Wonderful! Keep it up!
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Dontcha mean WANderful? 🐶
I hope you can add the "store" in this game, which we can use our accumulated boxes to unlock new weapon. (I am suck at this game and I still can't beat the boss while reach 11 boxes, at this rate I will never be able to unlock new weapon)
Example: Weapon "Mio" can be bought by spending 1000 boxes
Runs well on Linux using Steam Proton 4.11-13. Just set "LAUNCH OPTIONS" to "PROTON_USE_WINED3D=1 %command%"
Wheres the sequel? Get to work
I had a great time playing. In my opinion, a list of challenges would be fun to play. Like for example some kind of restricted vision, like a flashlight or only melee weaopns only.
I wish this was on mobile but i can wait if it is going to mobile
A linux version needs to be released
Really hoping mobile version would be released. Im craving for playing thissssss
Very enjoyable game for the most adorable doggo.
Juego épico, Full recomendado xD
Copying this from your YouTube video for increased visibility. ' v '
Thank you for removing the infinite mines LOL dominant strategy of spending an hour laying mines to unlock everything was not fun :'D
I really like this update since it solves a lot of frustrations we had in the past, like frisbees being a nuisance, finger guns being mostly useless, and the sort. In the interest of this game's success, I do still have one sharp criticism that doubles as a from-experience suggestion which I personally feel could make the "feeling" of this game perfect.
A lot of enemies are still un-reactable if you're moving vertically and they're coming right for you because the camera is still too zoomed in. The only safe directions of travel are diagonally and somewhat horizontally, and that still causes a lot of cheap deaths as well as prevents you from manipulating aggro correctly. I'd recommend you zoom it out for sure so that people can stay focused on the simplicity and fun of the game more easily. Comparing Korone box to other games in this exact genre, the cameras are all vastly more zoomed out in competing games for this very reason.
This also contributes to "mobbing" which, in any 2d game like this (other 2d arena/arcade shooters, ragnarok online, etc), refers to moving in a way that draws the aggro of enemies to gather at one location so that you can circle around them and manipulate their movements. Non-aggro enemies are obstacles, and aggro enemies are meant to be zig-zagged and circled around in order to condense them and enable the player to manage otherwise overwhelming odds. This greatly raises only the skill ceiling and is something most people pick up on sub-consciously, but when a player becomes keenly aware that this pattern of aggro and movement exists, it exponentially improves their gameplay, and that kind of player-driven progress is extremely fun in other games of the same genre. This could easily be combined further with the way the machine gun and Okayu affect movement. Currently, boosting yourself with them is genuinely unfun because while you WANT to, you make more directions of movement unreactable if you encounter an enemy moving in your direction. That removes an option from players which could be really engaging: "boost and sacrifice the protection of shooting ahead of you in order to get boxes and/or evade quicker, should enemies be scattered." Korone box genuinely has the ability to be a super deceptively deep and compelling game because these qualities are intrinsic to the genre that this game is, and it is all achievable by simply zooming the camera out enough so you can see a few more enemies and so that no direction of movement is remotely unreactable even with the fastest enemy in the game (roaches) and the player being boosted by Okayu vertically. Those two enemies coming right for each other vertically should NOT be unreactable, so as to put the emphasis on movement and not deny the player natural options presented in the game. A 170% increase in visible space or more feels correct to me in order to prevent the game from punishing you for moving as well as achieve enough eyesight to implement these types of very common strategies into the game.
On the note of reaction time: Average human reaction time is 200ms and it'd be safe to account for poor latency in devices to future-proof releasing the game on other hardware, should you want to do that. If someone is connected with a controller, that adds latency too and analog movement would compliment the system a lot. The actual reaction window needs to extend past the latency time to allow for split-second decision making based on your surroundings, so we'll assume that latency is 260ms or so. This means that the camera should be zoomed out enough that from the first moment a cockroach is visible on screen coming from directly above or below the player (because aspect ratio = a shorter radius vertically, of course), it should take longer than 260ms + your buffer window (we'll say about another 300ms) for it to reach and kill the player, moving directly towards the cockroach at Okayu-boosted speed. In this example, that means that the cockroach goes from visible north or south of the player to touching and killing the player with them both headed directly at each other with Okayu-boost in approximately 560ms, or just over half a second. This, within actual testing, is an approximation of how to correctly find the right amount to zoom the camera out for the purpose of removing unreactable and cheap deaths from the game based on direction of movement and camera issues, and that lets the player focus on making actual decision in game instead of limiting their options. You may also want to add a few more milliseconds to account for the longer time recognizing an enemy takes when the screen is shaking from weapon use (of course you can turn it off, but it would be healthier for the game's success in my opinion if the reasons a player turns it off involve as few gameplay-related reasons as possible).
Still! This is a fantastic update and I know how hard game development is from a time-consumption standpoint as well as a player feedback standpoint, especially with so many eyes and voices.
' v ' You're doing a wonderful job and I want you to know that we appreciate you a lot! 💖 Thank you very much for your time and consideration!
63 Pepperbox (Normal) on the new version 1.1
The new right click for dual yubis, mines & frisbee are genuinely useful.
Still wish that enemies don't get hidden behind box and there's a mode to practice against dark korone specifically.
Beautiful game, super fun
Glad to see a game supports linux, but it looks like you’ve marked the Mac OS release as a linux build.
As someone who's played a lot of Nuclear Throne, i can definitely see the influence.
That's totally fine, except for one thing.
WHERE IS MY DODGE ROLL CMON IT'S A BULLET HELL TOP DOWN GIMME A ROLL
I don't know if its already listed in def or someone already comment about it but adding some health or an upgrading-health-system might be fun for a casual player who's new/bad at bullethell games :D
Very addicting ngl
I love this game!
Great job :D
Some important feedback! So the ultimate start btw is: Get landmines before the first boss Literally fill the entire map with landmines. Free pass to level 80ish Might want to put a timer on the landmines so that the most powerful strategy isn't RNG/unfun :P There's absolutely no limit on how many you can stack, and it's a matter of how many hours you want to invest in preparation. Also! It's really easy to just run into someone when moving vertically because the screen is so zoomed in that it's completely un-reactable if you and an enemy are moving towards each other, so you HAVE to move diagonally or horizontally. I definitely think you should zoom out by 150%. Also-Also! It would be really nice if, when unlocking weapons, you could unlock multiple at once. If you get to level 50 once, just unlock everything and show a window presenting all of them when the round is over. It's kind of a bummer to reach the limit, then realize there was no point yet because you haven't unlocked enough weapons to do your BFG unlocking round. Otherwise, really awesome fan game! Simple simple changes could make it go from fun to amazing imo. ' v ' On the frisbee, if it's able to kill you, I think it'd be nice to implement a mechanic where you can catch it. Dogs catch frisbees anyways and being punished for using it by making it kill you is really frustrating after all.
Hey Tian Nya, this game is amazing thanks a lot for making it! but I have a small problem... some days ago when I opened the game just like any other day, I saw I had 0 boxes when I used to have like 3300. I read the read_me txt so I new that data losses could happen by launching early versions of the game so I imagined that the game somehow thought I was launching an early version of the game, so I didn't give it more importance. However, when I tried to start a run, the preview of the maps wouldn't show and I was stuck in normal mode. If I started a run, the only thing I could see is the image below. Tried to fix this reinstalling the game but didn't work, what can I do?
Sounds like the save data got corrupted somehow, if you're on Windows you can go to "AppData/LocalLow/tian nya/WOWOWOW KORONE BOX" (you can go to your AppData folder quickly by typing "%AppData%" and exiting the "Roaming" folder) and delete "saveData.json" to reset. If possible, see if you can post the contents of the file here (use Notepad to open) so I can take a look.
My "saveData.json" was empty, it was blank, I asked a friend who also had the game, what was in his and I understood everything. Apparently, my data got erased somehow. I deleted the file and launched the game and it worked properly, thanks a lot!
I love how this game is just 100% references, memes and pure fun. Waiting for future updates!
what a game <3 love it!!
I love this game!
I unlocked last weapon today!
Do you have any update plan?
I had fun with this game.
Keep up the good work.
Interesting game. Didn't lag my potato pc. What did you use for game engine or rendering?
Finally,get all the weapons and Bosses。
Very solid game, I thoroughly enjoyed it! Playthroughs for Normal(59) and Hard(38) on Pepperbox level:
1) Enemies can hide behind boxes, and Score Number always shakes no matter the option setting.
2) BLT doesn't explode if its projectile kills the boss. I'm also curious as to why the laser itself doesn't destroy projectiles like Husketeer's slash.
3) The last 1s of spawning should flash a different colour than white, and could be less "explosive" (koronesukis, roaches & hosuinus tend to suddenly burst out at very high speed). The spawners also seem to have a tendency to trigger multiple spawns in a row, and sometimes the blinking ends faster than normal .
4) DualYubis deal way too little damage; it is the only weapon where I can't see a genuine tactical advantage.
5) I think Frisbee's self-kill is actually fine after getting used to it and knowing the map better, its a trade-off for the raw damage potential of multi-bouncing. I believe its more to do with how quick and unexpectedly far the frisbee can go that catches people off-guard.
6) Some weapons share the same sound/voice effects; for example, it would be nice if Frisbee and Bonerang are more distinguishable on audio cue.
7) Among the non-final bosses, I'd say that the Husketeer is the hardest overall, followed by Pinky Pledge, Umbrella, Joshi, and finally Dragonmute. I noticed that Dragonmute breaking out of his cage deals explosion damage though.
8) It is quite difficult to tell apart normal enemy projectiles vs the enemy rebound projectile. It is also quite hard to tell which angle the projectiles would rebound due to their spinning animation.
9) Given the large volume of fire from final boss's machine gun, I feel that it would be good if players can be trained to get used to seeing the smaller red yubi projectiles by putting them in a few regular enemies & possibly replace Husketeer's non-rebound projectiles.
10) I've occasionally encountered the boss seemingly teleport ahead after taking damage; I managed to capture this on video recently. Also PinkyPledge once teleported inside a tree.
a) I love how "Jan Ken Pon!" matches the mine trigger timer.
b) Okayu is extremely fun to use with its recoil, the speed is amazing and it has very strong DPS.
c) Mion Cannon is awesome for sweeping through fodder and its effective against the Husketeer boss.
d) The 2nd map (forest) is my favourite due to how open it is.
e) I appreciate that it is actually possible to bomb Dragonmute with Mines by standing near enough to it, else it would've been painful to deal with this boss without enemy minions spawning.
f) DualYubis' sprites are very cute, I like spinning them around.
This game is good, l have fun and interesting experience。But it had some problems when I was playing。
Dual pistols and Frisbee is too hard too use,Dual pistols is powerless and Frisbee will hurt yourself.。When you get two weapons at 40+ boxes,you will hard to survive。
Mio cannon and Okayu is special weapons,but not useful enough。Because Mio cannon is underpowered to attack enemy,Ocayu have heavy recoil,which causes Korone hard to move。In this game most important thing is dodge the bullet and enemies,so I feel machine gun is better useful than this two weapons。
The final weapon is to difficult to get。I suppose it must to be defeat 4th boss to get。I play more than 10 hours and get over 6,000 boxes, but all these fight is failed。I know I am not good at this type of game, but I still feel is to difficult。I want to get the weapon,but I play hard and reduce the fun。Hope it can be simpler。
This game is good, l think it has more room for improvement,I will still continuously play it。
I love this game so much, but I'm trash at it-