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404NoSignal

13
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A member registered 72 days ago · View creator page →

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Ah, I see. I think because the game seems kind of straightforward, it comes off more as confusing or unaccounted for due to time rather than challenging- but that's something that could easily change if you choose to go further and make it more dynamic! With it being intentional, I don't think there was anything about the experience that was buggy (which is more than I can say about our game haha, it can be tough to get everything smooth and running). GGs

What an addicting game play loop. I really really love your audio work (with Doctor's Orders being the first time I've taken audio editing seriously, I can see I have A LOT to learn) and the visuals are perfectly fitting. Duration was a bit awkward and kind of made playing feel slow in a not good way, but you all have time to tweak that if you plan on going ham on the concept. Y'all got this.

This was awesome and super fun! I'd be so down to play more. 

Good work! I agree with the other comments, could have used some clarity later in the game, but lot's of neat level design and it was super satisfying to play.

I really like your models and your textures, that being said, it just kinda needed more? Or the hours needed to be a lot shorter. I got Mary and Medusa in the same mirror a few times too which was kind of frustrating, I don't know if that was intentional for added difficulty. 

Loved the tutorialization, this was really awesome for a 12 hour dev cycle. I do think Dylan_Bee makes a good point about the enemies and the clone mechanic though.

Aw, that sucks. I'm not really sure why the html never worked (this is the artist commenting), but we've updated it once since the release and we're planning to again one more time on Sunday so, who knows?

Holy crap this was tricky, but in a good way! A really good way. The game play and visuals are so neatly tied into this little bow. Ironically the calming music made me feel more stressed while playing, but that's not a criticism- just a me thing.

This was pretty fun! I think some of the objects on screen could have used some clarity, but once I got the lowdown it was enjoyable to play. Good job!

Thank you! I'm really happy to hear how atmospheric it was despite the shortcomings. Hopefully we'll be able to fix the both of those issues by Sunday, more so the lack of responsiveness from our controls than anything else.

Thank you for playing and taking the time to give us your feedback!

-Ivor

Thank you very much for the feedback! As the sound designer and character artist, I'm really happy to hear those aspects helped set the tone and atmosphere of the game.

On the difficulty aspect, that's sort of what we were going for? Initially it was gonna be totally blacked out, but then that presented a problem with knowing which side is which. Maybe we could give left and right different sound cues by sunday (not totally sure because I think the programmers used a mirroring system). The whole side switching aspect seems to have brought in a few issues but hey, now we know for next time! You live and you learn ¯\_(ツ)_/¯

Thanks for playing!

-Ivor

Thanks for playing!

All great tips for us. Dynamic background music would be EPIC. We were torn on the background audio being a music track or the oppressive atmospheric noise we ended on. Dynamic audio would tie in so well with gameplay though, so we'll see if we can revisit that.

Stiffness in the hand switching is a critique we've gotten a lot now that the game's released, so we'll try to address that. That's interesting that you often select the note first. It could be changed where the selected note from one hand carries over to the other, rather than remembering the note you last used on each hand. It makes sense, so we can play around with that idea.

Glad you enjoyed! 💜

Thank you for playing!

We're planning to balance certain elements of gameplay soon and make the visuals more lively

We didn't have time for a playtest before this, so the feedback is great. 👍