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A.J. Argie

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A member registered May 07, 2024 · View creator page →

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So first and foremost I'm impressed with the playtest's quality. There are a lot of complex interactions going on and only a few things that break up the flow of gameplay. I'll start with my improvement suggestions.

Suggstions

My first piece of advice would to always have the playtests boot up into the Tutorial. I completely missed it on my initial launch after seeing the option to just play. I was left trying to figure out the controls via trial and error which didn't come naturally. Maybe after the first time of the game launching it bypasses the tutorial and opens to the menu.

Speaking of the controls there are a few choice I feel need to be revisited when it comes to the  scheme. Mele in my opinion should be binded to either "Q" or "E" for attack. When I'm out of slowmo or exiting and I left click it confuses me because my brain naturally expects to be able to fire from the hip. Exiting slow mo to then get stuck in a mele animation I didn't mean to initiate ruins the flow of the movement in my opinion. Sliding on your knees I also feel should initiate slowmo like pressing in the middle mouse button does. It's way too cool of an animation and movement not to utilize that gameplay mechanic automatically like the diving jump.

I found myself struggling to switch between weapons, maybe using the scroll wheel up and down to switch weapons would resolve that. The intro level feels very wide open/too big most of the time. I would narrow down some of the larger open spaces. The intro hallway is cool for establishing Rass as a tough guy but it's far too drawn out without more audio such as music, another character walking by or paintings to decorate the empty hallway that grab your eyes attention as you walk further down the hallway. Or having robots initiate hand to hand combat in the hallway before leading to the room where you can begin shooting would clear the dead air. Oil leaking out of the robots once you've defeated them would also  be a nice touch.

What I liked

The variety in the weapons left me wanting to keep playing with them. (Would 100% recommend putting an outline of the weapon you're using next to the ammo counter). The animations and movement just are done so well, every movement feels fluid. Each of the weapon sounds is satisfying and varied. One small detail that often makes me happy is the coat tail flowing behind the character during fights. With the mele combat and the different ways to fight I felt less like Max Payne & closer to John Wick. Feels like he can do way more fighting than how I perceive the earlier version of Max Payne. The baton for mele is also a nice touch. Even after playing through it for more than an hour I didn't get tired of the loop when it comes to combat. Made me wish there was more honestly so I really hope you continue this project. The gun recoils I actually like, I just really wish there was a hip fire that made your shots more inaccurate when not aiming. Leaving me with the choice to aim with right click versus forcing me to. The visuals also felt good, even though I know this is in the early stages of the game but the visuals have a mood to them.

BUGS 

I only ran into two bugs I would say when playtesting. One was an audio bug when hugging against the wall. It made a gun shot sound 3 times as loud as normal from an enemy. The other bug I'm wondering if it was caused by either the muzzle flash particles at the end of the second room or from a memory leak. I've attached a video example of this below.

As a composer/producer I couldn't help but to fill the ambience of the game with some music. I wrote two pieces, one calm and one for action when in combat. I feel it complimented the game. It was a fun exercise and I hope it's a pleasant surprise to the dev when watching my gameplay video. I did my best at editing the music so during sequences of calm it plays the calm theme then jumps into the action theme when during fighting

Overall I'm very much looking forward to future updates, I'd wishlist it on Steam right now if I could haha.

Wow! I'm digging the chonky design! Have you tried animation as well within the application or do you use a different piece of software for that?

Hello everyone!

I'm primarily a composer but recently fooled around with Blockbench and was amazed at what I could create. I've done Blender tutorials and created a few things I was happy with. However after switching over to Blockbench I was amazed how easy creating something I was happy with was. Maybe a great example of limitation breeds creativity? I'm curious if others have used the software or if any of you have used Assets created by the software to make a game? I'd love to check them out if so!




I befriended the rubber chicken and lived out my life long dream of chopping wood for a living!

In all seriousness this was an oddly satisfying and simplistic game! Good job guys!

That was a ton of fun to play through. As someone who grew up on Twisted Metal from the PS1 days I have to say the feeling is there. Also Kudos to whoever did the music! The Bitrate lowered and metal music fits perfectly!

This was a fun and whacky game. A little chaotic when you get out of rhythm with the shots and get bum rushed by a murder of crows. Would play and plant corn again!

The bullet hell combat of this game kept me entertained for quite a bit. Made me feel determined to beat it! Overall it's an experience that kept my attention and I did enjoy. There are some things worth tweaking to better improve the experience.

Here are my suggestions:

The main character standing up straight stiff is a bit strange. His hitbox can seem excessively large during moments where there are a lot of shots on the screen. Even just having him crouch or bending his knee in a stability stance would help with both those issues. Some minor movement animations on the main character would be a nice detail to make things not feel so static. I'm also curious as to why he is throwing knives when the picture shows a staff. Wouldn't it make sense for him to be shooting ink from his staff given the game title?

A short intro explaining the main character and his reasons would be a nice touch.

The lives section should just show lives left instead of a counter of how many lives you once had. Leaving the original number up there makes it seem like you can earn those lives back. In regards to the screen layout I would suggest making the overlay not part of the playable area. Enemies or the character hiding behind the UI elements was a bit jarring at times.

The vertical font on the scrolls make things difficult to read at times. I understand it's a style choice since that is how Chinese classical characters are written. But the death screen in particular was straining on my eyes to read.

Programing was done well and I didn't experience any errors. The sound also not stepping over each other during enemies shooting was pleasant. 

The music was well done and had the perfect mixture of wonder with enough fast paced movement to match the visuals. Maybe adding something more dramatic for the boss fight would enhance it but no issues otherwise.

Keep up the good work and I can easily see things getting better! All the core stuff is there and most importantly it was fun to play.


No problem Random,

The compression is subtle enough it might be worth lowering the bitrate even more when exporting. Seems like you were able to hit what you were aiming for perfectly and using functional harmony with that in game is going to sound awesome! I wish you best of luck with your game and any music you create. Please feel free to send it to me when you finish!

Hello everyone!

I wanted to get some advice when it comes to fellow Audio and Music creators on this platform. I've been working on cleaning up and packaging up old pieces of work to release on here for music bundles. I just released my first one at the link below and wanted to get feedback on the page itself or the packaging per say. Here are a few questions I'm curious about in particular.

Is there something I could do to make the presentation of the page look more professional?

Are the descriptions and lengths listed useful?

Do you find Youtube Samplers in one video is better or an embeded Soundcloud player like I used?

https://aj-argie.itch.io/clouds-of-mount-fuji

Honestly anything for feedback would be hugely appreciated and I would gladly check out any music projects you share here or games you've created.

Thank you for your time and have a great day!


Hey Random,

I looped the track a few times and after giving it a listen I'd say that it has a very open ended feeling. The track is inherently happy sounding however if looped and added with some sinister visuals it would be very easy for it feel forced or fake happy. Like there is something ominous underneath. Which given your flash horror game description may fit perfectly.

I will say since the song does not have anything inherently dark in it like minor or dissonant melodies/chords. So if you're inherently trying to make it sound darker I would add something subtle and dark. Like making the bass more distorted or some background quiet high frequency ambience that occurs halfway through the loop.

Here is something I made a while ago that might help with ideas. 

https://soundcloud.com/musicbyajargie/the-darkness-of-love/s-1R0dWebxC36?si=dabf...

Your song music wise has complexities and I like it, I would say check out uploading files to Soundcloud instead of Youtube since it's easier to loop and doesn't compress audio as heavily as Youtube.
 

https://aj-argie.itch.io/clouds-of-mount-fuji

Hello everyone, I wanted to get some feedback about my first music asset bundle I posted. I'd  like to release more asset bundles for music in the future. Primarily I'd like to get feedback and recommendations on the page itself, descriptions and maybe if I could package the zip better. All to serve game devs better.

The original reason for posting this bundle was me wanting to let some tracks live online since the project they were originally attached to did not progress. Any type of feedback would be gladly appreciated so I can take notes and improve any additional ones I release.

Thank you!

Awesome, I reached out to you on Discord. Sorry for the slight delay, been feeling under the weather as of recent.

Hello everyone,

I write music and I've been looking for an artist who can create some album artwork for me. This will be paid and I'd like to know your rates once as we talk via email. My name is A.J. and I'm trying to find a 3D Artist that can create a scene or some shots within the PSX style. I will be releasing a single called "Can I rent this one Dad?" across streaming platforms. I originally wrote the track while looking at art in this style. You can hear half of the track in the Youtube short provided below.


Given the name of the title & artwork references I'm sure you can tell that the song pulls on nostalgia. The feeling of melancholic nostalgia for memories of when I was younger and used to roam video game store & rental stores with my dad. Almost as if standing in the isles of a long forgotten stores. Allowing the ghosts of my memories to play out right in-front of me. But I digress.


If you believe you have the skills and the art-style please reply with some examples of your work and how you'd like to be contacted. I hope all of you have a lovely day and thank you for your time.

(1 edit)

Hello there,

I'm a musician who creates music and I'm in need of some artwork for a single I wish to post across streaming services. I fell in love with some pixel environment art work as of recent and feel this style would suite artwork for a track . However the artists I've been able to contact aren't taking commissions or just don't respond. This is where you come in.

If this is something you're interested in please post some examples of your artwork or where I can find it.

I believe in paying for artwork and that your time is valuable. Please leave a way I can get in contact with you.

In the meantime I hope who ever reads this that your day is kind to you.

-A.J.

(1 edit)

I hope you're day has been treating you well so far Zelcion. I'd love to help with the creation of your project. Seems like you have a lot of passion, drive and have thought out things thoroughly.

I'm a composer and have worked with small teams before. I've been itching to work with a team again on a project and help where I can. A lot of the time I take art or a concept and create music to set a mood. I've done this before playable builds have been created and have been told it helps with development. I've also done some minor sound design elements for menus, death scenes. More so encompassing the audio elements.

Below you will find some tracks I produced.

https://play.reelcrafter.com/GlVQ7ngrRfesyGiyhZAqSQ

You can reach me on Discord at Enixx or email me at musicbyajargie@gmail.com if interested.

I wish you luck on your journey with or without me & hope your creation comes to life even better than how you envision it.

I think this is a really interesting concept for a game. I am however a little confused considering I had a bunch of survival gear, food & clothes.


Maybe add in what choices led you to the ending you got. At the moment it seems kinda vague and I'm confused as to what I did wrong.I always picked the logical items for surviving.


Overall a really cool idea & I think a full fledge game done in a stylish art style could attract people & keep their attention. Looking forward to future updates!

Just beat the game, I'm loving the art style and the boss battle was enjoyable. It was cool to explore and see all the different equipment and scaffolding.

Could probably have used a little more back story for the character who seems interesting. Like why she is there. I'm really impressed that this is a game jam title. Awesome work for the both of you! Definitely going to be checking out the other works.

I think you have the ground work for something cool. I will say if it's just a prototype then it makes sense for how it functions.


I will say that if you plan to turn it into a full game you may want to look into adding more of a story element. Introducing the player to what's going on in the game. Something easy as the kings fortune was scattered through the castle by an angry wizard & he must collect all the coins before his servants/peasants discover this occurred (aka the reason for the timer). It would give someone more motivation as to why they are doing what they are doing.


The random slowmo and fast speed is a cool idea but no explanation as to why it's occurring and just in random spots left me scratching my head.

On the second level I enjoyed having to time my landing properly but it was VERY confusing and random at times which platforms acted more like a trampoline. I'd suggest switching the art for them to make it more clear that they are not a normal platform.

While a little rough around the edges I did actually enjoy playing this and trying to beat it. Kudos on your hard work & you have the groundwork to create something fun & memorable.

Whelp I saw the concept and as a long-boarder/skateboarder I thought this would be fun. I HAD ISSUE PUTTING IT DOWN! WHAT HAVE YOU DONE TO ME!!?!?!?!


In all seriousness great job! The music had a lot of variety to it that I was not expecting! Keep up the awesome work. Finished my session with 45,500 score & it felt like a brawl to get there.

Hello everyone!


My name is A.J. and I'm looking to join a team of creatives for this spooky game jam. Autumn is my favorite time of year and Halloween is my favorite holiday. Needless to say I'm excited at the thought of working with a group on a jam for this theme.

I'm open to working on something horror based, goofy or just something with autumn vibes. I've worked primarily with small group of indie devs so I'm looking forward to meeting some new people to make something fun together. You can add me on Discord (Username: Enixx) message through Email (musicbyajargie@gmail.com) or just reply to this post!

You can check out some of my sample pieces below.

<!-- ReelCrafter reel: Sample Pieces -->

Here is one of my most recent pieces.

Thank you for your time and I look forward to seeing what comes out of this Jam and finding some people to work with!

Until then enjoy your Autumn & Stay Spook!

Thank you for the insight Bloodbane!

4. Do you have any interest in getting the individual instrument tracks for a song?  (These are also known as Stems & are used in dynamic audio engines. Allowing you to personally fade in & out drums, synthesizers & orchestral instruments at your desire to suit the scene.)
I don't know what to use those so no.

If you're interested in learning about two popular ones Wwise & FMOD are sound engines that allow for you to have more control of Audio. Makes it easy to set points in a level where music starts & stops. It also allows for you to work with a composer or find sound packs with Stems to individually bring the drums in when an enemy appears or other instruments. Worth checking out if that sounds remotely interesting.

Thank you for the useful information & insight.


The track should not be repetitive. Someone is going to play my game for several hours (hopefully), the track must be varied enough and long enough that they're not switching off the music after 30 seconds. I tend to take two or three tracks and blend them because I seldom find this in albums.

In regards to your additional comments about combining multiple tracks together to loop. Is there a specific amount of minutes or time that you're looking for when combining those tracks so the player doesn't get bored? I agree that it's important that the player not get irritated and head for the settings to mute the music.


My personal preference is for happy, melodic tracks and the track is more important to me than the person writing the track (i.e. I will buy / download from anyone who has the type of track I like.)

Understandable, serving your game and the feeling you're trying to convey is far more important than who the track comes from.

Once again thank you

When following a dev it's usually because A. I like their work. B. I want to see the progress on a project that interests me or C. I want to support them in a small way and keep updated on what they are up to.

A fast comment and useful information thank you!

Being a game developer is a challenging journey with endless options at your fingertips. So let's make it a little easier when bringing your ideas to life. Tell us, the community of game composers that lurk in these forums what you're looking for in music packs. Below are five questions that will help us serve you better & understand what your priorities are when looking for audio to enhance your games.


1. Do you care more about getting loop-able tracks or one's that take you on an emotional story?

2. Is the number of tracks or  the number of minutes more important to you when looking to download/purchase a music pack? 

3. Would you prefer paying $10 for a high quality music pack or rather opt for the free pack of lesser quality?

4. Do you have any interest in getting the individual instrument tracks for a song?  (These are also known as Stems & are used in dynamic audio engines. Allowing you to personally fade in & out drums, synthesizers & orchestral instruments at your desire to suit the scene.)

5. When looking for a game composer to craft custom music for your game do you look primarily for one on itch or elsewhere?


Itch.io is a fantastic community and I believe that we can help each other just by communicating more. Maybe I missed a factor that came to mind when you look for music. Let us know what that is. Maybe you're a veteran composer in this space and have some insight for the noobies out there. Any information only let's our creative space grow stronger.

I look forward to seeing your responses & I wish you all a fulfilling creative adventure!