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EGORADISE

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Happiness is somewhere. This is the main motivation Pepper and Gary have in trying to live a normal life once more after getting transported to the chaos realm by the manager, Tsukiko!!! Now in a train, they're trying to explore and discover happiness again. Unfortunately, an overarching figure wants to stop that


Shoot various enemies that are trying to get in the way of Pepper's happiness!! The game contains the usual batshit items both for basic upgrades or specific ones for Gary! Four lovely shopkeepers will assist the journey in exchange for Pathinko. Expect bosses who have accepted the chaos around them to the point they're willing to kill the duo for whatever reason. Oh and watch out for the modifiers!!


Controls:


  • Arrow Keys - Move
  • Z - Roll/Interact
  • X - Shoot
  • Space - Activate Special
  • C - Change Gary's Attack State
  • Q - Pause
  • F - Fullscreen


Important Stuff!!!


  • If you hold X Pepper faces in the same direction. Let go of X to face your current direction
  • When a level finishes and Gary gets tired from battling, lead Pepper to pick him up and go to the train!
  • When you activate the special attack, Pepper is invincible!
  • Gary has two states: Following Pepper, and Attacking Enemies! Press C to change between them!
  • Pepper's roll acts as a dodge roll


CREDITS:

Devdum - Art/Coding/Music

Peti - Gameplay Design Help / Creator of Beri

Rileyverse: Music

Gooberthed: Voice Actor (Cino)

Emizip: Voice Actor (Maddy)


"Love is Gonna Stay" - Rupert Asher

"These Blues I'm Feelin'" - Ahedarexia


Game testers:

Flynn

Gavmcool

Notcon


v.1.1:

  • Added SFX for Adrian and AQ
  • Made AQ more challenging
  • Rolling makes you invincible
  • Time needed until you roll again is increased
  • Added more dialog if you encounter the Mocha Twins again
  • Fixed some spelling issues
  • Changed the Pause button to "Q"
  • Changed "Collect Gear" modifier a bit
  • First level will only have the first wave and no modifiers


v.1.2:

  • Added more cool SFX
  • Adjusted some stuff to make it less challenging
  • Added options menu (Master, SFX, Music, Toggle Screenshake)
  • Options now appear in the pause
  • *Fixed bug where Mocha Twins won't get defeated
  • Maybe fixed bug where after using your special you become immortal (Not sure, but I tested it)
  • Added dialog for Pomme and Cedelene before purchasing
  • Fixed Pillow HP upgrade that gave 1 more Hp than intended


Plans:

Small fixes

New Shopkeeper

Secret Boss

Chapter II


Bugs I'm going to fix:

Mocha Twins animations still not working when defeated


iu_1309086_9455081.gif

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PLEASE upload the soundtrack to Youtube, especially the theme that plays on normal stages, it's what kept me playing, I love the song.
If it's already been uploaded please hmu with the link to the songs

RileyVerse responds:

creator of the song here! ill upload it to youtube tonight, but its also on soundcloud!

https://soundcloud.com/rileyverse/galaxy-flowchart

https://soundcloud.com/rileyverse/spaghetti-western-v2

Hey, this is a pretty neat game you got here! The world and characters are very charming and amusing, the story is surprisingly compelling, there's an intriguing vibe where it goes back and forth between silly and serious, there are so many interesting shops with items and ways to power up, the combat is simple yet deep with a big roster of enemies and the unique Gary companion, the boss fights are quite the spectacle, the music is cool and reminds me of Neon White, and so on and so forth! It's shaping up to be quite the interesting roguelike shooter!

That being said, there are some aspects I wanted to provide feedback on:

*I do like the combat and think it has a lot going for it on paper, but in execution, I found myself getting bored at the mob arena fights. Technically there are a lot of things to look out for with so many enemy types, but it just feels like it devolves into muddy chaos with every fight being the same enemies rushing at you, over and over. It looks like you're trying to pep it up with side objectives like collecting gears, but I don't know if that's enough. Maybe you need to change fights to feature only a few enemies instead of the whole roster every time, and make them stronger to be able to flex their unique properties more, that way fights feel more different?

*The items and such are nice, but I don't know if they are unique and interesting enough to make replays varied. Also, while the minigames are nice, they can be a bit long and I can understand if some people would get impatient having to go through them over and over.

*I'm a bit unclear how Gary works: can't tell if he is getting hurt or not and whether that changes when he is in attack mode or passive mode? When you send him out, does he have a limited amount of time left before he gets exhausted, or does he get damaged to get exhausted? What does the HP items do for him, exactly, and is there a way we can see his HP in combat?

*To expound more on Gary: I would like some more strategy when using him as currently it feels like its a no-brainer to just turn him into attack mode at the start of a round and leave him to it, as if he gets hurt you just heal him up at the end of a round for free. Feel like he needs to be something you should have to strategize or meaningfully use with care a bit more, like saving for emergencies, or toggling back-and-forth between passive/attack modes to keep him safe. Maybe he should do more than just damage so that Pepper and Gary have strengths/weaknesses that they help each other out with. He's a very unique and creative element to this game so I think he should have more importance to sell the duo nature!

*The boss fights were really cool with a lot of intricate patterns, but they felt a bit easy, especially if you abuse the special rapid-fire ability: you can melt these guys down before they can barely do a full cycle of their moves!

*Would be nice if there was a save/load system: I understand it might not be necessary now since the game is somewhat short, but if it does grow bigger, it'd be nice to take a break when our characters take a break on the train.

Would definitely like to see this get iterated upon if it still interests you!

Just-a-ng-dummy responds:

Thanks for playing as usual Futurecop!

1. I didn't think much of how I did the enemy waves, for every new enemy added I just made a new wave where they take the spotlight. I think I can adjust the waves so they can have enemies that can make some interesting interactions. I also had a scrapped idea where you have to chase after the train while getting past obstacles and killing enemies so maybe I can implement it.

2. I have lots of other item ideas that can be very influential. I also think of adding curses or extreme power ups per chapters that you need to choose that can change up how the game plays.

3. Gary gets hurt in whatever state he is in. He gets exhausted from taking damage (Cause if he died he wouldn't be back okay in the train. Although I could just say he died but he got revived because the train abilities or whatever magic BS I can pull out of my a**. The HP items increase his overall HP. Currently there is no way to tell but I think a simple hp bar should do the trick in the future.

4. I think to make Gary more strategic is that every time he gets exhausted he comes back with half hp so you have to be careful if he gets hurt. Then if he doesn't get exhausted he gets full health, or I'll just add a regenerative factor to him. I am planning on making combos or pair actions with Pepper and Gary so that he has a better role during fights.

5. Hrm.. I see your point, perhaps I can make them do a move whenever Pepper unleashes her special so that you have to find a way to hurt them properly. Perhaps even make it so bosses will not increase the eye to open as much as the enemies. Those options.. or I go the easy way out with more HP

6. I honestly never heard of a rougelike with a save/load feature so that's new! I think I can try add one, maybe replace the ticket dispenser and make it a save and loader machine. I could also just make it so you can play different chapters from the start but you immediately get a handicap or more curses (from what I suggested earlier). I think it ultimately depends if the game is interesting enough to be played with long-runs

All in all, I'm not the best at sticking with my games, although hopefully I can take your words into consideration and update the game more!

Not bad.

PLEASE WHO IS THE LADY IN THE EYEPATCH

Just-a-ng-dummy responds:

She's Tsukiko! Manager of the Chaos Realm!

Very cool

Credits & Info

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Faves:
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Votes
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Score
4.20 / 5.00

Uploaded
Nov 28, 2024
1:07 PM EST
Software
  • Piskel
Misc. Kit
  • Wouldn't you like to know gamer boy