I have no idea why but for some reason when I click in the game it selects the entire screen making it blue, but only happens when I fullscreen. Not sure if it's a me problem or not..
I just completed the first level for the 2nd time after a few tries. I have to say it's VERY dependent on random chance for crate health and XP drops in its current state. From the left, the 2nd, 3rd, and 7th weapons are quite underpowered starting out, and there's even less reason to upgrade them later on, so focus on the others most of the time.
To the dev: consider showing the change in health on the NEXT 4-tick interval instead of the PREVIOUS one. This might require you to constantly monitor for changes in the number of enemy keys but it will give feedback sooner to the player on how their health will change.
I just reviewed my weapon stats sheet, and you are right, not sure how, but the weapon stats aren't what they should be. Last weapon should deal the most amount of DPS since it can not be controlled that much. Horizontal and Vertical attacks, however, they are the core generic weapons, so they should deal enough damage. The horizontal (2nd) wasn't the same as the vertical in the sheet for some reason, now everything is updated.
"To the dev: consider showing the change in health on the NEXT 4-tick interval instead of the PREVIOUS one."
That's interesting, and I didn't think about it, and I like it better than the current implementation. Luckily my system already predicting the possible damage, so this is an easy implementation.
Thank you for the feedback! Hopefully will update the demo within the next 2-3 weeks, with unlocking new area and mechanics.
You lose the game by reaching 0 health. The red bar is the health bar, which decreases every 4 ticks (overtime) depending on how many keys spawned. Special/Elite keys do considerably more damage, so you need to kill them fast.
The game is about collecting XP orbs, upgrade your weapons (the tool bar in screen bottom), and survive for around 30 minutes (where all keys are destroyed).
My gf is trying the game right now. And she is a lot confused haha. Your game is very good and well poliseh but you need a tutorial bro... It's not so intuitive. And the different keycaps seems like a good thing instead of a threat.
Maybe some tutorials with steps, before the game starts will help a lot of people to understand the game.
Maybe I need to replace the crown with a skull instead? and add like evil VFXs, I will think about it. And I will work on tutorialized gameplay and update the game, hopefully soonish.
I'd appreciate a timer telling me how much time I have left to survive. When I survive the whole 30 mins, it also says "Game Over". This could because it's a demo, but nothing unlocked and the game didn't acknowledge it so I didn't know if I did something wrong.
If you cycle through the same four weapon upgrades until they're all Level 10, the remaining three can only get to Level 1 before they're locked permanently. Is this intended?
Also, you need to explicitly state the limits of the demo. I don't know whether level 2 (mushroom) can be unlocked. If not, what's the difference between that and the greyed-out levels?
There’a known issue that left behind because honestly I thought player will not reach them yet. Like you mentioned the weapons issues and end game part.
Regarding the mushroom level, it’s actually almost done, and what left is just some polish and SFXs, is was planned to release with this demo, but I’d timeline to stick with it, so I couldn’t ship it. Around 2-3 weeks I will upload new update, which should make the mushroom level unlockable, add end game event/stats, and more other polish.
Came here for the game stayed for the AMSR. nice sound effects and art style I really like it.
Some of the upgrade are hard to tell what they do (I only got about half of them for reference).
It feels a bit awarded to collected items though. I think the perspective probs makes it hard to code. I'm not sure if its the blue box or the hand that collects the items. I sort of just wiggle my mouse around.
Cool game and nice edge on the levels at the start.
True, it's hard to tell what does what, but the current philosophy is to make it minimal, and not think about it too much, but this might be changed.
You can enable/disable the "weapons" by right-clicking them, so you can isolate a single upgrade to see what it does, every one has its own fun, especially with bigger upgrades ;).
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I have no idea why but for some reason when I click in the game it selects the entire screen making it blue, but only happens when I fullscreen. Not sure if it's a me problem or not..
Hi Bubbon!
Thanks for your feedback. Blue, as it's like selecting a web element?
Tried to replicate the issue but was unable to do so. Does changing the browser help?
Yeah it's like selecting a web element, haven't changed browsers as I only use Firefox. Could be a Firefox issue.
Yes, that's possible. If you have Steam, you can play the demo there, it's updated, too:
https://store.steampowered.com/app/3738020/Keytamine_Demo/
Hi! Thanks for reporting this issue.
Yes, I encountered this while uploading a new build, it was weird because I changed small things/balancing.
Now it is working with no problems :D.
I just completed the first level for the 2nd time after a few tries. I have to say it's VERY dependent on random chance for crate health and XP drops in its current state. From the left, the 2nd, 3rd, and 7th weapons are quite underpowered starting out, and there's even less reason to upgrade them later on, so focus on the others most of the time.
To the dev: consider showing the change in health on the NEXT 4-tick interval instead of the PREVIOUS one. This might require you to constantly monitor for changes in the number of enemy keys but it will give feedback sooner to the player on how their health will change.
Hi again!
Thank you for the feedback! Truly appreciate it.
I just reviewed my weapon stats sheet, and you are right, not sure how, but the weapon stats aren't what they should be. Last weapon should deal the most amount of DPS since it can not be controlled that much. Horizontal and Vertical attacks, however, they are the core generic weapons, so they should deal enough damage. The horizontal (2nd) wasn't the same as the vertical in the sheet for some reason, now everything is updated.
For insights:
1st (Single Click): 146 DPS
2nd (Horizontal): 408 DPS
3rd (Vertical): 408 DPS
4th (Player Area): 300 DPS
5th (Random Projectiles): 332 DPS
6th (Random Path): 393 DPS
7th (Random Areas): 580 DPS
This assumes it hits all attack positioning.
"To the dev: consider showing the change in health on the NEXT 4-tick interval instead of the PREVIOUS one."
That's interesting, and I didn't think about it, and I like it better than the current implementation. Luckily my system already predicting the possible damage, so this is an easy implementation.
Thank you for the feedback! Hopefully will update the demo within the next 2-3 weeks, with unlocking new area and mechanics.
Hi again!
I've just uploaded a new version where it has your suggestion on it! The predicted damage now shows before the full ticks.
Also, I've uploaded a new map if you want to try it out! (The mushroom level).
I didn't understand how I lost the game...
Acttualy, I didn't understand how to play this...
I clicked a lot of stuff and suddenly I lost.
Which one of the bars was my health? The green one or the red?
The art is very good, but I didn't understand what I was playing at all...
Hi! Thank you for your feedback!
You lose the game by reaching 0 health. The red bar is the health bar, which decreases every 4 ticks (overtime) depending on how many keys spawned. Special/Elite keys do considerably more damage, so you need to kill them fast.
The game is about collecting XP orbs, upgrade your weapons (the tool bar in screen bottom), and survive for around 30 minutes (where all keys are destroyed).
Hope you give it another try !
My gf is trying the game right now. And she is a lot confused haha.
Your game is very good and well poliseh but you need a tutorial bro...
It's not so intuitive. And the different keycaps seems like a good thing instead of a threat.
Maybe some tutorials with steps, before the game starts will help a lot of people to understand the game.
That's very insightful! I really appreciate it!
Maybe I need to replace the crown with a skull instead? and add like evil VFXs, I will think about it. And I will work on tutorialized gameplay and update the game, hopefully soonish.
Hi again, I've implemented a tutorial system, and uploaded a new build.
Also, now it includes new map if you want to try it out.
Thank you for your suggestion!
Interesting idea and execution!
I'd appreciate a timer telling me how much time I have left to survive. When I survive the whole 30 mins, it also says "Game Over". This could because it's a demo, but nothing unlocked and the game didn't acknowledge it so I didn't know if I did something wrong.
If you cycle through the same four weapon upgrades until they're all Level 10, the remaining three can only get to Level 1 before they're locked permanently. Is this intended?
Also, you need to explicitly state the limits of the demo. I don't know whether level 2 (mushroom) can be unlocked. If not, what's the difference between that and the greyed-out levels?
Hi! Thank you for the amazing feedback!
There’a known issue that left behind because honestly I thought player will not reach them yet. Like you mentioned the weapons issues and end game part.
Regarding the mushroom level, it’s actually almost done, and what left is just some polish and SFXs, is was planned to release with this demo, but I’d timeline to stick with it, so I couldn’t ship it. Around 2-3 weeks I will upload new update, which should make the mushroom level unlockable, add end game event/stats, and more other polish.
Appreciate your time, and have a great day! :)
This guy have a custom keyboard I can tell.
Came here for the game stayed for the AMSR. nice sound effects and art style I really like it.
Some of the upgrade are hard to tell what they do (I only got about half of them for reference).
It feels a bit awarded to collected items though. I think the perspective probs makes it hard to code. I'm not sure if its the blue box or the hand that collects the items. I sort of just wiggle my mouse around.
Cool game and nice edge on the levels at the start.
Thank you for the feedback!
True, it's hard to tell what does what, but the current philosophy is to make it minimal, and not think about it too much, but this might be changed.
You can enable/disable the "weapons" by right-clicking them, so you can isolate a single upgrade to see what it does, every one has its own fun, especially with bigger upgrades ;).
Happy you liked it!