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A member registered Aug 22, 2020 · View creator page →

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This is very cool. The chromatic aberration and brightness are a bit high, but the overall look is nice. Movement is snappy, though combat is a little slow. Your weapons animate, which is more than a lot of games in this jam. Crafting is a little uninspired, almost like it was something to check off a list. I dig the roguelike pro-gen dungeon, but it didn't really feel like I was going anywhere - just endlessly searching for exits (I guess that's the point of an infinite dungeon). Does your game have a win state? I think that might be required. Nice work.

The movement sfx is kinda wild, it sounds like a drum beat. Sadly, you have to keep hammering on the movement key to keep it going. Making players do a quiz whenever they interact with a portrait is some real lovecraftian horror. I like the artwork and models. Combat is a bit boring, just another quiz if you have the key. Overall, looks nice and plays okay.

This game feels pretty good. I like the environmental storytelling much better than the big walls of text. Movement is smooth. The overworld is a bit crude. It could be vastly improved by just adding a few jpegs to the background and a little topography. Music is atmospheric. Models and textures look pretty good, but I did see some inconsistency is texture quality which is a bit jarring. Picking a texture resolution and sticking to it would help a lot.  Well done.

This is fantastic. The art looks great and fits together. The controls are smooth (Although I would prefer to swap QE/AD). Music is atmospheric. There are such nice little touches, like outlining when hovering over someone. The systems seem well implemented. Couple UI things: It would be nice if you could just drop an item on the character you want to hold it, rather than having to go into their inventory. It would also be nice if when you press ESC all the open windows close. It looks like you wrote this engine yourself, which is nuts. I am amazed. It would be nice if the UI showed how long you have to wait for a character to act, like an ATB bar or something. Really a phenomenal entry.

I love the polish on this. Combat feels great. Music and art feel cohesive. The billboard sprites are sometimes annoying to read. I would love if people implemented a toggle to swap QE/AD for turn/strafe.

Controls feel great. I love that you can dig through almost anything. Combat feels fine. The models are a bit crude but they work. I love that you have voice acting for running commentary. Nice work.

Movement is way too slow and it's irritating to have to keep hammering on the key to move forward. Combat also feels very slow. There's no feedback to know I'm damaging the goblins. Models look good, but are clearly not bespoke - the styles also clash. The text boxes are jarring when everything else is so rendered; maybe use a texture instead of white and something other than plain san serif font? I seem to have encountered a glitch after talking to the girl where no other actors were active.

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Voice acting! In a game jam!? Everything looks so polished. The textures looks like you ripped them right out of Eye of the Beholder. There's a little bug where you can move onto the same square as an enemy (I have the same bug). I couldn't find the exit out of the 2nd level and I couldn't go more insane as directed because I had already killed all the enemies. The minimap is great, one improvement would be if it filled in spaced you could already see instead of just the ones you walked on. Please make a clear way to quit the game. I hate having to use task manager to exit when it forces full screen. Otherwise, great job.

What a rad game. The presentation is great. Combat feels a bit slow as you wait for enemies to animate, but it works well. There is good software out there to make your textures seamlessly tile better - GIMP has a script built in.

Looks and sounds great. The spellcrafting mechanic is very cool. Movement is very irritating because I have to keep hammering on a key to move - this is made worse because all the rooms a huge.

This game is very cute. The art looks good and the music is very upbeat and fun to have in the background. It seems like you have a lot more planned than is currently shown. It's kind of a bummer to have all the chests empty. Don't really see a cosmic enemy anywhere.

The combat system is a nice mechanic. It's pretty easy to get lost in the maze, the map helps a lot. Searching for 10 enemies to kill feels a bit uninspired. Sound design and artwork are a bit simple.

Great 80s CRPG aesthetic. I'm not sure I really like the auto-battle system, but it's fine. Good sound and music

Monochromatic is a cool look, but you probably need to use some dithering, it creates shapes that are a bit too abstract to read. Turning is very slow for a game like this. 

Very nice atmosphere. The artwork looks great for low res. Some of the meshes will intersect the camera if you turn next to them. Well done.

Thanks, that was the hint I needed to get to the end. I will repeat, this is a fantastic entry. It's a little short and the combat is pretty simple, but the overall effect is great. The art style reminds me of games like Wolfenstein: Blade of Agony. There's so much detail crammed into those pixels.

This is a neat idea. I like the need to swing wildly to find a target in the dark, then keep tracking them.

The artwork looks great.

The presentation of this game is excellent. Definitely hits the macventure style. I really appreciate the verticality and movement.

I had fun playing this. Some of the text was difficult to read because of the background. 

This is fun and looks great. The cards crawl up painfully slow, but at least you can play cards as soon as combat starts.

This is fantastic! The art, music, SFX and UI are spot on. I have absolutely no complaints. It's fun and cool. Well done.

Don't make me use taskmanager to quit your game.

There really isn't any gameplay, and the movement is infuriating.

You selected some good art for your museum though, and the music is nice - but loud.

It seems hard to make a multiplayer game work in a gamejam context.

This is a trip. Really cool surreal aesthetic. Nice work.

Don't make me use taskmanager to quit your game.

The artwork is great, especially the UI. The dungeon tiles are feel a bit flat in comparison, some bump mapping would go a long way.

Nailed the vaporwave aesthetic. Combat is cute with the hand slaps, but once I got the axe, it felt very bad.

I'm sorry, I should have uploaded a windows exe as well, and now I can't. I will upload one after the jam if you're still interested.

This game looks great and plays pretty well too. I get some kings field & silent hill atmosphere in there. Very cool. I'm not really sure how duality applies, but everything else is great.

The graphical style is really cool. The combat HUD is a bit hard to understand, but I eventually figured it out. Some instructions would be helpful. The combat music is great, really makes me want to keep going. Animations are smooth and the effects are responsive. Nicely polished little game.

Movement is painfully slow. The characters and art look great, but that style doesn't translate very well to 3D. I felt like I was walking through a dungeon with really pretty wallpaper, rather than walking through a forest.

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Most of your menu buttons don't do anything.

The guy with the gun seems kinda OP, but I guess don't bring a knife to a gunfight.

The combat system is a bit of a mess, way too much on screen to tell what is happening.

I like the music that plays, but you don't have any SFX. It makes your actions feel empty.

Your textures need some variation and you need to add some clutter/decals to give some sense of place.

Combat feels pretty tedious. I got stuck trying to hit a guy who didn't do any damage to me. The dungeons feel pretty nondescript, you probably want to add some clutter/decals to help wayfind.

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This is such a genuine throwback. I love the UI. It's a bit strange seeing the Venus de Milo everywhere. Your FOV is a bit too high, I wish I could see the floor where I was standing. The music and sfx fit perfectly. HOLY CRAP YOU CREATED THAT ENGINE.

The FOV is so extreme, you can pull the camera back and shorten the FOV to make it look better. The short bit of music was pretty good, but it cuts off so abruptly. The creature is spooky and creates some real dread.

Your textures need a bit more gradation in the noise pattern.

Its very easy to just be locked out of movement, because I can't attack. So it's not really fun to play if you get caught.

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The first impression this game gives is amazing. Everything looks so polished and beautiful. The atmosphere is really great. From your profile, it looks like this is your first Itch.io submission, which is very surprising.

I am getting some pretty bad vsync issues, and I have a fairly beefy PC. I wonder if your postprocessing is not synchronized with the framerate.

I can't figure out how to get the first key. Attacking does not appear to work, I pressed just about every key on my keyboard and I can't use the crowbar.

Very strange, what browser are you trying to play on?

The game looks great, artwork and UI are nice and clean.

Audio is lacking, I only hear the footstep sfx.

Combat is pretty good, but I don't really like the random encounters. It would be nice if you saw the monsters walking around.

This is very good. Combat feels good, although I feel bad killing all these named creatures.

Models and artwork look great.

SFX are minimal, and I didn't hear any music.