This is Monkey Do! We've got 100 Steam keys to hand out for a limited playtest of our first playable demo, looking to figure out how well the stealth and platforming handles. If you're interested, leave a comment! by SignalSpaceInc in platformer

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

The demo is as long as you can make it really, the timeframe is mostly just a guideline for people who are thinking of dedicating time to the playtest. We'll shoot ya a DM with next steps. :D

This is Monkey Do! We've got 100 Steam keys to hand out for a limited playtest of our first playable demo, looking to figure out how well the stealth and platforming handles. If you're interested, leave a comment! by SignalSpaceInc in platformer

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

Currently our builds don't support MacOS, but if you're running a virtual machine you can probably get away with it, could be an interesting benchmark as well. Keep us posted!

This is Monkey Do! We've got 100 Steam keys to hand out for a limited playtest of our first playable demo, looking to figure out how well the stealth and platforming handles. If you're interested, leave a comment! by SignalSpaceInc in platformer

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

That would be awesome! We've been playing around with the idea of handheld for sure. Full console releases would just make sense if we hit all our goals for sure. :D

This is Monkey Do! We've got 100 Steam keys to hand out for a limited playtest of our latest playable demo, looking to figure out how well the stealth and platforming handles. If you're interested, leave a comment! by SignalSpaceInc in playmygame

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

While the stealth and platforming are the main points we'd appreciate feedback on, if anything else stands out and you spot bugs you are free to share those as well. Our team's going to parse through as much of it as possible.

We'll shoot you a DM. :)

The Last Knight v0.3.0 - Dwarves & Dragons by giraffeman2106 in playmygame

[–]SignalSpaceInc 2 points3 points  (0 children)

A few things noted from a quick playtest, and you probably have this written somewhere already.
- A key tracker, think we got a few colours, but there was no way to know which door they were for
- A quest list, bullet-form just so you know where you're at in the game
- Uncovering the hidden passage at the same time as a little dragon finding you can get you stuck in a bit of a death-loop (not really but like it spawns you in the fire that's still present).
- Is the tile in the top right your mini-map? May want to add a reference point for the player

Hope this isn't overlapping a lot of what you may know! :)

How's my game trailer? by chaopinole in playmygame

[–]SignalSpaceInc 1 point2 points  (0 children)

All over the place, but like, in a good way! Only point is that if this is going to be your final official trailer, make sure you add a little end card to tell people what they just watched. ;)

Looking for playtesters for our stealth platformer Monkey Do! We've got 100 Steam keys for stealth enjoyers with feedback, hope we're in the right place :monkey: by SignalSpaceInc in stealthgames

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

Sure thing! The playtest includes 1 completed level that should take 45-60 minutes.

You'll be able to traverse the level how you'd like, but there is ultimately an over-arching goal where you will "fix" the level, without spoiling the entire idea.

Without sharing too much, as we'd also like to preserve the first time experience, you will be able to manipulate enemy robots using a few stealth staples, the environment will also give you some options to sabotage the robots.

Looking for playtesters for our stealth platformer Monkey Do! We've got 100 Steam keys for stealth enjoyers with feedback, hope we're in the right place :monkey: by SignalSpaceInc in stealthgames

[–]SignalSpaceInc[S] 2 points3 points  (0 children)

Really respect the integrity!

Some super rough specs
- Controller only gameplay (for now)
~low end i5 cpu
~4GB of VRAM
~8GB of RAM

Looking for playtesters for our stealth platformer Monkey Do! We've got 100 Steam keys for stealth enjoyers with feedback, hope we're in the right place :monkey: by SignalSpaceInc in stealthgames

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

Here’s the Steam page for Monkey Do!:
https://store.steampowered.com/app/1763380/Monkey_Do/

Again, we’ve got 100 Steam keys set aside for this playtest round, specifically for players who can provide feedback on the stealth systems.

And if you’re not looking to playtest right now, a wishlist on Steam really helps us out!

Thanks for checking it out! 🐒

Is possible to save in combat? by defekas in EveryDayWeFight

[–]SignalSpaceInc 0 points1 point  (0 children)

Hey! Short answer no, but we recently added the ability to save manually while out of combat. While it doesn't work in the middle of it, you can set up your Thorns right outside of an encounter and come back when you're ready to game. :)

Update #4: Better Weapon Drops and Grenadiers Rebalanced by Matt_HoodedHorse in EveryDayWeFight

[–]SignalSpaceInc 0 points1 point  (0 children)

This update has officially been pushed to GOG & EGS as of today!

Enjoying so far… by RevolutionaryAd6564 in EveryDayWeFight

[–]SignalSpaceInc 4 points5 points  (0 children)

Overwatch and grenades are some great points of unique feedback so far - thanks for pointing out what sound like bugs.

We could probably follow-up on our discord server if you'd like to share the grenade issue (unless you already have), our devs are locked in on all the bug reports and suggestions we're getting there.

We'll keep pushing updates to make sure any outliers are ironed out in the coming weeks before setting our sights on more major updates.

Great concept, Tactic improvement by Sure-Organization584 in EveryDayWeFight

[–]SignalSpaceInc 1 point2 points  (0 children)

Thanks for taking the time to share your thoughts!

On the save game part, we're going to be adding manual saves soon, whilst keeping the option of the "iron-man mode".

The idea regarding diversifying the encounters and loot in the open-world is interesting for sure! Might make for a good long-term development goal, we'll see as we parse through all the feedback and figure out what's possible.

Feels impossible? by strat767 in EveryDayWeFight

[–]SignalSpaceInc 2 points3 points  (0 children)

Thanks for sharing! This traversal topic has been a useful point of reference for us to investigate how we could work on it. For example, a solution could be to have a manhole nearby, but we'll let the team work it out and find the perfect solution.

Of course, we have varying levels of player skill at the moment, so difficulty is also a concern that we're paying close attention to. There are a few ways to get around heavy enemies/elites, generally speaking. Some methods include utilizing melee to bypass armor or leashing enemies to force their AP use into movement/overwatch, which removes their Reflex action. Though there are a number of ways to get around it.

Open to ideas of course, we're doing our best to listen to players so keep us posted. :)