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bennnperson

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A member registered May 01, 2020 · View creator page →

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That's completely fair. I didn't think about that fully until afterwards, and because of it I don't expect much in terms of reviews and feedback. Thank you for taking a look, at least!

Thank you for the review, but if you're not going to play it, I'd rather not have it. The Godot game engine is a widely known game engine often mentioned alongside Unity and Unreal. I'd rather have no review at all than an empty review with no gameplay behind it. 

Please don't take this in any rude or angry manner,  as it's not how I mean it.

WOOOAAAH!!!!!!!
I'm super excited that this is coming to fruition!!! In my rating of the game, I actually went on to give it immense praise for it's potential and for how much I wanted to see a full game out of it. When I first saw the post before reading it, I thought it was just another game announcement, but it got me super excited when I read and saw it's a reimagining! You can bet I'll be following on Twitter!

I personally really loved the old title, especially with Halen in it! It was super unique, eye-catching, and interesting! It wasn't terrible gibberish, either! However, this is a new game in a sense and should have a new title to distinguish from the original. I'M SO EXCITED!!!!!!!!

That would be awesome! Thank you! Let me know how it goes! Especially what you're doing in game if it breaks. Again, thanks!

I realized you were talking about the yellow cat and fixed the REAL issue! Sorry about that!

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Wow, only a couple hours and it already has a video! And thank you for the feedback! 

The issue of pressing escape and also there being no cat count was because the UI wasn't visible, which was on me! I turned it off to get screenshots and forgot to turn it back on! Now it's fixed! 

I'm wondering if you couldn't click on the inaccessible cat because the crosshair wasn't visible, making it hard to click it. Hopefully that was the issue with that. 

The "Being a COOL person" in the settings is entirely for fun! It's my way of saying that you're COOL! 

Thank you so much for the feedback! I wouldn't have figured out the UI issue had you not said anything. And I'm so glad you enjoyed the game!

For this jam, I used a personal game kit which already has crouching, and there wasn't a need to take it out. You're right about the running, but if I made the player move that fast without the sprint button, the player would feel unnaturally fast without the context that you're running. 

I did realize an alternative, and much better, method I could have used for the hitboxes, but sadly that was only after I had submitted it! I'm sorry about that! The hitboxes were on the particles themselves, but in hindsight, I realize it's not intuitive enough! I also didn't really intend for the game to be improvement based, more just a one and done thing, really. 

Thank you for your feedback! It's great to have more I can improve with the game!

The game was designed from the beginning to be a more manic game with not much time to do everything else. The gears were thrown in to add variety, but without enough time, I couldn't make the gears easier to understand or more enjoyable to fix. You're comment has opened my mind to the thought that it doesn't matter what the intention is if I don't communicate it well enough. 

Thank you so much for the comment! I would love to go back and think critically about how I can alleviate the issue, whether that's taking the time to make it more fun, or if need be, just to take it out entirely. 

This was a blast to play! Which is odd to say considering it's just a menu, but you did awesome at making just that super entertaining! I mapped all the keys then wasn't sure what to do until I pressed one of the movement keys. This was very original and it was fun to look around at the different settings! It could be improved with more sound effects, such as changing a setting. 

I had a lot of fun playing this!

This was interesting in it's premise and in the gameplay! It's fun to use the grapple and to build momentum! The second area was a bit frustrating, especially where there's so many godots. Once you hit one of them, it kind of compounds with you hitting another and another until you're at the bottom again. It wouldn't be so bad if the godots didn't cancel the grapple/the ability to move. It ruins the flow of the game, especially where it focused on momentum building. This was a good entry, though!

This was a fun game to play through! I liked switching back and forth between the two states and timing my jumps! The art looks awesome, too! The music was also good, though I don't know that it fits completely with the game. I also found the jump had a bit more delay than, say, moving to each side. The levels were a nice challenge that wasn't too much, but there were a couple jumps that are a bit too hard compared to the rest of the level. Switching back and forth was fun, but sometimes I didn't know where the next jump was because I was only focusing on the jump I was on right then, especially on the levels where you lose control of that ability, which I thought was odd since the game is based around that mechanic. I loved the transition in the last "level" when the camera zooms out to the main menu backdrop! 

I had a lot of fun playing this, using the ability and timing my jumps!

This was an interesting callback to arcade games! The circuit board as the backdrop was a really nice touch! I enjoy the idea of quickly turning around to the enemies on your tail so you can shoot at them. However, it was really hard to do that and not die. As soon as I'd start turning around to shoot, I'd have to start moving again. It'd be nice if you could also move backwards to help with this. The player's spaceship is awesome, but is hard to see against the dark backdrop. The enemies could stand out a bit more, as well.

This was a well dome jam game! The controls felt nice and the gameplay was slick and fun! It started off a bit too difficult, meaning you almost had to be lucky to get past the rooms. Even then, though, it was lots of fun and was really interesting to play through. I also enjoy the different weapons and enemies! They added some good variety to the game. It'd be cool if each enemy and weapon covered the room in a different way, such as an enemy that had zig-zaggy bullets.

I enjoyed playing this a lot! It's a good entry!

That does make sense! In that case, you could add some more feedback to help communicate that, otherwise it just looks like another piece of food. Maybe you could give both of them particle effects. The coffee could have fast moving particles and could be vibrating/shaking itself. The beer could have slow moving particles. And with the beer, I feel like there isn't really a reason to use it if it slows you down, especially where you need to go fast to get everything done. What if instead, the beer slowed the game down, but not the player, then both drinks have a reason to be used.

This was a nice game! It's simple to understand and execute on. It's a good amount of panic as you're eventually mashing at your keyboard to get things typed out. I feel like this could be a great way to improve typing speed! I think it'd be more interesting if the tickets were more than just typing, such as organizing some files into categories or alphabetical order, or printing something out.

I enjoyed playing this game!

I really love the style of the levels. Playing not through the actual place, but the blueprints?! That's brilliant! I think it's really clever! I feel like it could be clearer that you can walk on tiles with the cameras just fine, as it looks like you'd get caught, but you don't. I also felt the second level was too much of a difficulty spike. I understood what to do, just not how to do it, which is good in puzzle games, but it was taking too long to figure out what to do for it being the second level. This could absolutely be my own opinion, though. So take what I've said about it with a grain of salt.

I really enjoyed the first level, though, which I was able to get through and I love the concept!

I did! I got to see all of the [REDACTED], which was fun to have at the end of it!
I really loved the thought process and the execution needed for the last screen! Or the last two screens technically.

I quite enjoyed playing this game! I love the art style, the mechanic is fun to use and the sound. My goodness the SOUND!!! It's some of the best SFX I've heard, at least in this jam! It is so much fun to listen to! The puzzles were actually really well designed and took some thought. The last one was especially a brilliant puzzle, but was an odd difficulty spike from the levels before. The mechanic also felt unpredictable at times, especially with how it was hard to know if you were putting enough power into the shot or not, or if the angle was right. I would either recommend a more in depth shot indicator, or a way to rewind to your last shot so you can easily fiddle with it if need be. After all, I feel like this game could be helped by putting less of a focus on the precision and a greater focus on the strategy. 

Overall, I really enjoyed this game! I think you could make this a full game and release it!

This is a very nice game! The art looks awesome and the music absolutely fits the situation! I love that there's a chance to get something totally useless, but that the guy will do something with, such as eating the gum he pulls out. I loved that there was two different endings, and I love the method to get to both. After a while, though, the game got a bit boring with as long as it is without much difference from the start. I also came across a bug where on the second playthrough, to see the other ending, I couldn't see the dog. It was there, but it just wasn't visible.

I really enjoyed this game and I love the interpretation of the theme! Very original and enjoyable!

This was enjoyable! I really like the loop of Shooting enemies with your projectiles and waiting for them to come back. It's enough time that it feels substantial with the enemies, but not so long that it feels like a long time. It also looked quite nice! I like how the robot and the enemies looked, really good and original look for the enemies especially! I would've liked if the difficulty got higher, whether through more enemies or stronger enemies, as the game progressed. I enjoyed playing this game!

Wow, this was a really unique game mechanic! I love how well the game taught me how the things work without saying a word! It's really unique and fun to try and think through. Every level is a puzzle that takes some thought to get through. It took me a couple tries per level after the first couple, which I really liked. It wasn't a straight shot to the end. I really enjoyed controlling the vine growth into the position I needed. This was a blast!

This was an odd premise, to say the least. 
The game plays quite nicely with each item having a certain organ to send it to. It took me a bit to understand how to know what foods go where, though at times the indicator didn't flash for me to know. The controls were hard to control, but added some complexity to the slightly fast paced gameplay. The sound effects were also quite nice! They added some nice feedback. Though I had the time dilation effect happen to me, I didn't understand what made it happen. Is it a random chance upon picking up a crate, or do I press a button? I didn't feel like it was clear enough.

Though the idea grossed me out a bit, it was fun to play!

This gave me a laugh! It was original and quite... bananas. 
I enjoyed the slight amount of stress as you had to wait for the opportune moment! There was a point when I got stuck in one of the cubicles with the next sabotage point by an employee and Jeff both trying to get in! I found it hard to reliably decide when to sabotage, though, since I had no idea how far the employees can see. This game also had an odd difficulty curve where the gave got easier as you played. 

Overall, I really enjoyed it!

Yay!!! I'm so happy to hear! I was debating making it a more complete game after the jam. I guess if I get enough people who like it, maybe I will!

This was a nice game! I like the difficulty, where it's difficult enough to be a bit stressful, but not impossible. The gameplay was simple to understand and jump into, though I had a bit of a hard time understanding the explanation of what affects the passage of time at the start. Because of that, the speeding up and slowing down of the clock hands felt randomized, and as a result, felt random when I'd be able to beat a stage. Though I liked where the difficulty was at for the individual stages, it felt a little unforgiving having to start from the beginning whenever I failed three times.

Overall, the game was easily able to get into it. The difficulty was both just right and a bit unforgiving. I did enjoy the game for however long I played it!

Thank you so much! I didn't expect much from it, so it's amazing to hear things like this! I'm so glad you enjoyed it!
And you're right! I could look into it to hopefully allow more people to play more enjoyably. Things will be improved hopefully when 4.0 releases.

You're right! I should've put in better feedback for that. And thank you! I'm glad you enjoyed it!

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This is the most amazing game I've played in a while, let alone the fact that it's a demo! 

The art is absolutely gorgeous and I love the technique mentioned above. The colors were amazing and weren't hard on the eyes or overly desaturated. The mood was amazing and the visual effects were done so incredibly well and actually look very professional. I especially loved the feedback when you push the buttons all the way to the right of the map.

The sound was also done amazingly well. The music is absolute perfection and contributes to the mood in such a positive manner. I could listen to the menu music alone for hours. It gives me chills with how good it is. The sound effects are satisfying and really make the character feel like a part of the world. 

As for the story, I was very engaged the whole time with every aspect, despite just being a delivery. Seriously, you did well making that enjoyable and engaging. I loved the aspect of the other side, the human appearing around, and that you could find various human objects throughout the areas. And you set up all those mysteries beyond well! What's in the package? Who's the girl? Who's that taking the package? I'm dying to know the answers and you did awesome at giving them to us not all at once and making them believable for the world at the same time.

Now on to what I hope will be good feedback to make this a better game for the full version! 

One thing I might say is to find a way to incorporate the text you see at the beginning and end of the demo into the gameplay or dialogue itself. I believe this would help with engaging players. Another thing I think would make the world feel more alive would be to make the music more intense for more intense sequences. An example would be when the Observer panics when you say you left the package behind. I think it would be cool if there was a little theme that played whenever the girl was on screen, too. 

I encountered two bugs, one I got when I rode over to the Terminal. The screen faded to black and stayed that way. The other time, I was entering the Science Workshop and I was unable to use any controls in the game. The controls, menu, none of them worked. Both of these only happened once, though.

Of course, all the feedback is 100% my own and might not reflect your own desires for the game. These things, in my opinion would make the experience better, but the absence of them doesn't make it worse. Sorry I've written so much! I just had a lot to say. This demo is the coolest demo I've played in a while and I can think of no games that have intrigued me as much as this one has right from the start!

I'm so sorry I forgot to mention this my first time, but two of the lines at the end of the story, I believe the third and fourth to last lines,  go off the screen a little bit, making them unreadable. Maybe the text could stay in the more central part of the screen to help prevent this. 

I also forgot to mention that I love the art for the story as well, with everything only being made up of one line. It's very visually appealing! I also love that you must interact with some words to progress the story. I thought that was clever and engaging!

Yay!!! I can't wait! I'll continue to offer my feedback as more is released! Have a fantastic rest of your day and I wish for development to continue going well!

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I just barely finished the demo for Maive and I have to say I love the entire thing! 

The characters are quite nice and pleasant to interact with from a player's point of view! The music is some of the most relaxing music I ever heard anywhere and I love it so much! I love the storytelling aspect of the story, and even more, I love how the story is told to Lennie! I can't wait to see more of that story telling format for the other stories you'll be hearing!

Now to the feedback! The last conversation, the one with Lennie, feels a little drawn out and begins to lose your attention from the length. Maybe there could be a symbol above a character to let you know of longer dialogue, but of course you do not need to do this if it's not what you feel should be in the game. 

And this has to do not with the content, but with the demo specifically, but at the end of it at the bridge, I was easily able to walk on top of the barrier on the left side of the bridge allowing me to go further. I wanted you to be aware of that, as that could lead to people experiencing more of the game than you want them to in the demo.

To finish off, I also absolutely love the graphics! It's so simple and enjoyable to look at, which makes the experience all the better! Everything put together gives an extremely pleasant and peaceful vibe that I love with all my heart!

Overall, thank you so much for the experience, even if it was just the demo! This game has so much potential!