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ashcrysis

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A member registered Oct 22, 2023 · View creator page →

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I really enjoyed the concept and how yall used the theme a little outta box. 

It's really nice to see so many references to Brasil, Recife and even Roo's TTRPG's symbols that i have seen across the years.

Day one:

First thing i did was read the paper on the table and then wander across the house, I spent a really good amount of time trying to figure out how to place the signal reader. it seens i was supposed to place it in the corridor on my first run/day, but since the door was open i couldn't see there was a spot behind it.
I think that was my only complaint during my playthrought.


Day two:

I just noticed that you have to nail the signal position holder to be able to start the day, it is more of an opinion but a good way to make the game slightly harder is to make the player able to miss the correct room and punish they for that. Also the fact that the position was specific and i coudn't miss made me really confuse on the first day, because my spot was kind of hidden 

(again, i don't know if it's random spot everytime, but the corridor one can be a bit trick on the first time playing if you leave the door open)

Loved that we can have two anomalys on one place at the same time.
I lost on the second day even though i was getting everything right, i may have been killed from behind or something... despise that i like that it restarted on day two and i didn't lose progress. I missed a pause button while writing this, it may be the reason i died.

I was going to a three day run to try and lose to see what happens, but since i lost on day two i got my answer xD.
Would like to point out that i felt really immerse during the whole experience, sound design is really giving some vibes here.

The gameplay itself is very satisfying and i love the big eyes hat guy, hes cute.
Really solid concept, immersive sound design, lovely creature designs and stunning graphics to say the less, it's an incredible prototype specially if you keep in mind this was done in one month.

Kudos to the team ❤  

Hello judges! Just a small suggestion: if possible, try playing together.
The game was designed with co-op in mind, and you can easily play it using Parsec if at least one of you has a gamepad :D

Aww, thanks a ton, Apollo! 💜  It was super lovely meeting you at UNICAP, and I’m totally cheering for Starcatcher!

Muito obrigada pelo seu feedback! 

Amei a ideia do mini mapa,  eu realmente não tinha parado pra pensar nisso, é uma ótima adição e com certeza vou debater com a galera sobre como implementar isso!

Quanto a dificuldade — fico muito feliz que com o tempo dê pra pegar o jeito, já estava nos nossos planos  trabalhar em um balanceamento melhor de fases e remontar os leveis.

Sinceramente, no LD da jam não tivermos mt tempo pra trabalhar e pensar na FTUE, mas é muito gratificante saber que com esse protótipo ainda dá pra se divertir um bocado massa ❤️

Convite pro nosso discord aqui

The most exciting part of Meatbound so far has been seeing how the two characters’ abilities complement each other in co-op. We’ve been refining the combat and the way players interact with the environment inside this “living dungeon,” and it’s been really fun watching how teamwork or.. dework completely changes the experience. It's really a fun game to watch people play together.

Progress has been super motivating, each devlog we fix core systems and add more personality to the dungeon itself. 

Hi! Thanks a lot for taking the time to play and leave such detailed feedback, it really helps us improve.

  • About the language mix in character selection, that was our mistake, we just forgot about adding translation there during the game jam xD, we’ll make sure to fix it in the next build.

  • Ammo/reload indicators are a great suggestion, we’ve already been thinking of ways to make resource management clearer, so this definitely reinforces that.

  • Regarding aiming/shooting: we wanted to encourage positioning and movement strategy, but we see how the straight-ahead limitation can feel frustrating in certain situations. Your idea of allowing a small angle offset is really interesting, it reminds me of enter the gungeon, and we’ll experiment with it.

  • The controller issue in the merchant room is definitely a bug, thanks for pointing that out! We'll investigate and patch it, if you have any extra details please share, for example were you playing the windows build or the webGL one?

We’re glad you enjoyed the game concept, and your notes give us a lot to work on. Thanks again for sharing your thoughts!

(2 edits)

📌 Welcome to the bugs and suggestions forum!

Hello, everyone!

We’re super excited about the playtest of our game and really appreciate your participation. This forum was created so you can report any bugs you find or share suggestions to improve the experience. To ensure we can address issues and consider all ideas in the best possible way, please follow some guidelines when making your posts:

🐞 Reporting Bugs:

  1. Detailed Description: Explain what happened, when, and where in the game the issue occurred. Example: "During stage 3, the character went through the wall when jumping."

  2. Steps to Reproduce: If possible, list the steps that led to the bug. Example:

    1. I jumped from platform A to platform B.

    2. I pressed the run button right after jumping.

  3. Device and System: Specify the device and operating system you are using. Example: "Windows 10, Gaming PC, RTX 3060."

  4. Images or Videos: If you can, attaching a screenshot or video really helps!

💡 Suggestions:

  1. Be specific: Explain your idea or suggestion and why you think it would improve the game. Example: "It would be interesting to have a crafting system to upgrade weapons."

  2. Be clear and concise: Direct suggestions are easier to understand and implement. Example: "Add a sensitivity adjustment option for the controller."

Remember, every contribution counts a lot for the game’s development! We are paying attention to all messages and will do our best to fix reported issues and consider all suggestions.

— Ash

Love the idea! 

Currently there is a random chance to drop the item, and you can't buy it on the store yet, but you will be able to in future versions!

I left one save item hidden in each dungeon, so players can save their game at least once per dungeon, but we are thinking on how to actually handle this. I want to have a little RNG but i don't like the idea of totally depending on random numbers to get a item that is so important, yk?

Currently my main reference is the Fear & Hunger saving mechanic, where you can find a safe spot around the game map to save your game safely, but after saving for the first time on that place, it is not 100% safe anymore, so you have to try your luck rolling a coin :D
Thank you for your feedback ❤

valéu Túlio <3 

JOGASSO

hope you get this before someone random  lurking here

Hey! Thank you so much for giving the game another shot and for your detailed feedback! I'm happy to hear you enjoyed the game, especially the shady seller—we find him hella cool!

I want to let you know that we’ve actually addressed most of the issues you mentioned. The bugs you found, like the tutorial not progressing and the cheese spawning everywhere, have been fixed in the latest build. We've also made adjustments to the difficulty, especially early on, to make it more manageable and less random. Plus, we’ve added a timer for each order and that's a way to distinguish between identical orders, so it should be clearer now!

The new build is currently up on a private page on Itch.io, and we’re doing some more playtesting. If you'd like to try it again, I’d be thrilled to send you the updated version for feedback. Let me know if you’re interested, and I’ll send over the key! 😊

Thanks again for your insights!

thanks you, it means a lot!! 

especially knowing that our team has only one developer (me)  i literally had to breathe redbull this week. we are already working on tonsss of fixes and quality of life updates. we are listening closely to each  feedback we get here. 

you'd be surprised on how everything looks on the current build!
again, thanks for playing <3

ye

Hello there!! 

i believe you probly just didn't know what to do without the tutorial, the jam version is really not teaching some basic mechanics properly but we're currently working on it to release it post jam! 
thanks for your feedback <3

thank you buddy!!! 

happy to see another brazilian folk round here <3

Thank you!! what exactly do you mean with CMB? its supposed to be LMB, but i will look into it

Hello!! thanks for your feedback!!

The notepad is basically just for the start of the game, for you to get a view on the map and some of the basic mechanics! 
We will be uploading a gameplay video on the game page, but basically after you turn the sign to on, you have to make a pizza with the ingredients that show up on the ui and then with it in hands interact with the client.

the pizzas always have starts with dough, then the sauce the clients asks for (the first icon is always the sauce), and then the two other ingredients!! order matters btw, hope that helps a bit <3

Hey guys!! 

Hope you're doing great, I am the developer of this game, if you guys have any bugs you'd like to share with us so we can work on fixes, feel free to leave it on this devlog comments.

Thanks again for playing our game, we really did put our heart in it. 

Hey, thank you for your feedback!! I am working on lowering the maximum clients at once number on the starter days of the game, and we are making new icons, i hope you still enjoyed the game >:D

Among us is also on the menu if you pay enough attention 😂

thanks!

Yeah lol the soft lock was tought but i alrealdy fixed it, and we're working on new icons for implement after the jam is over, thank you for your feedback <3
Will do check your game!

Glad you liked it <3

Thank you tons, the artists here really made an awesome job, we're looking really forward to working on more pixel art games!

Thank youuuu!!! 

The mistake was on me, i should have write "Drop the pizza at the table" and showed the button but i totally forgot it. But i'm glad you had fun 

Thanks a lot!! We are working on a more hands holding tutorial to release later <3

Pizza really rules B)
You probably tried interacting instead of dropping the pizza, that was a silly mistake of me haha, i should have pointed out that the player had to drop on the table, but i did patch it on the current build, just waiting for the rating period to finish so we can release it, thanks for playing!! I will be checking your game :D

Here is mine !!! 
https://lvl100studio.itch.io/pizza-station

Here is mine !!! 
https://lvl100studio.itch.io/pizza-station

Here is mine !!! 
https://lvl100studio.itch.io/pizza-station

Loved the concept and the minigames! Very well done and i really enjoyed seeing your progress through bsky!!

Hello guys, i was wondering if its okay to post some bug corrections updates, since its not actually new content.

Does anyone know if its allowed?