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AzureFoxStudios

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A member registered Feb 21, 2019 · View creator page →

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Definitely like the idea! The controls felt a little weird at first but once it clicks it's becomes way more intuitive! Great job!

I really like this idea! being bonded by code blocks and needing to climb over each block to solve puzzles feels like you're solving unique puzzles. Having pauses and replays rather than a hard reset helps solutions feel unique and self-discovered over a cold hard single outcome in other puzzles! Great job!

This is cute! I like the overall idea albeit at times I felt a little lost but I understood mostly everything by about halfway through the timer! Congrats on finishing the jam!

WHOLE HEARTEDLY Agree Esosek! I was honestly not gonna submit due to basically being SUPREMELY stumped but a classmate helped me program the BASICS in UDK and so I decided to post something with the raw idea rather than nothing... I am trying to finish my original attempt in godot! I fully intend on adding the little things that add up to a full experience of a board game like chess! And thank you-- I plan on joining the brackey's game jam next!

Thanks a lot! Challenge is definitely the word, chess is much harder to program than I realized! What did you find confusing if I may ask? Did you check out the main game page before playing? (I realized too late I should of put a Readme.txt into the download...)

I did check out your game, looked pretty and gave it a rating as well. You did a great job!

Hey I saw this on the discord server! This honestly looks great! I wasn't too sure on how it related to the theme but I really wish there were checkpoints. How things were placed were inconvenient too as usually I'd pass a red spike to suddenly bounce off a pickup and die. The game felt "casual" but the challenge started to feel like something of Celeste. Game wise with more playtesting and feed back this could definitely become something! I'm not sure about the theme though, since I always just felt like I was losing fuel with no benefit. Good job though!

I liked the idea! I wish the art style just allowed for a more stable color to be shown during each level to help differentiate it. The tutorial was honestly a pain to get through as each time I'd be trying to experiment with something I'd be stuck reading a block of text that made experimentation feel impeded. I would of much rather have the game give me scenarios that let me understand key concepts like not shooting as much to do more damage and gain accuracy and naturally let me understand weight is affected by inventory. I didn't feel a huge impact by the guns other than the sniper survival level which the auto full weight felt bad, especially as I didn't know if that was my ammo or the gun alone giving me that much weight. The concept behind it sounds good, but I found the execution making me want a lot more. On the enemies the way they rotate towards you with their arm pointing out makes them really skinny hitboxes which with how tiny the bullets are to begin with makes it a challenge to hit them. Having a wider hitbox would help a lot and give more to help understand the narrative of what's going on in this chaotic world. HP was difficult to maintain as well, I usually found myself dying if an enemy got next to me after a few seconds despite attempts to get away or rotate around them. If an hp pill was there I really hoped it would give me full hp to secure my chances of victory however the cost was extremely high for what I expected and the first use of it only gave me about one tiny box of hp, then later on in the game it was a full bar of hp so genuine confusion there. I think there's so much potential here, I hope all these people playing your game gives you the core feedback you need to keep going (should you keep going with this project!) And well done getting this much made during the jam!

I liked the visuals but I had a hard time understanding if I'm trying to fill the shoes of a character or clean the room how I would clean it. The logic the game had was not the same logic I had naturally so it became harder to understand if I needed to roleplay as a character or if I should be acting upon my own ways. It was incredibly confusing with decisions like tossing out clothing as it seems one would naturally just put into laundry rather than completely toss it away. Objects like rocks I would of enjoyed moving to a new location rather than leaving it in the same spot to help with the cleanliness rating since I'm all ready making large decisions like throwing out a piano that could naturally be fixed. I think I understand the theme with the game but it feels watered down due to the ambiguity of what you gain by throwing everything away? I appreciated the map feeling like a tv until you clicked on it and was told it was a map, that felt cleaver with the remote being next to it. Good use of pixel work there! Well done!

Yeah I do apologize, it was my first jam so I had a bit of a challenge getting everything together, all info is based on the game page! The idea was the less pieces you had the more power you had in general (because of the ability to upgrade your pawns). Being super honest programming chess was 100x harder than I realized so I tried to get the pure basics done with massive trust given to the players. (As if it was a physical game). But yeah, give the game page a read over and see what you think, thanks a million for the comment!

Was a little unclear on how the thematic came into play (Less light is more darkness?) Music was really loud but still was a very pretty piece. Really simple game that made me wonder where it was going to go. Small artistic picky thing - the eyes for the face got blurred into the tree due to all the glowing, if you could give something to help the eyes stand out that would help the dialogue a lot, speaking of consider adding some method to skip to the next line as I usually read the text faster than how they spoke. Good job overall!