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A member registered Oct 10, 2021 · View creator page →

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This is subtly one of the sickest tilesets out there, it has such a huge amount of possibilites. Only wish there was more variation for the basic lava.

Now let me go watch that video, I'll come back with a response.

Not that there’s much to see xdd

Yours was the one game where I felt my recording was pointless, as I did nothing but follow entirely scripted game instructions…

https://www.twitch.tv/videos/2346711457

It has very nice atmosphere / aesthetics, certainly the kinda solution I would’ve gone for for Hypercoven if I had the talent.

In terms of gameplay I feel it’s unreasonably grindy at this stage, I am 20 minutes in and chopping my 100th tree, this is not very satisfying especially since there is nothing to discover in the landscape. The game probably should more quickly focus on your cute little pawns.

The Japanese VA was a nice touch but it felt lifeless, probably just machine generated?

Anyway. A promising start! Keep it up. Cheers

You will also need to invest in a good tutorial, as your ideas seem quite novel.

Ye well, I’m happy it worked for you the way it is! There used to be (still is) a more explicit tutorial. It can be accessed by pressing DEL to open the "menu" in game and then scrolling to the right. There are instructions on the ground. It was a rather boring experience.

Thank you for playing!

(1 edit)

OK very nice, played through the available levels https://www.twitch.tv/videos/2346654172

Overall I thought it was quite enjoyable, the art style is nice and simple and the movement indeed very flowy. The water seems especially cool and original. The orbs "shot" by the cannons are very cutely designed. There is nice attention to detail like the timer not starting until you press your first input. Now for the critical thoughts:

  • The mechanic of "shoot in opposite dir of where you want to go" turns the game from a movement based game to more of a brain fumble game for me. Especially as you have air control, so usually pressing Right in the air would steer you to the right, but then you gotta press Right+Shoot to go left. (This would be a different thing if shooting was mouse-based and moving on WASD.) I think the game kinda tacitly admits that this fumble-prone mechanic is not so fun, by relying way more  on the "barriers" in later levels, which pull you towards them when you shoot at them. Which makes the movement suddenly feel very natural.
  • It’s odd that there is even jumping in the game when shooting the floor is exactly the same boost.
  • It’s odd there is no diagonal aiming.
  • I am not a fan of the wall-gliding mechanic in general, suddenly attaching to the wall kinda confuses my calculations of how fast I am going down. In this game I think there are 0 spots where wall gliding is required to solve any passage, so personally I wouldn’t have it in.
  • The levels seem to be a bit focused on offering only 1 line to finish. You can’t really go slow, the average level becomes way harder or unbeatable if you go slow. There is the occasional spot allowing you to stand still and wait. But you can’t generally go slow. I used to be an avid Teeworlds enjoyer back when, and while that game has incredibly flowy movement, you are absolutely allowed as a noob to just very clumsily swing from platform to platform going 10x slower than an experienced player. I think that makes levels more interesting and motivating, to be able to finish badly at first and then ever a bit faster, rather than having to hit 90% perfect line to even finish, and then all challenge that’s left would be hitting some moves yet insanely faster. I mean, in general I felt that movement was often so fast that I died to obstacles that hadn’t even been on the screen 200 ms ago, and at least my personal reaction time is too slow to adjust on the spot. So levels are more trial-and-error committing to muscle memory one specific sequence of moves, rather than something you could ever realistically finish on first try (if slowly). 
  • It felt that sometimes there was the indicator on a barrier telling me that shooting would pull me towards it, but then it failed to happen when I shot.

Great work, keep on trucking!

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This? https://bydarkcrusader.itch.io/mongol

Ye more specifically the later iterations in 3D: https://bydarkcrusader.itch.io/mongol-corpses-of-the-divine-browser

The hard edges themselves don’t wobble

No, they do wobble quite a bit. What I mean is, it is very obvious that before the shader is applied, the edges look like this:

I.e. they are very jagged. Then the oil shader pronounces this artifact and makes all diagonals look like explicit staircases. But because these aliasing artifacts are by no means stable, the "painted staircases" wobble around. Especially while you are moving. It looks like fish flapping.

Video https://files.catbox.moe/x2kn2y.mp4


(1 edit)

Please don’t use X/Z binds if you don’t localise. Did a run using only Z, as other keys are too far from Z, found some bugs for you: https://www.twitch.tv/videos/2345981802

Final console lines:

  • [TRACK] BOSS FIGHT BEGINS hkwe.js:1:325323
  • click time 5 hkwe.js:1:82259
  • call spell clear hkwe.js:1:448923
  • 1800 hkwe.js:1:450689
  • 1801 hkwe.js:1:450757
  • true hkwe.js:1:450807
  • true hkwe.js:1:450863
  • pacifist hkwe.js:1:451065
  • pattern count increasing...1/5 hkwe.js:1:77595
  • setting pattern number: 2 605 hkwe.js:1:78338
  • send game over message hkwe.js:1:37086
  • == restarting stage == hkwe.js:1:440540
  • Object { audioBuffer: AudioBuffer, source: null, loopSource: null, muteNode: GainNode, volumeNode: GainNode, pannerNode: StereoPannerNode, spatialNode: PannerNode, spatialSource: null, playTime: 0, startTime: 0, … }
  • hkwe.js:1:448743
  • track 1 created hkwe.js:1:299678
  • selected lucy hkwe.js:1:16813
  • spr_lc_stand hkwe.js:1:16932
  • put dialogue window closing process here hkwe.js:1:325122
Uncaught TypeError: this[_0x1af537(...)][_0x1af537(...)][_0x1af537(...)] is not a function
    track_content https://html-classic.itch.zone/html/12432040/src/Room/hkwe.js:1
    track_increase https://html-classic.itch.zone/html/12432040/src/Room/hkwe.js:1
    end_delay https://html-classic.itch.zone/html/12432040/src/Room/hkwe.js:1
    update https://html-classic.itch.zone/html/12432040/src/Room/hkwe.js:1
    update https://html-classic.itch.zone/html/12432040/src/Room/hkwe.js:1
    step https://html-classic.itch.zone/html/12432040/src/Assets/phaser.js:195968
    update https://html-classic.itch.zone/html/12432040/src/Assets/phaser.js:193203
    step https://html-classic.itch.zone/html/12432040/src/Assets/phaser.js:17186
    step https://html-classic.itch.zone/html/12432040/src/Assets/phaser.js:18210
    step https://html-classic.itch.zone/html/12432040/src/Assets/phaser.js:31273

Good job making it in!!!

+ Adjustable colour scheme

- Please localise X/Z controls, it’s unplayable on non-US layout

OK, after deleting the save it seemed to work as intended: https://www.twitch.tv/videos/2345822056

Enjoyed it quite a bit, though you can see me struggle finding the book. I don’t think that riddle makes a lot of sense, first person view, when you experiment with it, is mostly for moving items around. The lever is so big you expect it to be a normal F-interactible. I rather expected the journal to be hidden beneath a traffic cone. And lore-wise it is odd that your dream journal which you already owned is in such a random place? Obviously a change has taken place in the "real world" but I think it would be cooler if there was still a RL-to-dream dichotomy.

FPS felt a bit low, and the camera rather started giving me nausea. I lowered my mouse sense a bunch then, it helped a bit.

Later I wanted to continue this game, but somehow could not get to the pirate ship anymore: https://www.twitch.tv/videos/2345908635 Loading up the old game brought me to the snowy woods. Deleting save, rushing to dream -> again snowy woods, probably missed a trigger. Started a 4th time, this time trying to trigger all intended interactions: Still didn’t get to the pirate ship. Idk. I woulda done the snowy woods again, was interested to see if there’s anything to unlock with the rewards I get from the ghosts, but they got so damn stucked I couldn’t be arsed to finish that level another time. The first time I did (not recorded), they somehow worked at least a little bit better. The teddy bear quest was again bugged this time around, being able to immediately return the teddy.

Yaaaa idk game seems really cool please fix  it.

For my understanding do you mean last DemoDay or last time you played?

Last time I played, which is also last time I commented on the game. I don’t know which DD that was, probably either previous or the one before that. As these things go, I probably also recall incorrectly the state of the game back then.

Regarding the objective tracker, just from your personal experience 

Hmm, main thing I can say: I don’t mind it being obvious. It should be obvious where to go. It sucks getting stuck because you misunderstand some vague instruction. – Since you’re already writing so much good prose, the indicator for where to investigate could easily be baked into it. You have a journal holding the story so far of the current mystery, and the latest entry always clearly contains the name of the next location "… the urchin running off into the Forest." This also gives a reason to read the prose. ;)

And then the "how many times" requirement on investigation should be removed in favour of just chances and progress made with discoveries at the site. As in current state it’s also silly to get "Investigate Residential 4 times"  -> "Investigate Residential 2 times" kind of objectives progress. Why not 6 times immediately? Why not simply until you find a lead that sends you elsewhere?

Btw. I hope/expect you add branching mysteries where some leads may also be dead ends, etc. So it’s not all linear. (But I don’t understand the greater scope yet, it seems that there is more to it than the mysteries. So maybe what I ask for is not needed.)

(and also apologize for the combat music failing to stop itself and droning on forever).

Hehe no worries, it’s a banger.

https://www.twitch.tv/videos/2345814520

Hmm, Mongol but with more colours?

I like the "oil painting" shading in principle, but it has imho bad interplay with the low-rez non-AA’d edges, making everything wobble a whole damn lot. To my taste it should be more static, like real oil painting.

fix everything

Ye I found … objects … ? But couldn’t do anything? I tried pressing many keys, F gave me my mouse pointer and froze the game, that was all I figured.

Anyhow, I think games like this are cool. Keep it up!

If you've played before, make sure you delete your save file and start a new game. When you start a new game, just click  on "Delete Save" and then click "Continue". 

I did never play this before but somehow it came with a broken(??) save file by itself. So I hadn’t clicked "Delete Save" and just ended in a confusing Limbo where I kept entering the snowy roadside dream and also quests were bugged, I could return the teddy without having found it.

It’s odd that the ghosts are so slow behind you.

Will try to play it proper now that I figured out clicking "Delete Save" first seems to give more of an intended experience, but anyhow: It has very nice atmosphere!!

Btw. rendering lagged hellishly when playing via wine, even though Unity games normally work fine and your game renders at a very low resolution. Don’t know if you care. On Windows it was fine.

Cheers

Crashes my GPU on Linux.

https://www.twitch.tv/videos/2345758967

Cute little game! Good job on correctly localising X/Z controls.

Personal opinion on character feeling: It’s quite floatly, which means that it takes some skill/anticipation to ideally move the character. Over-eager button mashing easily locks you into a punch animation hitting nothing. Fundamentally it’s probably good that movement is not too easy/crisp, as  otherwise there would be nothing much to master in the game. But I feel that, going down that route, maybe the movement and punching should be even more trick-based. Currently it’s in a middle ground, for me, where it half feels intentional, half just badly programmed. But this is an extremely subjective field, so please don’t make too much of my opinion here.

Graphics are well done. The loss condition could be a bit more exciting than crabs hitting their pincers against the floor.

Cheers!

https://www.twitch.tv/videos/2345738183

Tried this again since I was really intrigued last time. It seems that you changed the flow a bit–I’m not sure if for the better? I recall last time there was a bigger point in going to different places to do different things. This time I am just finding myself following the instruction in the middle of the top panel. In a game this mysterious, it feels odd that playing would be so simple as to just follow instructions. Also the events happening when investigating a location don’t always seem very related to the place. I got the same event twice, once in Forest and once in Residential.

I like the visual effect on the game quite a bit, but at certain points the text becomes too unreadable, e.g. in menu "Journal->World" the location listing on the left side, and in the "World Distortion" screen the text on the upper right. OTOH some tooltips had text that was too clearly readable, not in line with the distortion applied to everything else. There were also missing unicode glyphs at one point, not sure if it’s just due to playing via wine, but I hope you ship your font with the game and don’t rely on OS.

The writing is very well done, but it seems off that I get the main part (most text, most flavour) of the "Mystery" upfront without having to discover anything. Meanwhile most anything you do at locations has an effect, but you also have many "Rest" outcomes that just come down to "nothing" (they don’t seem all that related to resting either). It could be interesting to mix all this up more, meaning you wander around the city and parts of the encounters are the current ones, parts are the Mystery advancing, parts are just Nothing. I really don’t like this separate "Downtime" screen. The "Odd Jobs" are clearly tied to different locations in the city, too.

Well, keep on going, I am really looking forward to what you cook up!!

https://www.twitch.tv/videos/2345012086

It’s odd, the UI/game feels so high quality, but the functionality in the end is jank in many places. Issues / unclarities:

  • Tutorial messages can’t be dismissed / advanced by clicking them? You have to click the button they indicate, which is sometimes actually bad.
  • Some "Projects" I set up never fired. (In one case it was missing raid staples, but other cases there was no error message.)
  • The advisor is spamming me with suggestions I am far from being able to realize. And realized ones don’t go away.
  • A lot of pop-ups / tips / blinking icons don’t properly disappear when no longer needed. The very first tooltips the game gives, in the "Heroes" menu, never went away.
  • When the Bank is unlocked (icon blinking) and you click it, you immediately lose $300, lol. And then later apparently you even have to pay back a "$300 loan"?!
  • I like that the game speeds up and slows down automatically, I hate doing this manually. But the speed doesn’t reliably go up when all heroes are idle.
  • I still don’t understand what’s going on with Rest/Relax, why are my heroes sometimes idling, neither resting nor relaxing, just staying at 0% restedness?!
  • In the "Start Raid" window, the tooltips on the "i" box after a while were completely wrong.
  • Worst of all, I finally managed to recruit new heroes, and they just stayed greyed out forever for a long while. There was some huge bugginess going on with bed occupancy.

In terms of gameplay: Playing for the second time now, it feels sloow to get going. I am just waiting for my raids to hit specific materials, so that I can advance. Having a hard time accumulating "Cheap Silk," I somehow even found "Refined Silk" which seems rarer but I can’t make use of it. It seems crazy that Training and Gathering projects are not available from the get-go, as these seem more basic / safer than Raiding actually.

Specializing and equipping your heroes should be the main draw of playing, but these are very obtuse: Even though everything is so small, the hero screen is split into 4 different "tabs" and it’s very hard to understand the "whole picture" for a hero. What is he good at, what kinda items do I want to give? And what items do I have on other heroes maybe that I wanna move to this one? This should be all one huuuge grid for organizing everything. They ain’t calling these games spreadsheet simulators for nothing.

Btw. I suspect that it might be ideal to rotate items from your day shift to your night shift, which is a micromanagement nightmare I would not enjoy executing. Maybe it’s much cooler to just have a "guild armory" and heroes automatically pick up fitting gear when going out? The whole "shift" concept would make sense then. Also if beds could be shared. All this sharing can weigh on happiness for all I care, or heroes develop "familiarity" with a specific weapon they use often…

I am really looking for the juice in this game, but I still have a hard time finding it.

You did seem to have a hard time with the jumps. Did they just feel a bit strange, are you able to pinpoint what exactly was causing you grief?

Guess I’m just not very good at video game?

One thing that kept throwing me off anw. was that it makes a huge difference for an air-jump whether shift is held down or not. And holding shift+jump direction+pressing space is a bit hard for me.

Ye browser version works quite well depending on browser + os + gpu. You hit F11 ingame, yes? I guess scrolling up is scuffed because the browser wants to show "press ESC to quit fullscreen."

No worries.

https://www.twitch.tv/videos/2344933186

Great idea, but somehow extremely jank execution. Inventory, which should be VERY simple, I am just clicking randomly hoping to equip a ring. Some clicks do something, some don’t. Also while playing, the cannon stopped registering LMB at some point, until I hit it 10 times or so and spun the mousewheel a bit, then it worked again.

The core concept of the heroes bouncing off each other is very satisfying when it works, I feel the game should focus way more on that. E.g. the hero balls returning to the cannon automatically is kinda lame and removes a huge layer of strategy. Also the cannon should have adjustable intensity for shooting?

When a level comes down to finishing off 1-2 enemies in a hard to hit spot … very boring. Is this a game about BATTLING, or not?? The whole feeling falls flat when you only ever lose a level because you spend 3 turns failing to finish off the last remaining (self healing) enemy which poses no threat otherwise.

The sound of the cannon turning around is grating.

Keep going, make  it work…

https://www.twitch.tv/videos/2344922307

Not sure I played to the end? The atmosphere is kinda cool (spooky), the furniture rolling is very dank, I like.

It feels kinda very well made technically, everything that’s there functions smoothly. And most every key I intuitively pressed worked.

I looked on Polymarket and didn’t find the Black16 prediction??

https://www.twitch.tv/videos/2344903946

Worked fine on Linux.

Controls: Same as "Beneath the Brine," I feel running should be a toggle here. I also find the double-bind of Shift for both air-dash and running weird. Why not put air-dash on space, too? Or on E. Don’t know about controller, maybe it all makes more sense there.

Level design: If you’re not going to add enemies, I think the levels should be, hm, more trick-focused? It feels silly/boring to just run in a circle to collect some bones in a random place, where there is no sense of danger or skill required. I mean, for a Level 0 this current one is fine!

Cheers

https://www.twitch.tv/videos/2344896762

Still seems to be mostly bugged. But nice progress with the embarkation map!


https://www.twitch.tv/videos/2344829118

Hope the footage is useful, can’t comment much, especially as it’s a loong time I last played a CIV game. It definitely scratches the CIV itch, I can say.

The error from end of video in case it’s unreadable:

ERROR in action number 1
of Mouse Event for Left Released for object obj_menubtn:
Variable <unknown_object>.moves(100134, -2147483648) not set before reading it.
at gml_Script_scr_useability
#########
gml_Script_scr_useability (line -1)
gml_Object_obj_menubtn_Mouse_7
gml_Script_scr_startAI (line -1)
gml_Script_scr_endturn
gml_Object_obj_unit_Alarm_2

https://www.twitch.tv/videos/2344803752

Well, it’s very early stage, don’t wanna comment too much, you probably have 3 years worth of roadmap ahead of you even so. Only one thing that is actively annoying me right now is the sound design, the music is OK but footsteps etc. are obnoxiously loud and repetitive.

The atmosphere in places is already kinda neat. The world generation can perhaps be multi-threaded?

Keep on trucking, this is def a title I would came back to check every couple DD.

Agree the mix (often) looks bad, long-term goal is a consistent style for sure.

I also like that there's a bit of a build up period and an attack period once you have the amount of units you want I feel like if you added some mechanics to lean into this it might be good.

Good to hear this is coming out well. I don’t know how much you figured – there is a couple of mechanics that lean into this. On the one end of the spectrum, creating buildings to empower all future spawns. Then, with an army, capturing other Coven to get more unit production. Finally, depleting Spawners for good, which doubles production for a bit, but destroys the Spawner irrecoverable. So it’s a good option for prolonging the final stretches – or maybe for doing an early grab for additional Coven?

Ty for playing!

amazing footage, gg

Bunch of controls you unfortunately didn’t know, like F2 to select army and F3 to select all spawners. There is also a keybind to toggle some makeshift player colour on units. F1 lists all the hotkeys.

In terms of gameplay you obviously also missed some aspects, but I think it didn’t hurt. As for more complicated units, they’re often the non-default unit of Coven, or also more complex behaviour is gated behind adding upgrade buildings. E.g. if Lore is maxed out on those Archer units, they are always invisible, even when attacking. So you mostly were using simple units, and I guess this is also what made work rather well, as every unit could at least move and attack, and be attacked.

Regarding the infinite map feature: It’s still in the game, when creating a multiplayer match there is a checkbox to enable it.

idk, I’m just responding to things mentioned in the stream, not sure who cares. Thanks a lot for playing!!

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https://www.twitch.tv/videos/2343901562

Bit disappointed, thought this would be a fishing game.

Character controls are frustrating in some situations, need more polish. Run should be a toggle, 80% of the game you want to be running, don’t think there’s even a sequence that requires walking (some are easier walking), while many jumps require 95% perfect setup and it’s a pain having to hold down your pinkie.

Played until I didn’t understand where to go next, there was more green stuff to pick up, but it seemed like a glitch, since it wasn’t even visible. Anyhow there was no target to hook onto except the fish, which seem to just move unpredictably. Anyhow the fish are cool in how they can help skip some sections.

Agree with other commentors that level design / atmosphere seem to be headed in a good direction.

https://www.twitch.tv/videos/2343923587

Quite fun! The music is very nice, I left the title theme playing as I write this.

The game obviously needs a lot more different balls. I was enjoying the ones that exist, but it’s also a bit obvious with the upgrades (Midnight Oil only goes with the burning ones and so on), the mix&match aspect isn’t really there yet.

I was also unsure what the point is of hitting balls with my paddle. It seems if their ability is "exhausted" it refills, but if it’s not then it doesn’t refill. Anyhow the enemy layout isn’t really such that influencing direction of ball travel feels very meaningful, unlike normal Breakout, where you will often try to hit your ball into one specific angle to get into some opening in the wall and such. Here it’s just enemies being and appearing everywhere, so it doesn’t feel like it matters.

Shop system I didn’t fully understand, sometimes I could upgrade existing balls, sometimes I could not, and sometimes I could not even buy a ball even though I had enough money and an open slot.

Keep fleshing this out, it’s cool!!

https://www.twitch.tv/videos/2343228056

Kino. Didn’t understand how to solve the Tuna level. (Can it be solved?) Anw, music is banging. Enemy AI fortunately kinda forgiving.

https://www.twitch.tv/videos/2343179132

It works, technically. Not to crab, but I was terribly bored. I guess originality is not the goal here.

For the art, I would be OK with the raw pixel style, but why make it 5% mixels?!?! Just stick to the one huge pixel size you have in 95% of things imho. Also sometimes even the things that have same pixel size do not align pixel-perfectly, this really grinds my gears.

Control scheme I understood after a while, but cannot understand why one would choose it, there is like 3 actions in the game but keys are all over the keyboard. Please don’t bind X and Z if you don’t localise correctly!

Cheers

https://www.twitch.tv/videos/2343179132?t=0h13m24s

The visuals are very ambitious, certainly well done.

Gameplay is not my cup of tea, but surely there is an audience. I was confused about the white squares: Is it necessary to collect them or not?

(2 edits)

https://www.twitch.tv/videos/2343179132?t=0h26m29s

Fun game desu, had more fun than with the 2 I played before in that video, though those were more polished I guess.

It’s great that movement is instant, gives high potential for sick moves. Star pickup sound is satisfying. Final cutscene had unexpected high quality :-D

Changes this DD:

  • Added Mission no.1 (this was shortly after last DD)
  • Frontiercoven web version serves "Invasion Mode"
  • The first three campaign missions are also available as Steam Demo if you prefer

Previous DD:

  • 59: Added Mission no.2
  • 58: Added Mission no.3
  • 57: Added Invasion, a game mode about enduring as long as possible
  • 56: Improved visuals, tweaked resource system
  • 55: Added Tutorial / Menu
  • 54: First submission, containing Conquest and Multiplayer

Hello again, I deployed some more tweaks for wider Linux compatibility.

Muchas gracias

Hey there, thanks for the comment and trying so much of the game!

Can I ask you to submit your replays to the highscore board, if it’s not too much of a hassle / too spooky to allow inet access? Is really interesting for me to see the gameplay. You just have to open the replay list in the launcher (Replays -> "Choose replay file.."), then go through the entries and click the "Submit Highscore" button (lower right). Gotta leave the launcher open a bit, as the replays will be sent to the server for validation one by one.

>what would you like to see in a more motivating progression system?

What I like

- Within a run, if the run goes longer, new enemies and new zones should appear

- Metaprogression: instead of just the char getting stronger, I prefer the game growing in complexity. New weapons and pickups, but not necessarily better ones. And so on.

I’m basically extreme RoR fanboy. Many games do it differently and they also find success, but … to me, not that appealing.

Pretty cool game idea, unfortunately my recording failed. (Thanks, Wayland.)

I was surprised that resurrected units stay with you after battle, that’s indeed an interesting twist. Just feels a bit stupid that you cannot rezz after battle end, so you have to plan a good line to max your resurrections. I mean, it is good gameplay, but frustrating lore.

Nice concept, definitely worth fleshing out further.

Glad you enjoyed it! Camouflaged units are revealed by the Envoy (can be created by the Witch King), the Witch King himself, and any unit with Perception 13 or higher. Usually in singleplayer you would always have one or more Envoys around, as they can also take camps and ferry items. But I understand the camo dinos are kindofa noob killer.

Witch King healing on Easy might be the idea. Since everything else is kinda "infinite" I was always against giving any way at all to heal the King. But on Easy, anything goes.

>What are you planning to add in the future?

Besides adding even more different units, I was hoping to make some sort of campaign to teach the game and all its units step by step. Maybe even have a small story. So far I made two missions, they are in the browser version. Also, offering the current solo modes as co-op.

OK, I figured it out. The problem was I had a Wooting keyboard connected, which also registers as gamepad. So the game presumably still thought there was a gamepad available and ignored WASD keys. I used another keyboard now and played a bit. (Is a bit unclear why you target such an obvious FPS-controls game for gamepad first.)

https://www.twitch.tv/videos/2293386768

Not sure if there is yet more to do than I found out, screenshots show a row of video tapes on the shelf but I only found a few on the ground and no way to get more.

You seem to be enginedeving this, so mad props for what you already got, and building for 4 different platforms. I’m curious to see where this will go gameplay-wise. Keep up the grind.