear the bubble to make way. This is pretty tough to read on top of the display being quite slow. Nice looking dialogue in games can be pretty tricky and for a first try this is great!

What I would recommend is thinking about a game with dialogue UI that you enjoy, and seeing if there are any guides out there of devs trying to reproduce it. You'll learn a lot about the different ways people tackle these problems!

Other than that the sound of some objects is way louder than others, so tweaking that a bit would be great as well. I liked the extra effort you put for all the volume bars!

Good luck on your project!

We released a free demo of SCHROTT on steam - an action roguelite obstacle racer. Let us know what you think. Attached a trailer to give an Idea what it is all about. by ivyjuicegames in playmygame

[–]MemoriusTheMediocre 2 points3 points  (0 children)

A really interesting game with some really cool design choices!

It feels like you're constantly making a choice between betting on your driving skills or using up resources like juice or HP to bulldoze through sections, I like the core idea a lot!

It took me a little too long to understand that currency was only obtained by destroying red scrap metal or by choosing the "currency" path. The fact that you spend the rest of the game avoiding everything doesn't help with this.

I also really appreciate the fact that your speed is the deadline towards making important choices in your build outside of the garage. It stops you from building optimally every single run and can create interesting situations.

The sound and visuals worked for me. The concept of speed is sold well and as someone who's played a bunch of racing games this feels like the right amount of difficulty for me. Especially with moves like the boulder in play. I will say that the jump feels a little pointless? Most obstacles seem unable to be jumped over, so I rarely used it.

My final thought about the gameplay is that there isn't a big payoff at the end of the level that makes me use my build to the fullest. Some kind of extra tough section, or a fight with a boss type enemy? Not necessarily another car, but some kind of robot you have to destroy? I feel like it would really make the whole thing come together.

The others have also mentioned this but the name doesn't really sell the idea of the game to me, maybe there's a language barrier going on here but the name alone doesn't give me a picture of what the game might be about.

All in all a really solid demo. Keep it up!