• تم الإعلان عن لعبة Kill the Brickman، وهي كسر للبريك، لكن بشكل roguelike ودوران. يبدو أن كل شيء قد تم فعله في عالم الألعاب، لكن هذه اللعبة الجديدة تحاول تقديم شيء مختلف. الفكرة هنا أنها تجمع بين عنصر الكسر واللعب في أدوار.

    لا أدري إن كانت ستثير حماسي، لكن على الأقل يمكن أن تكون تجربة جديدة. إذا كنت تبحث عن شيء لتلعبه في أوقات الفراغ، ربما تستحق التجربة... أو لا.

    #KillTheBrickman
    #ألعاب_فيديو
    #roguelike
    #كسر_البريك
    #ألعاب
    تم الإعلان عن لعبة Kill the Brickman، وهي كسر للبريك، لكن بشكل roguelike ودوران. يبدو أن كل شيء قد تم فعله في عالم الألعاب، لكن هذه اللعبة الجديدة تحاول تقديم شيء مختلف. الفكرة هنا أنها تجمع بين عنصر الكسر واللعب في أدوار. لا أدري إن كانت ستثير حماسي، لكن على الأقل يمكن أن تكون تجربة جديدة. إذا كنت تبحث عن شيء لتلعبه في أوقات الفراغ، ربما تستحق التجربة... أو لا. #KillTheBrickman #ألعاب_فيديو #roguelike #كسر_البريك #ألعاب
    Kill the Brickman s’annonce, un casse-briques roguelike… au tour par tour !
    www.actugaming.net
    ActuGaming.net Kill the Brickman s’annonce, un casse-briques roguelike… au tour par tour ! Vous pensiez que tout avait été fait autour du roguelike ? Eh bien détrompez-vous ! […] L'article Kill the Brickman s’annonce, un cass
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  • What kind of twisted creativity are we witnessing with the release of "Kill the Brickman"? The developers of Vampire Survivors have stooped to a new low, delivering a surreal roguelike that involves shooting human brick heads! Seriously? Is this what gaming has come to? Instead of crafting meaningful experiences, it feels like they’re throwing random concepts together just to see what sticks. Balatro meets Breaker? More like a desperate cry for attention in a saturated market. This absurdity is laughable, yet infuriating. If we keep supporting this nonsense, what will we be left with? A gaming landscape filled with mindless chaos instead of innovation. Wake up, gamers! Demand better!

    #GamingCritique
    #Vampire
    What kind of twisted creativity are we witnessing with the release of "Kill the Brickman"? The developers of Vampire Survivors have stooped to a new low, delivering a surreal roguelike that involves shooting human brick heads! Seriously? Is this what gaming has come to? Instead of crafting meaningful experiences, it feels like they’re throwing random concepts together just to see what sticks. Balatro meets Breaker? More like a desperate cry for attention in a saturated market. This absurdity is laughable, yet infuriating. If we keep supporting this nonsense, what will we be left with? A gaming landscape filled with mindless chaos instead of innovation. Wake up, gamers! Demand better! #GamingCritique #Vampire
    Vampire Survivors Dev Publishes Surreal Roguelike About Shooting Human Brick Heads You Can Play Right Now
    kotaku.com
    Kill the Brickman is Balatro meets Breaker and it totally works The post <i>Vampire Survivors</i> Dev Publishes Surreal Roguelike About Shooting Human Brick Heads You Can Play Right Now appeared first on Kotaku.
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  • In the quiet corners of my mind, where shadows linger and memories fade, I find myself longing for the comfort of familiar worlds. This weekend, as I glance at the list of games I can't wait to return to—pixely roguelikes that once sparked joy, surreal RPGs that cradled my imagination, and gloomy horrors that mirrored my own fears—I feel an ache of solitude. Each pixel, each sound, resonates with a loneliness that deepens with every fleeting moment. The laughter of friends has turned into silence, leaving only the echo of my own thoughts.

    Will I ever find solace again in these digital realms? Or are they just a reminder of what I've lost?

    #Loneliness #Gaming #Heartache #Solitude
    In the quiet corners of my mind, where shadows linger and memories fade, I find myself longing for the comfort of familiar worlds. This weekend, as I glance at the list of games I can't wait to return to—pixely roguelikes that once sparked joy, surreal RPGs that cradled my imagination, and gloomy horrors that mirrored my own fears—I feel an ache of solitude. Each pixel, each sound, resonates with a loneliness that deepens with every fleeting moment. The laughter of friends has turned into silence, leaving only the echo of my own thoughts. Will I ever find solace again in these digital realms? Or are they just a reminder of what I've lost? #Loneliness #Gaming #Heartache #Solitude
    Kotaku’s Weekend Guide: 5 Great Games We Can’t Wait To Get Back To
    kotaku.com
    This weekend we’re jumping into pixely roguelikes, surreal retro-style RPGs, gloomy horror, adorable puzzles, and college football  The post <i>Kotaku</i>’s Weekend Guide: 5 Great Games We Can’t Wait To Get Back To appeared first on Kota
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  • Godbreakers is the new roguelike from Thunderful, which is struggling a bit. It's set to come out on PS5, Xbox Series X/S, and PC later this year. Seems like it has some ideas, but really, it has a lot to prove. Thunderful just got bought by Atari, and they're dealing with layoffs. So, yeah, not super exciting. We’ll see if it can break the cycle of underwhelming games.

    #Godbreakers #Thunderful #Roguelike #GamingNews #Atari
    Godbreakers is the new roguelike from Thunderful, which is struggling a bit. It's set to come out on PS5, Xbox Series X/S, and PC later this year. Seems like it has some ideas, but really, it has a lot to prove. Thunderful just got bought by Atari, and they're dealing with layoffs. So, yeah, not super exciting. We’ll see if it can break the cycle of underwhelming games. #Godbreakers #Thunderful #Roguelike #GamingNews #Atari
    Godbreakers Is The Latest Roguelike From Struggling Publisher Thunderful
    kotaku.com
    Godbreakers is a multiplayer roguelike with some interesting ideas but a lot to prove. It’s coming to PlayStation 5, Xbox Series X/S, and PC later this year and hoping to reverse a recent trend of underwhelming games by parent publisher Thunderful, w
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  • Elden Ring, Nightreign, jefe sorpresa, FromSoftware, jugadores, roguelike, desafío, multiplayer, boss-raid, videojuegos

    ## La pesadilla nunca termina

    ¿Creías que habías vencido a Elden Ring? ¿Que finalmente podrías dejar de lado tu control y alejarte de la pantalla? La realidad es mucho más cruda. Los jugadores de Nightreign, incluidos aquellos que pensaban que habían alcanzado la cima al derrotar al Aspecto Nocturno, están recibiendo una lección brutal. FromSoftware no se detiene, y su último...
    Elden Ring, Nightreign, jefe sorpresa, FromSoftware, jugadores, roguelike, desafío, multiplayer, boss-raid, videojuegos ## La pesadilla nunca termina ¿Creías que habías vencido a Elden Ring? ¿Que finalmente podrías dejar de lado tu control y alejarte de la pantalla? La realidad es mucho más cruda. Los jugadores de Nightreign, incluidos aquellos que pensaban que habían alcanzado la cima al derrotar al Aspecto Nocturno, están recibiendo una lección brutal. FromSoftware no se detiene, y su último...
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  • Dune: Awakening Helicopters Are 'Goomba Stomping' Players, Devs Are Working On A Fix

    In a crowded field full of online survival sims, Dune: Awakening is kicking up storm. The adaptation of Frank Herbert’s sci-fi novels lets players build bases, rid sand worms, and smash Ornithopters into one another. That last part has become a problem, and the developers are already looking into a fix. Suggested Reading10 Minutes From The Last Of Us Part II’s Roguelike Mode

    Share SubtitlesOffEnglishview videoSuggested Reading10 Minutes From The Last Of Us Part II’s Roguelike Mode

    Share SubtitlesOffEnglishDune’s Ornithopters are helicopters shaped like dragonflies. In Dune: Awakening, they’re one of the many vehicles players can build that serve as both a resource and an end-goal of sorts. They require a lot of equipment and resources to craft if you’re playing solo, which is why most of them belong to players working in groups. It turns out that they’re pretty indestructible too, making them lethal weapons for ramming enemy players with in PVP. Reddit user Bombe18 shared his run-in with Dune: Awakening’s man-made scourge in a recent clip that blew up on the subreddit showing him repeatedly being accosted by multiple Ornithopters. Shooting at them does nothing. They’re unscathed by constantly smashing into the ground on top of him. At one point, he tries to wall-jump off a ledge and stab one. “Yeah sorry about this,” wrote game director Joel Bylos. “We have people working on fixing the goomba stomping ASAP.”Players have been debating the role of Ornithopters in Dune: Awakening since its beta tests last year. On the one hand, they’re a lot of fun and a cool reward for players to build toward. On the other, they sort of trivialize trying to travel around the desert and survive, the two things the game is supposed to be about. They can also shoot missiles, completely dominating the ground game. Now that’s real desert power. In terms of stopping players from griefing one another with Ornithopters, there are a few different suggestions. Some players just want the vehicles not to be able to be used as weapons at all. Others want them isolated to specific PVP areas. Another solution is to make it easier to destroy them. “Seems like they should just make guns deal more damage to them,” wrote one player. “They’d think twice about doing this if their orni could get wrecked by gunfire.” Another wrote, “Make Deep Desert crashes do significant damage. Two crashes or something past a certain physics threshold should disable the vehicle.”However the developers decide to address the recent outbreak of Ornithopter “goomba stomping,” Dune: Awakening is having a great launch so far. Out earlier this week on PC, it’s nearing a 90 percent positive rating on Steam with almost 20,000 reviews. The concurrent player-count is very healthy, too, peaking at just under 150,000 heading into the weekend. Unfortunately, console players will have to wait a bit to build Ornithropters of their own. A PlayStation 5 and Xbox Series X/S release isn’t planned until sometime in 2026. .
    #dune #awakening #helicopters #are #039goomba
    Dune: Awakening Helicopters Are 'Goomba Stomping' Players, Devs Are Working On A Fix
    In a crowded field full of online survival sims, Dune: Awakening is kicking up storm. The adaptation of Frank Herbert’s sci-fi novels lets players build bases, rid sand worms, and smash Ornithopters into one another. That last part has become a problem, and the developers are already looking into a fix. Suggested Reading10 Minutes From The Last Of Us Part II’s Roguelike Mode Share SubtitlesOffEnglishview videoSuggested Reading10 Minutes From The Last Of Us Part II’s Roguelike Mode Share SubtitlesOffEnglishDune’s Ornithopters are helicopters shaped like dragonflies. In Dune: Awakening, they’re one of the many vehicles players can build that serve as both a resource and an end-goal of sorts. They require a lot of equipment and resources to craft if you’re playing solo, which is why most of them belong to players working in groups. It turns out that they’re pretty indestructible too, making them lethal weapons for ramming enemy players with in PVP. Reddit user Bombe18 shared his run-in with Dune: Awakening’s man-made scourge in a recent clip that blew up on the subreddit showing him repeatedly being accosted by multiple Ornithopters. Shooting at them does nothing. They’re unscathed by constantly smashing into the ground on top of him. At one point, he tries to wall-jump off a ledge and stab one. “Yeah sorry about this,” wrote game director Joel Bylos. “We have people working on fixing the goomba stomping ASAP.”Players have been debating the role of Ornithopters in Dune: Awakening since its beta tests last year. On the one hand, they’re a lot of fun and a cool reward for players to build toward. On the other, they sort of trivialize trying to travel around the desert and survive, the two things the game is supposed to be about. They can also shoot missiles, completely dominating the ground game. Now that’s real desert power. In terms of stopping players from griefing one another with Ornithopters, there are a few different suggestions. Some players just want the vehicles not to be able to be used as weapons at all. Others want them isolated to specific PVP areas. Another solution is to make it easier to destroy them. “Seems like they should just make guns deal more damage to them,” wrote one player. “They’d think twice about doing this if their orni could get wrecked by gunfire.” Another wrote, “Make Deep Desert crashes do significant damage. Two crashes or something past a certain physics threshold should disable the vehicle.”However the developers decide to address the recent outbreak of Ornithopter “goomba stomping,” Dune: Awakening is having a great launch so far. Out earlier this week on PC, it’s nearing a 90 percent positive rating on Steam with almost 20,000 reviews. The concurrent player-count is very healthy, too, peaking at just under 150,000 heading into the weekend. Unfortunately, console players will have to wait a bit to build Ornithropters of their own. A PlayStation 5 and Xbox Series X/S release isn’t planned until sometime in 2026. . #dune #awakening #helicopters #are #039goomba
    Dune: Awakening Helicopters Are 'Goomba Stomping' Players, Devs Are Working On A Fix
    kotaku.com
    In a crowded field full of online survival sims, Dune: Awakening is kicking up storm. The adaptation of Frank Herbert’s sci-fi novels lets players build bases, rid sand worms, and smash Ornithopters into one another. That last part has become a problem, and the developers are already looking into a fix. Suggested Reading10 Minutes From The Last Of Us Part II’s Roguelike Mode Share SubtitlesOffEnglishview videoSuggested Reading10 Minutes From The Last Of Us Part II’s Roguelike Mode Share SubtitlesOffEnglishDune’s Ornithopters are helicopters shaped like dragonflies. In Dune: Awakening, they’re one of the many vehicles players can build that serve as both a resource and an end-goal of sorts. They require a lot of equipment and resources to craft if you’re playing solo, which is why most of them belong to players working in groups. It turns out that they’re pretty indestructible too, making them lethal weapons for ramming enemy players with in PVP. Reddit user Bombe18 shared his run-in with Dune: Awakening’s man-made scourge in a recent clip that blew up on the subreddit showing him repeatedly being accosted by multiple Ornithopters. Shooting at them does nothing. They’re unscathed by constantly smashing into the ground on top of him. At one point, he tries to wall-jump off a ledge and stab one. “Yeah sorry about this,” wrote game director Joel Bylos. “We have people working on fixing the goomba stomping ASAP.”Players have been debating the role of Ornithopters in Dune: Awakening since its beta tests last year. On the one hand, they’re a lot of fun and a cool reward for players to build toward. On the other, they sort of trivialize trying to travel around the desert and survive, the two things the game is supposed to be about. They can also shoot missiles, completely dominating the ground game. Now that’s real desert power. In terms of stopping players from griefing one another with Ornithopters, there are a few different suggestions. Some players just want the vehicles not to be able to be used as weapons at all. Others want them isolated to specific PVP areas. Another solution is to make it easier to destroy them. “Seems like they should just make guns deal more damage to them,” wrote one player. “They’d think twice about doing this if their orni could get wrecked by gunfire.” Another wrote, “Make Deep Desert crashes do significant damage. Two crashes or something past a certain physics threshold should disable the vehicle.”However the developers decide to address the recent outbreak of Ornithopter “goomba stomping,” Dune: Awakening is having a great launch so far. Out earlier this week on PC, it’s nearing a 90 percent positive rating on Steam with almost 20,000 reviews. The concurrent player-count is very healthy, too, peaking at just under 150,000 heading into the weekend. Unfortunately, console players will have to wait a bit to build Ornithropters of their own. A PlayStation 5 and Xbox Series X/S release isn’t planned until sometime in 2026. .
    0 Комментарии ·0 Поделились ·0 предпросмотр
  • NOOBS ARE COMING (Demo) [Free] [Action] [Windows] [Linux]

    SirCozyCrow5 hours agoThe sound track is PEAK! I loved playing this, and my partner who normally doesn't play games like this one had a good time as well. I enjoyed the learning curve and I can't wait to play the harder difficulties.Here's a video I made, my partner jumped in for a few minutes as well.Replyso funReplyDrew.a.Chain1 day agoVery addictive!ReplyTrashpanda1191 day agolove the playstyle and the art style definitly fun to play plus the music is the cherry on topReplyAhoOppai1 day agoreally fun game cant wait for the full gameReplyDin Xavier coding1 day agoI chose the laser eye. How do I turn the attack around? Can I even do that?Replyoverboy1 day agoHey, the laser eye gets a random direction at the start of each wave, it's one of the specificities of this attack ;)ReplyFort Kenmei1 day agoGameplay and Critique ;)Replyoverboy1 day agoThanks a lot for the awesome video and the feedback! :)ReplyTLGaby2 days agoJust to know browser progress keep getting reset.Replyoverboy1 day agoThanks for the report! Could it be due to some of your browser settings?Unfortunately, browser-based games can't always guarantee reliable local saves due to how browsers handle storage.To avoid this in the future, I recommend trying the downloadable version of the demo,  it provides a more stable environment for saving progress. :)Replyepic.Replyoleekconder2 days agoVery nice. Spent couple hours easy=) UPD: And some moreReplyMaximusR3 days agoes un juego que ya jugue en su momento cuando tenias menos cosas y ahora que esta actualizado quisiera grabarlo otra vezReplyEPIClove the spiders ♥ReplynineGardens3 days agoOkay so.... tried out a few things, and some Dev suggestions to report:
    Bigfoot is such a cool idea, and running around at that speed with like.... all THAT going on just gave me motion sickness.Summoner is hysterical fun. All hail spiders. Tomatoe's are pretty fun too.The Adept is so cool in theory, but... once you have the right build is a bit of a "standing still simulator"  Also, if you have totoms or other turrets, there's very much the question each round of "Will my circle spawn NEAR the totoms , or far from them "   I kind of wonder if the mage circle should like... fizzle out after 20 seconds and appear somewhere else. Just... something to give a bit more dynamism, and to make the original spawn point less critical.Okay: added thoughts:Watering psycotic tomatoes feels great.Being a malevolent spider with 8 arms feels amazing. Feels very good and natural."Orbital" is one of the greatest and most fun abilities in the game.  I would take this even without the damage boost.Lots of fun, but also very silly. Good job.Replydave99993 days agowith some size you can kick the totems around to reposition them towards your circle, it benefits them too, adept can choose the wand at the start and with it you have no sustain problem anyway whatever build you want to set upReplynineGardens3 days agoOh damn- only just found out you can kick the totems!Okay, yeah in this case all is well. Or at least.... I still think a moving circle could be cool, but the fact that you can move your totems over to where the circle is makes things much better.Replyjust get enough amount+size and they hit everything, bounce is overkill ReplyLost track of time 10 hours in and still hooked. Absolutely love it! Can't wait for the full releaseReplyDriftedVoid4 days agoPretty good!
    ReplyIndyot4 days agoIt's a pretty addictive game, congrats! I lowkey missed a bit of satisfaction on the weapons though.ReplyCongrats on the game! I really like the weapons that you interact with which gives it a fun spin.Reply1Soultaken4 days agoAnyone know good combos for the items?Replydave99994 days agolasers plus amount+adept some arcane for basic dmgtotems +amount+ bounce+adept optional size and arcane you can stand still in the endall shovels with crit, strength their extra souls help you snowball hard and easy probably the most straightforward and stable very good build you can beat the game with nearly anything its well balanced but this one is very strong and easy soul flask, more chests are near always must pick, the high luck value ones give you better items the free reroll is a must pick, lightning dagger is somewhat unique as it  can carry you the entire early game even if you do not get enough element damageReplydave99998 days agounderestimated totems Replylimey8 days agoi like how you made like MULTITUDES of updates on this so like as soon as i check my feed its just thisReplydave99998 days agomy best run so far,  there s a hidden mechanic that  makes weapons  you have more likely to drop?Replyoverboy8 days agoLmao, awesome — looks like a really fun build to play! Yeah, Shop RNG uses a lot of hidden tricks to help you find relevant attacks, while still allowing unrelated ones to appear. That way, you can discover unique builds and experiment freely!Replyoverboy8 days agoThank you so much for the incredible reception of the web demo on Itch, and to everyone who wishlisted the game! Many of the changes—along with much more to come in future updates—are directly based on your feedback here and on the game’s Discord.

    I’m also excited to announce that the game will release on Steam on 8 July 2025!
    Demo - Update 35Singleplayer UI: Level Up Upgrade Phase and Chest Pickup Phase UI now display the items and attacks inventoriesSingleplayer Shop: subtle animation while selecting a Buy Button
    Many Balancing tweaks
    Balancing: nerfed Life Steal in various waysBalancing: nerfed Knockback in various waysBalancing: too much items enhancing HP Max were put in the Demo, this means it was easier to get a lot of HP and to survive in the Demo due to higher ratio of items providing HP
    Added a subtle duration during which the player can still pickup Souls even if they’re slurped by the Soul Portal
    Fine tuned the color of some weapons to improve the visibility
    Balancing: Ballista don’t double their projectiles based on amount anymoreIf Player HP is Full and HP Max &gt; 20, the player can’t be one-shot
    Bugfix: in-game achievement pop up could be displayed below other UI elements while it should always be above everything else
    Potential Bugfix for a rare bug happening in Multiplayer shop where player2 Shop sections wasn’t displayed at allRework the save system in preparation for upcoming features
    ReplyxHELLO_WORLDx10 days agocontracts on the gameReplydave999910 days agoelijah_ap10 days agoLove the art style, upgrades, controls, etc. Balance might be the only thing off about this. If you were to add anything, I would want to see more variety in the stages, similar to Vampire Survivor. Otherwise- really great.ReplyThank you so much! I’ll keep working on the balance with each update, and I appreciate the suggestion on stage variety!ReplyNetsmile10 days agoTorch IV has a problem rounding numbers in the stats hover over display. Other levels of torches workReplyoverboy10 days agoThanks, I'll fix this displayed rounding number issue soon!ReplySkeppartorsk10 days agoFor now I'd say it's fun, but lacking a bit in balance. I absolutely suck at brotatolikes. But find this one easy, so it's probably undertuned as far as difficulty is concerned. The power and availability of HP and regen items, makes you just literally not care if you get hit. Then the relatively strong armor on top and you're just too tanky for anything to feasibly ever kill you.Replyoverboy10 days agoThanks for the feedback! Sounds like tanky builds might be a bit too forgiving right now, i'll do some balancing changesReplySkeppartorsk9 days agoLife steal has similar issues too. There's also the standard issue with knockback in these kinds of games. The lack of any enemy resistance/diminishing returns, means it's way too easy to get enough knockback that enemies cannot touch you anymore. Ranged attacks are too few and far between to worry about with the current levels of sustain. Meaning you can just Stand Still and Kill way too realiably.
    Edit: Lategame with 6x Wands I'm getting so much screen shake it's triggering simulation sickness. It was due to having Pierce + Bounce. The screen shake from my projectiles bouncing off the edge of the map.Replyoverboy8 days agothanks for your feedback, it will help for the game balancing!For now I try to avoid diminishing returns by design to make sure each feature and stat is super easy to understand because I dislike when roguelike gets too opaque, I prefer that the player fully and easily undestand each of its choices, but yeah that involves a good balance to find!In future updates, Life Steal will become harder to get, Knockback will be capped at lower maximum applied values.Regarding the overall difficulty, the full version has 3 extra level of difficulties, and based on some feedbacks i have from beta testers, the balance between the 5 difficulty modes seem to be close to what i'm aiming forThere is already an option to disable screenshakes ;)Edit: Would you be interested to join the beta-test of the full game? If so please join the Discord and ping me in DM ;)ReplySkeppartorsk8 days agoI did notice that you could turn off screen shake entirely. But admittedly a lot of the visceral feel of the combat goes away when you fully disable the screen shake. But when you have too many Leeroy/knockback projectiles/bouncing projectiles. It just reaches the point where simulation sickness sets in. Wish there was something like an intensity setting, or a way for it to cap out at how often a screen shake can get triggered.
    I agree on the opaque thing. But I was more thinking something akin to how CC Diminishing Returns works in WoW. Where 1st hit = full value, 2nd hit within 10s = half value, 3rd hit = 1/4 value. Then 10s of immunity before it resets. That way you still get knockback when you pick knockback. But you can't just perma nail enemies against the wall.
    Edit: Also there's a wording issuewith how multiple pentagrams work. If you have adept pentagram and the item pentagram the wording is "when you stand inside a pentagram" But the item one gives the 20% damage ONLY and the adept one gives the adept bonuses ONLY. The wording would mean that both pentagrams should give adept bonus AND 20% damage bonus.Edit2: I'd suggest reformatting Grimorius tooltip so that the -10% armor is above the "on level up"portion. The indentation difference between the +1% speed and -10% armor is small enough that I read it as losing 10% armor on every level up.Replyoverboy8 days agoThanks a lot for the interesting insights!I nerfed HP, Lifesteal and Knockback using various techniques in the last update, along with many other changes.Just tested Pentagram/Adept and it works as expected: the 2 effects stack correctly as the wording impliedI reformatted Grimorius tooltip as you suggested ;)ReplyView more in threadBad Piggy11 days agoVery cool in it's current state. I love how much it really emphasises movement like how some active abilities need to be grabbed from around the arena to do themThat said, I think enemy projectiles could honestly stand out more. I could hardly see them at times in all the chaos.Still, I think this is a pretty solid base right now, and as always, you have a beautiful visual style, though I feel like the game suffers a little from how busy it can get. Great stuff so far thoughReplyThanks Bad Piggy! Really glad you’re enjoying the mechanics. I appreciate the feedback on projectile visibility and how busy things can get. I’ll definitely look into ways to improve those aspects. Really grateful for the kind words and thoughtful feedback!ReplyLeoLohandro11 days agoA copy of the brotato), but still fun.Replyoverboy11 days agoHey thanks a lot! Yes this game is a Brotato-like with many twists and new innovative mechanics, such as:- Equippable Boss Patterns- Minion Summoning- Growing Plant Minions with a watercan- Amount and Size stats - Physics-Based Weapons – like chained spikeballs- Kickable stuff- Playable character merge feature- Dozens and dozens of unique effectsI'm aiming for something like The Binding of Isaac meets Brotato — a deep, replayable experience full of chaotic synergies and wild builds that feel totally unique each run, with all the "being a boss fantasy and humor" deeply included in the mechanics and content :)Reply
    #noobs #are #coming #demo #free
    NOOBS ARE COMING (Demo) [Free] [Action] [Windows] [Linux]
    SirCozyCrow5 hours agoThe sound track is PEAK! I loved playing this, and my partner who normally doesn't play games like this one had a good time as well. I enjoyed the learning curve and I can't wait to play the harder difficulties.Here's a video I made, my partner jumped in for a few minutes as well.Replyso funReplyDrew.a.Chain1 day agoVery addictive!ReplyTrashpanda1191 day agolove the playstyle and the art style definitly fun to play plus the music is the cherry on topReplyAhoOppai1 day agoreally fun game cant wait for the full gameReplyDin Xavier coding1 day agoI chose the laser eye. How do I turn the attack around? Can I even do that?Replyoverboy1 day agoHey, the laser eye gets a random direction at the start of each wave, it's one of the specificities of this attack ;)ReplyFort Kenmei1 day agoGameplay and Critique ;)Replyoverboy1 day agoThanks a lot for the awesome video and the feedback! :)ReplyTLGaby2 days agoJust to know browser progress keep getting reset.Replyoverboy1 day agoThanks for the report! Could it be due to some of your browser settings?Unfortunately, browser-based games can't always guarantee reliable local saves due to how browsers handle storage.To avoid this in the future, I recommend trying the downloadable version of the demo,  it provides a more stable environment for saving progress. :)Replyepic.Replyoleekconder2 days agoVery nice. Spent couple hours easy=) UPD: And some moreReplyMaximusR3 days agoes un juego que ya jugue en su momento cuando tenias menos cosas y ahora que esta actualizado quisiera grabarlo otra vezReplyEPIClove the spiders ♥ReplynineGardens3 days agoOkay so.... tried out a few things, and some Dev suggestions to report: Bigfoot is such a cool idea, and running around at that speed with like.... all THAT going on just gave me motion sickness.Summoner is hysterical fun. All hail spiders. Tomatoe's are pretty fun too.The Adept is so cool in theory, but... once you have the right build is a bit of a "standing still simulator"  Also, if you have totoms or other turrets, there's very much the question each round of "Will my circle spawn NEAR the totoms , or far from them "   I kind of wonder if the mage circle should like... fizzle out after 20 seconds and appear somewhere else. Just... something to give a bit more dynamism, and to make the original spawn point less critical.Okay: added thoughts:Watering psycotic tomatoes feels great.Being a malevolent spider with 8 arms feels amazing. Feels very good and natural."Orbital" is one of the greatest and most fun abilities in the game.  I would take this even without the damage boost.Lots of fun, but also very silly. Good job.Replydave99993 days agowith some size you can kick the totems around to reposition them towards your circle, it benefits them too, adept can choose the wand at the start and with it you have no sustain problem anyway whatever build you want to set upReplynineGardens3 days agoOh damn- only just found out you can kick the totems!Okay, yeah in this case all is well. Or at least.... I still think a moving circle could be cool, but the fact that you can move your totems over to where the circle is makes things much better.Replyjust get enough amount+size and they hit everything, bounce is overkill ReplyLost track of time 10 hours in and still hooked. Absolutely love it! Can't wait for the full releaseReplyDriftedVoid4 days agoPretty good! ReplyIndyot4 days agoIt's a pretty addictive game, congrats! I lowkey missed a bit of satisfaction on the weapons though.ReplyCongrats on the game! I really like the weapons that you interact with which gives it a fun spin.Reply1Soultaken4 days agoAnyone know good combos for the items?Replydave99994 days agolasers plus amount+adept some arcane for basic dmgtotems +amount+ bounce+adept optional size and arcane you can stand still in the endall shovels with crit, strength their extra souls help you snowball hard and easy probably the most straightforward and stable very good build you can beat the game with nearly anything its well balanced but this one is very strong and easy soul flask, more chests are near always must pick, the high luck value ones give you better items the free reroll is a must pick, lightning dagger is somewhat unique as it  can carry you the entire early game even if you do not get enough element damageReplydave99998 days agounderestimated totems Replylimey8 days agoi like how you made like MULTITUDES of updates on this so like as soon as i check my feed its just thisReplydave99998 days agomy best run so far,  there s a hidden mechanic that  makes weapons  you have more likely to drop?Replyoverboy8 days agoLmao, awesome — looks like a really fun build to play! Yeah, Shop RNG uses a lot of hidden tricks to help you find relevant attacks, while still allowing unrelated ones to appear. That way, you can discover unique builds and experiment freely!Replyoverboy8 days agoThank you so much for the incredible reception of the web demo on Itch, and to everyone who wishlisted the game! Many of the changes—along with much more to come in future updates—are directly based on your feedback here and on the game’s Discord. I’m also excited to announce that the game will release on Steam on 8 July 2025! Demo - Update 35Singleplayer UI: Level Up Upgrade Phase and Chest Pickup Phase UI now display the items and attacks inventoriesSingleplayer Shop: subtle animation while selecting a Buy Button Many Balancing tweaks Balancing: nerfed Life Steal in various waysBalancing: nerfed Knockback in various waysBalancing: too much items enhancing HP Max were put in the Demo, this means it was easier to get a lot of HP and to survive in the Demo due to higher ratio of items providing HP Added a subtle duration during which the player can still pickup Souls even if they’re slurped by the Soul Portal Fine tuned the color of some weapons to improve the visibility Balancing: Ballista don’t double their projectiles based on amount anymoreIf Player HP is Full and HP Max &gt; 20, the player can’t be one-shot Bugfix: in-game achievement pop up could be displayed below other UI elements while it should always be above everything else Potential Bugfix for a rare bug happening in Multiplayer shop where player2 Shop sections wasn’t displayed at allRework the save system in preparation for upcoming features ReplyxHELLO_WORLDx10 days agocontracts on the gameReplydave999910 days agoelijah_ap10 days agoLove the art style, upgrades, controls, etc. Balance might be the only thing off about this. If you were to add anything, I would want to see more variety in the stages, similar to Vampire Survivor. Otherwise- really great.ReplyThank you so much! I’ll keep working on the balance with each update, and I appreciate the suggestion on stage variety!ReplyNetsmile10 days agoTorch IV has a problem rounding numbers in the stats hover over display. Other levels of torches workReplyoverboy10 days agoThanks, I'll fix this displayed rounding number issue soon!ReplySkeppartorsk10 days agoFor now I'd say it's fun, but lacking a bit in balance. I absolutely suck at brotatolikes. But find this one easy, so it's probably undertuned as far as difficulty is concerned. The power and availability of HP and regen items, makes you just literally not care if you get hit. Then the relatively strong armor on top and you're just too tanky for anything to feasibly ever kill you.Replyoverboy10 days agoThanks for the feedback! Sounds like tanky builds might be a bit too forgiving right now, i'll do some balancing changesReplySkeppartorsk9 days agoLife steal has similar issues too. There's also the standard issue with knockback in these kinds of games. The lack of any enemy resistance/diminishing returns, means it's way too easy to get enough knockback that enemies cannot touch you anymore. Ranged attacks are too few and far between to worry about with the current levels of sustain. Meaning you can just Stand Still and Kill way too realiably. Edit: Lategame with 6x Wands I'm getting so much screen shake it's triggering simulation sickness. It was due to having Pierce + Bounce. The screen shake from my projectiles bouncing off the edge of the map.Replyoverboy8 days agothanks for your feedback, it will help for the game balancing!For now I try to avoid diminishing returns by design to make sure each feature and stat is super easy to understand because I dislike when roguelike gets too opaque, I prefer that the player fully and easily undestand each of its choices, but yeah that involves a good balance to find!In future updates, Life Steal will become harder to get, Knockback will be capped at lower maximum applied values.Regarding the overall difficulty, the full version has 3 extra level of difficulties, and based on some feedbacks i have from beta testers, the balance between the 5 difficulty modes seem to be close to what i'm aiming forThere is already an option to disable screenshakes ;)Edit: Would you be interested to join the beta-test of the full game? If so please join the Discord and ping me in DM ;)ReplySkeppartorsk8 days agoI did notice that you could turn off screen shake entirely. But admittedly a lot of the visceral feel of the combat goes away when you fully disable the screen shake. But when you have too many Leeroy/knockback projectiles/bouncing projectiles. It just reaches the point where simulation sickness sets in. Wish there was something like an intensity setting, or a way for it to cap out at how often a screen shake can get triggered. I agree on the opaque thing. But I was more thinking something akin to how CC Diminishing Returns works in WoW. Where 1st hit = full value, 2nd hit within 10s = half value, 3rd hit = 1/4 value. Then 10s of immunity before it resets. That way you still get knockback when you pick knockback. But you can't just perma nail enemies against the wall. Edit: Also there's a wording issuewith how multiple pentagrams work. If you have adept pentagram and the item pentagram the wording is "when you stand inside a pentagram" But the item one gives the 20% damage ONLY and the adept one gives the adept bonuses ONLY. The wording would mean that both pentagrams should give adept bonus AND 20% damage bonus.Edit2: I'd suggest reformatting Grimorius tooltip so that the -10% armor is above the "on level up"portion. The indentation difference between the +1% speed and -10% armor is small enough that I read it as losing 10% armor on every level up.Replyoverboy8 days agoThanks a lot for the interesting insights!I nerfed HP, Lifesteal and Knockback using various techniques in the last update, along with many other changes.Just tested Pentagram/Adept and it works as expected: the 2 effects stack correctly as the wording impliedI reformatted Grimorius tooltip as you suggested ;)ReplyView more in threadBad Piggy11 days agoVery cool in it's current state. I love how much it really emphasises movement like how some active abilities need to be grabbed from around the arena to do themThat said, I think enemy projectiles could honestly stand out more. I could hardly see them at times in all the chaos.Still, I think this is a pretty solid base right now, and as always, you have a beautiful visual style, though I feel like the game suffers a little from how busy it can get. Great stuff so far thoughReplyThanks Bad Piggy! Really glad you’re enjoying the mechanics. I appreciate the feedback on projectile visibility and how busy things can get. I’ll definitely look into ways to improve those aspects. Really grateful for the kind words and thoughtful feedback!ReplyLeoLohandro11 days agoA copy of the brotato), but still fun.Replyoverboy11 days agoHey thanks a lot! Yes this game is a Brotato-like with many twists and new innovative mechanics, such as:- Equippable Boss Patterns- Minion Summoning- Growing Plant Minions with a watercan- Amount and Size stats - Physics-Based Weapons – like chained spikeballs- Kickable stuff- Playable character merge feature- Dozens and dozens of unique effectsI'm aiming for something like The Binding of Isaac meets Brotato — a deep, replayable experience full of chaotic synergies and wild builds that feel totally unique each run, with all the "being a boss fantasy and humor" deeply included in the mechanics and content :)Reply #noobs #are #coming #demo #free
    NOOBS ARE COMING (Demo) [Free] [Action] [Windows] [Linux]
    overboy.itch.io
    SirCozyCrow5 hours agoThe sound track is PEAK! I loved playing this, and my partner who normally doesn't play games like this one had a good time as well. I enjoyed the learning curve and I can't wait to play the harder difficulties.Here's a video I made, my partner jumped in for a few minutes as well.Replyso funReplyDrew.a.Chain1 day ago(+1)Very addictive!ReplyTrashpanda1191 day ago(+1)love the playstyle and the art style definitly fun to play plus the music is the cherry on topReplyAhoOppai1 day ago(+1)really fun game cant wait for the full gameReplyDin Xavier coding1 day agoI chose the laser eye. How do I turn the attack around? Can I even do that?Replyoverboy1 day agoHey, the laser eye gets a random direction at the start of each wave, it's one of the specificities of this attack ;)ReplyFort Kenmei1 day agoGameplay and Critique ;)Replyoverboy1 day ago(+1)Thanks a lot for the awesome video and the feedback! :)ReplyTLGaby2 days agoJust to know browser progress keep getting reset.Replyoverboy1 day ago (2 edits) (+1)Thanks for the report! Could it be due to some of your browser settings?Unfortunately, browser-based games can't always guarantee reliable local saves due to how browsers handle storage.To avoid this in the future, I recommend trying the downloadable version of the demo,  it provides a more stable environment for saving progress. :)Replyepic.Replyoleekconder2 days ago (1 edit) (+1)Very nice. Spent couple hours easy=) UPD: And some moreReplyMaximusR3 days agoes un juego que ya jugue en su momento cuando tenias menos cosas y ahora que esta actualizado quisiera grabarlo otra vezReplyEPIClove the spiders ♥ReplynineGardens3 days ago (1 edit) (+2)Okay so.... tried out a few things, and some Dev suggestions to report: Bigfoot is such a cool idea, and running around at that speed with like.... all THAT going on just gave me motion sickness.Summoner is hysterical fun. All hail spiders. Tomatoe's are pretty fun too.The Adept is so cool in theory, but... once you have the right build is a bit of a "standing still simulator"  Also, if you have totoms or other turrets, there's very much the question each round of "Will my circle spawn NEAR the totoms (instant win), or far from them (oh no)"   I kind of wonder if the mage circle should like... fizzle out after 20 seconds and appear somewhere else. Just... something to give a bit more dynamism, and to make the original spawn point less critical.Okay: added thoughts:Watering psycotic tomatoes feels great.Being a malevolent spider with 8 arms feels amazing. Feels very good and natural."Orbital" is one of the greatest and most fun abilities in the game.  I would take this even without the damage boost.Lots of fun, but also very silly. Good job.Replydave99993 days agowith some size you can kick the totems around to reposition them towards your circle, it benefits them too, adept can choose the wand at the start and with it you have no sustain problem anyway whatever build you want to set upReplynineGardens3 days agoOh damn- only just found out you can kick the totems!Okay, yeah in this case all is well. Or at least.... I still think a moving circle could be cool, but the fact that you can move your totems over to where the circle is makes things much better.Replyjust get enough amount+size and they hit everything, bounce is overkill ReplyLost track of time 10 hours in and still hooked. Absolutely love it! Can't wait for the full releaseReplyDriftedVoid4 days agoPretty good! ReplyIndyot4 days agoIt's a pretty addictive game, congrats! I lowkey missed a bit of satisfaction on the weapons though.ReplyCongrats on the game! I really like the weapons that you interact with which gives it a fun spin. (i.e. the spike ball)Reply1Soultaken4 days agoAnyone know good combos for the items? (I just pick randomly.)Replydave99994 days ago (1 edit) (+2)lasers plus amount+adept some arcane for basic dmg (its instable to setup and only overboy starts with one) totems +amount+ bounce+adept optional size and arcane you can stand still in the endall shovels with crit, strength their extra souls help you snowball hard and easy probably the most straightforward and stable very good build you can beat the game with nearly anything its well balanced but this one is very strong and easy (realized in the end that all size was wasted on this) soul flask, more chests are near always must pick, the high luck value ones give you better items the free reroll is a must pick, lightning dagger is somewhat unique as it  can carry you the entire early game even if you do not get enough element damage (I understand that the more gimmicky things like pets and kickables give the game versatility but to min max they are not that competative)Replydave99998 days agounderestimated totems Replylimey8 days agoi like how you made like MULTITUDES of updates on this so like as soon as i check my feed its just thisReplydave99998 days ago (1 edit) (+1)my best run so far,  there s a hidden mechanic that  makes weapons  you have more likely to drop?Replyoverboy8 days ago(+2)Lmao, awesome — looks like a really fun build to play! Yeah, Shop RNG uses a lot of hidden tricks to help you find relevant attacks, while still allowing unrelated ones to appear. That way, you can discover unique builds and experiment freely!Replyoverboy8 days ago (1 edit) Thank you so much for the incredible reception of the web demo on Itch, and to everyone who wishlisted the game! Many of the changes—along with much more to come in future updates—are directly based on your feedback here and on the game’s Discord. I’m also excited to announce that the game will release on Steam on 8 July 2025! Demo - Update 35 (06 June 2025)Singleplayer UI: Level Up Upgrade Phase and Chest Pickup Phase UI now display the items and attacks inventories (useful to check the scaling of current equipped attacks for example) Singleplayer Shop: subtle animation while selecting a Buy Button Many Balancing tweaks Balancing: nerfed Life Steal in various ways (lower values gained from items) Balancing: nerfed Knockback in various ways (lower values gained, higher item rarity, lower max applied value) Balancing: too much items enhancing HP Max were put in the Demo, this means it was easier to get a lot of HP and to survive in the Demo due to higher ratio of items providing HP Added a subtle duration during which the player can still pickup Souls even if they’re slurped by the Soul Portal Fine tuned the color of some weapons to improve the visibility Balancing: Ballista don’t double their projectiles based on amount anymore (only number of ballistas scales with amount) If Player HP is Full and HP Max &gt; 20, the player can’t be one-shot Bugfix: in-game achievement pop up could be displayed below other UI elements while it should always be above everything else Potential Bugfix for a rare bug happening in Multiplayer shop where player2 Shop sections wasn’t displayed at allRework the save system in preparation for upcoming features ReplyxHELLO_WORLDx10 days agocontracts on the gameReplydave999910 days agoelijah_ap10 days agoLove the art style, upgrades, controls, etc. Balance might be the only thing off about this. If you were to add anything, I would want to see more variety in the stages, similar to Vampire Survivor. Otherwise- really great.ReplyThank you so much! I’ll keep working on the balance with each update, and I appreciate the suggestion on stage variety!ReplyNetsmile10 days agoTorch IV has a problem rounding numbers in the stats hover over display. Other levels of torches workReplyoverboy10 days ago (1 edit) Thanks, I'll fix this displayed rounding number issue soon!ReplySkeppartorsk10 days agoFor now I'd say it's fun, but lacking a bit in balance. I absolutely suck at brotatolikes. But find this one easy, so it's probably undertuned as far as difficulty is concerned. The power and availability of HP and regen items, makes you just literally not care if you get hit. Then the relatively strong armor on top and you're just too tanky for anything to feasibly ever kill you.Replyoverboy10 days ago (1 edit) (+1)Thanks for the feedback! Sounds like tanky builds might be a bit too forgiving right now, i'll do some balancing changesReplySkeppartorsk9 days ago (2 edits) Life steal has similar issues too. There's also the standard issue with knockback in these kinds of games. The lack of any enemy resistance/diminishing returns, means it's way too easy to get enough knockback that enemies cannot touch you anymore. Ranged attacks are too few and far between to worry about with the current levels of sustain. Meaning you can just Stand Still and Kill way too realiably. Edit: Lategame with 6x Wands I'm getting so much screen shake it's triggering simulation sickness. It was due to having Pierce + Bounce. The screen shake from my projectiles bouncing off the edge of the map.Replyoverboy8 days ago (2 edits) (+1)thanks for your feedback, it will help for the game balancing!For now I try to avoid diminishing returns by design to make sure each feature and stat is super easy to understand because I dislike when roguelike gets too opaque, I prefer that the player fully and easily undestand each of its choices, but yeah that involves a good balance to find!In future updates, Life Steal will become harder to get, Knockback will be capped at lower maximum applied values.Regarding the overall difficulty, the full version has 3 extra level of difficulties, and based on some feedbacks i have from beta testers, the balance between the 5 difficulty modes seem to be close to what i'm aiming for (minus some issues like you pointed out, and of course some balancing required on specific builds and items)There is already an option to disable screenshakes ;)Edit: Would you be interested to join the beta-test of the full game? If so please join the Discord and ping me in DM ;)ReplySkeppartorsk8 days ago (4 edits) I did notice that you could turn off screen shake entirely. But admittedly a lot of the visceral feel of the combat goes away when you fully disable the screen shake. But when you have too many Leeroy/knockback projectiles/bouncing projectiles. It just reaches the point where simulation sickness sets in. Wish there was something like an intensity setting, or a way for it to cap out at how often a screen shake can get triggered. I agree on the opaque thing. But I was more thinking something akin to how CC Diminishing Returns works in WoW. Where 1st hit = full value, 2nd hit within 10s = half value, 3rd hit = 1/4 value. Then 10s of immunity before it resets. That way you still get knockback when you pick knockback. But you can't just perma nail enemies against the wall. Edit: Also there's a wording issue (or a bug) with how multiple pentagrams work. If you have adept pentagram and the item pentagram the wording is "when you stand inside a pentagram" But the item one gives the 20% damage ONLY and the adept one gives the adept bonuses ONLY. The wording would mean that both pentagrams should give adept bonus AND 20% damage bonus.Edit2: I'd suggest reformatting Grimorius tooltip so that the -10% armor is above the "on level up"portion. The indentation difference between the +1% speed and -10% armor is small enough that I read it as losing 10% armor on every level up.Replyoverboy8 days agoThanks a lot for the interesting insights!I nerfed HP, Lifesteal and Knockback using various techniques in the last update, along with many other changes.Just tested Pentagram/Adept and it works as expected: the 2 effects stack correctly as the wording impliedI reformatted Grimorius tooltip as you suggested ;)ReplyView more in threadBad Piggy11 days agoVery cool in it's current state. I love how much it really emphasises movement like how some active abilities need to be grabbed from around the arena to do themThat said, I think enemy projectiles could honestly stand out more. I could hardly see them at times in all the chaos.Still, I think this is a pretty solid base right now, and as always, you have a beautiful visual style, though I feel like the game suffers a little from how busy it can get. Great stuff so far thoughReplyThanks Bad Piggy! Really glad you’re enjoying the mechanics. I appreciate the feedback on projectile visibility and how busy things can get. I’ll definitely look into ways to improve those aspects. Really grateful for the kind words and thoughtful feedback!ReplyLeoLohandro11 days agoA copy of the brotato), but still fun.Replyoverboy11 days ago (2 edits) (+1)Hey thanks a lot! Yes this game is a Brotato-like with many twists and new innovative mechanics, such as:- Equippable Boss Patterns (active skills you can trigger by picking orbs on the map)- Minion Summoning- Growing Plant Minions with a watercan- Amount and Size stats - Physics-Based Weapons – like chained spikeballs- Kickable stuff (you can even play soccer with your minions or other co-op players)- Playable character merge feature (get the effect of 2 different characters or more at the same time)- Dozens and dozens of unique effects (turning enemies into Sheep, or Golden Statues, or both?)I'm aiming for something like The Binding of Isaac meets Brotato — a deep, replayable experience full of chaotic synergies and wild builds that feel totally unique each run, with all the "being a boss fantasy and humor" deeply included in the mechanics and content :)Reply
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