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irony

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A member registered 73 days ago · View creator page →

Creator of

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Hey! Thank you so much for this comment. It means a lot that you enjoyed the game! I'm also very glad my music was able to add to your experience - this is some of my best work yet so I'm happy it was a hit.

Your criticisms are completely valid - I believe the second boss should be nerfed a little bit. Initially we had a more interactive fighting system planned, but by the time we got there it was already about halfway through the jam so we had to cut a lot! If we continue this project (which is possible!) then we will absolutely be looking at a rework of the battle system and the boss difficulty themselves.

Thank you for your comment and thanks for playing!

Pretty good!

Some pointers that I think could help down the line:

The music is awesome, but I would have loved to see more tracks for different bosses. Part of the whole boss rush thing is having different bosses with different themes to go with them, so different tracks for different angels would be spectacular.

While we're on the topic, the bosses didn't feel super different from each other. You had different move sets but they weren't distinguishable from the other. The physical designs of the bosses, however, were distinguishable from each other, so you got that part down pat!

The gameplay felt more like a waiting game while I held down LMB and occasionally tapped RMB. I think gun sound effects, having to press R to reload (so I have to time my reload so I'm not having to deflect enemy attacks as well) would make this game a lot more interactive. The parry move feels snappy, but I could see it having an even less forgiving window so I have to time it better. I think having a parry animation with the cross would help that a lot.

I also believe something to make it more interactive is to introduce more than one attack, or at least have a special attack or move I can use, would seriously up the ante. You could take something about of Bayonetta's book, when the boss finally gets down to zero health, have the player do something in order charge a melee move and do a super cool thing with the cross in your hand.

I found that I had the most fun when there were more things on the screen for me to either parry or avoid. I could use even more insanity that I have to dodge as well.

Overall it's pretty good! You have a really unique thing going on here and I hope you keep making stuff.

This is neat! Love the ps1 feel to it, it seems very silent hill inspired and it shows. The mechanic of having to stop moving completely in order to look around is frightening. I think what would help this is juicier sound effects, specifically when the monster crawls towards you. Well done!

Thank you so much!! I'm really glad you enjoyed it all! Thanks for the comment!!

PLEASE make this into a full game. This is such a unique concept and I could easily see this popping off with a full game. This with progressively harder objectives (groceries along with getting meds) and different types of hecklers and different ways to lower your anxiety levels would be genius. This also touches on a real struggle that people with service animals experience, so bringing this absurdity to life would be touching on a very important topic for a demographic of people. Incredible prototype, I had a bunch of fun with it

Thank you! This is my first little pirate shanty/jig thing that I wrote so it was really fun putting it together :)

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This was incredible work in all facets.  The visuals are unique, the music is clearly inspired by Ultrakill but something entirely wonderful and different at the same time and it adds to the adrenaline of the game feel. It's engaging as hell, the atmosphere is perfect. I think the only nitpick that I have are that I disagree with the Tyrant's telegraphed moves also having a yellow warning tint, it made me guess a little bit but clearly it wasn't that bad because I was still able to beat him. The theme was also lacking, but it was present enough to where I was able to notice it.

Masterfully done, I am very impressed by every facet of this submission.

Fun! That minotaur is intense lmfao

Thank you for playing!

Strangely enough the insane UI feels a little at home after an adjusting period. I still think it's a bit much, but otherwise it was lowkey really fun. Props there!

This is one of those games that you could release on steam if it had a couple more months of polish. Excellent execution, I particularly enjoy the chaotic nature of the bosses and how the upgrade system worked. Very fun, well done!

Incredible entry. I got to the point where the music stopped looping and I didn't have to click anything. I think I'm on the 15th little coin thing you can purchase. Not sure what that does but I'm having a blast. Well done!

Thank you! Yeah the download version is much better imo. Completely different worlds lol

Hey, thank you so much! I'm glad my music was able to add to the experience.

Hey! Thank you for the thought out review. I honestly think I agree with you on some of these points and will be in consideration for the future. I'm glad that the world and everything we put into it meshed well. Thanks for playing!

Thank you so much! I'm glad you enjoyed it :)

Difficult to play on the web version. Stunning classic visuals and music though. Good use of theme. Good job!

Hey! I'm the composer/sound designer. I had a whole folder of sound effects that didn't quite make the cut, presumably because gameplay and levels were still being tweaked and finalized. When we do a post-jam update it'll be more all inclusive. Thanks for playing the game!

I think there should be a discord! That's the norm for running these things and would help traffic a lot :)

This is actually a wonderful game. Needs much more to it though. Love this concept.

This has an insane amount of polish?? Everything was so well put together it's insane. The 3D illusion looks amazing too.

I will say that the only thing I wasn't particularly a fan of was that you stop in mid air when you attack. I'm sure that's a detail you've gone back and forth with a lot, but for me personally I find that it interrupts my flow. I think that extra little hop could be reserved for a little mid air hop when you press space while off the ground?

Either way, this was extremely well done. Be proud of this. Music and sound effects are professionally done too. Great stuff

I think if you guys had more time this could have been really compelling. Love the use of the theme, but was missing it for the other fights. I think the first fight was the most fun of them.

Hey! Thanks for the comment. I'm glad you enjoyed my music!

I'll admit that the 2nd boss - while elegant - the slide is a bit of an issue. I think it would have helped if I had provided a sound effect to add an extra cue for the player. Definitely putting it in my notes for next time I do sound design. Thank you for your comment!

Hi! I'm really glad you liked the music! I saw the sketches for the art when they first came out and I knew I had to give them something that matched that energy.

I completely agree with you here, I am a HUGE fan of risky healing mechanics. If we do something with this in the future we will absolutely evaluate what works and what could be made more dynamic. Thanks for the comment!

Hey! I really appreciate this comment. Thank you for playing our game. It means a lot to hear this!

The bug you mentioned happened to me too lol, same exact side. I think it's a web build exclusive. To my knowledge I don't think this happens on the downloaded version.

Thanks for playing and commenting!!

Excellent job. Wish it was longer and that it was harder. Incredible atmosphere.

This is one of those games that could easily be released on steam once some final adjustments have been made. The amount of polish is phenomenal, the audio pans back and forth in such an enticing way, the bosses are appropriately outlined so no matter what happens in the terrain you're able to make them out. Incredibly well done.

This was incredible! I loved the tracks and the different boss designs. I remember seeing this when Swagshaw played it when giving feedback. It's come a VERY long way, and you guys should be proud. Well done!

Hey this was awesome! I'm really glad that someone else did the "you're a reawakened puppet" thing - there wasn't a lot like that! I had a smalllll issue when it came to controls, they sometimes felt a little awkward but really once I played it for what it was I had a much more fun time. Could use more visual cues and sound effects but honestly it didn't detract from my experience. Very well done!

Hey! Sorry about the vagueness before, I acutely remember having tried 10 other games that day so I was a bit burnt out by the time I got to yours.

When I think of a full clip unloading out of a revolver I think of Overwatch's Cassidy. I know that's a completely unfair comparison, but what I like about it is that there's a trade off in that game, and I think you could absolutely incorporate that idea into your game in its own way.

The right click feels too slow and I could barely control the recoil. This disincentivized me from considering the right click because there weren't many situations that it would be beneficial for me to use. I believe that if you sped it up and decreased the spread of it then it would be more fun and I'd want to use it more. I think the spin animation of the gun would be much more badass as a result. You could also further incentivize right click by having it fill some sort of gauge (more than the normal left click at least) that when filled allows you do some special move. 

Maybe you're not a human but something else entirely, and during your time in the prison you adapted to the environment and were able to unlock specific abilities. Or if you are a human, maybe the air in the prison changes how your blood circulates, resulting in whatever move that could result in.

The trade off might be that in order to do any damage that counts you have to take a risk and get close to the bosses, which are frequently shooting things at you from their bodies. Now you're close in the danger zone, and you still need to reload your gun, so you now need to rush out of there while avoiding bullets. There also is not guarantee you get the full effect either, because you still have to aim and control some recoil.

Take this all with a grain of salt because there are about a thousand ways to go about this, but with the right click specifically there needs to be more specific checks and balances when it comes to offering the player possibilities so they feel like they're making an educated decision on what to do and what not to do. Let me know if you'd like more clarification/thoughts on other things! I'd be happy to work with you more.

I think that story is super compelling and you could go about that many different ways! Definitely work on what you want the player to notice in your environment. The way I approach it for these types of projects is that I only use lines of dialogue that are absolutely necessary. I wouldn't mind helping out here! I'll try what you mentioned if I get to it - I did not stand in the center of the clock.

Oh how strange! Were you playing in the web version? That seems to have mixed results for different people. I can say for a near certainty that they don't disappear in the downloaded version, if you were interested in completing it. Thank you for your comment, I'm glad you enjoyed!

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Very solid art and music. Sound effects didn't do a whole lot for me, and the narrative wasn't super clear as to why I was suddenly turning evil. What power was I given? How does my character relate to the bosses? "Show don't tell" is a popular phrase, so maybe consider baking the story into your atmosphere and background and level design? 

Encountered a bug where I beat the Creator but the battle didn't "stop." Then I ran into a stationary explosive and died LMAO

Bosses don't really "interact" much with the player. When I bum rushed them with my claws the battle was over in 10 seconds, except for the scorpion. Had to be a lot more careful with him, he's very slippery. I could use more feedback when I hit a boss, and more telegraphing of what's an attack and what's moving. 

Overall it just needs these little polish things - I see great potential in this. Well done!

LOVE how I can control the character so easily. Everything else seems to be unfinished. This would have probably went to finals if more time was spent on it.

This one's interesting! Good use of theme, interactive way of playing. I think I could use more feedback when I hit the guy. Other than that, well done :)

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Thank you for the in depth review! I did the music and sound effects - I had prepared a whole folder of sound effects but it looks like they didn't quite make the cut. In the future if this gets updated, it absolutely will be a part of game. Thank you again!

Thank you for the comment! It's funny that you mention that little bit about the attack sequence, that's something we went over but by the time we actually really considered it, it was a little too late for the jam. Maybe if we update it (which isn't out of the question!) then we'll make it to where the player becomes immersed as you described. Thanks for the suggestion!

Thank you so much! I'm glad my music was able to add to the experience.

Thank you so much! Shoot me a message any time and we might work something out!

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This was fun! I enjoyed the mechanics and the general flow of the gameplay. Took me a sec to get the circle but the reward was immense. Well done! I can only imagine how cool this would be multiplayer.

I'd love to do music for you in the future if we end up crossing paths at some point, I noticed you used some premade music for this jam. You chose the music well!