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A member registered Apr 02, 2016 · View creator page →

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(1 edit)

Hi everyone,

Grimorium Mortis (previously published as Grim Grimoire) new Version 0.18.6 is now available!


While the core mechanics have been developed, the donations to reach Goal 1 and further development are still on. I have decided anyway to add a few new features (as the scroll with the battle logs), update some of the old ones and perform a good amount of bugfixes while waiting that funds will be enough to move to the next development phase.


You can read about the new version here:

https://itch.io/t/5914208/version-0186-has-been-published#post-15449715

See the full list of changes here:

https://itch.io/t/4542315/game-versions

Try the game here:

https://biim-games.itch.io/grimorium-mortis

Support the development of next features here:

https://biim-games.itch.io/grim-grimoire/purchase

Finally you can vote which features you would like me to develop once funding for Goal 1 will be reached:

https://itch.io/t/4564394/poll-for-goal-1-is-open-vote-the-next-feature-you-want...

Try the new version of Grimorium Mortis and let me know what you think about it.

Thank you!

Thank you for the honest feedback.

Unrelated to this, but not sure where else a feedback form is?

Yes, there isn't at the moment a proper feedback area, so I expect players to open a topic for something specific or comment maybe on the last release if they have played the previous versions.


What is probably the most frustrating game is the you can only move or attack. Maybe I'm spoiled by SRPGs like Fire Emblem and Menace and what not where you have to balance your action points. But basically you need to wait for the enemy to come since the moment you summon, they get in your face and you start trading blows.

I didn't think to give the game lots of different options for every cards to be played. I would compare it more to a TCG instead of an RPGs where each character can grow up during the game. Creatures have more options than the ones in many other card games. Yes, at the moment it might look like it's more convenient to wait and attack, but you can play already in different ways depending on the situations. For example, if you have very few cards and the enemies have a lot (you can get an hint reading the message in the map before the battle starts), then you can risk to move forward as soon as possible to kill the enemy's avatar rather than fight 10 or 20 enemies staying in the defensive with your 2 creatures.

At the moment there is also variety with ranged and melee attacks, but also the Retire option can save you a card from being lost, especially if you decide to escape. Finally, intercept, that is not only a skip your turn, will become more meaningful later on when enemies will be improved and give them more variables to calculate if they would risk more to move forward instead of fighting. The system is already there, but need to be improved.

I am also planning to add new cards that are not creatures, so I can consider new power up that gives special abilities that are active and the player can choose to use in addition to normal actions.


Also it would be nice if you could risk your avatar by moving him out of his tiny green box at the end and just attack too. Let players decide whether they want to risk or not.

I though to keep the avatar always out of combat as part of the main core mechanics, however if I see that that is something that most players want I can reconsider that. If I do so, the game would become probably harder since the enemy's avatar will attack as well. Perhaps it could be an option to have only when the avatar run out of cards.


The most confusing bit was though how in the first battle I had 3 monsters. my avatar +2 others. then I won (didn't lose any in combat) and in next battle suddenly I only had my newest card and my avatar? I went somehow from 3 monsters down to 2, but it looked like I had 5 in my deck?

Yes, definitely the game need more explicit information. Some are present here in the game page, a brief summary is withing the game and others are in the Supporters' Files.

Originally the game jam theme "though choice" affected a lot the game mechanics, where you get something, but loose something else. To be honest with the pass of time, the random loss instead of a meaningful choice leave a feeling of be very much a victim of the destiny. The only choice where the player has real control is when you have the cards in your hand and you decide which one keep and which one to leave. Similarly when you choose your avatar, you don't lose cards, but you "sacrifice" a card that could be used as fighter to be left in the back as avatar (that connects with the above discussion you mentioned before about using the avatar to fight).

I think that I should revise and remove all random choices, but before do that I will need to have created already a few more cards in order to have a higher variety of choices and combination. In addition, I would have to make it hard again to find new cards.

The lose 2 cards to get X cards according to how many cards were present in the enemy deck might be changed as mechanic. With the arrival of new consumable cards and the current "carry over injuries" mechanic, it probably wouldn't be necessary to lose cards when getting new ones after a battle. However, I would probably limit the number of cards that can be taken from the enemy, maybe only the ones that weren't destroyed. So if you kill every single creature of the enemy, avatar included, you wouldn't get any card. If you don't lose cards (aside for the discarded one from the hand), you will keep all your cards.

Finally, the fact that the enemy has more cards than you it's fine, battles will unlikely be balanced in terms of cards of players vs computer. Sometimes, you will have more, sometimes less.


Outside of those complaints I really like the simplicity in the setup and the straightforwardness of numbers. Just missing a bit of synergy (e.g. if you have 2 wolves together they get a Pack bonus, or if you are behind enemy then you get +1 damage, making it riskier to leave your avatar open, but makes attacks more rewarding, etc.)

I planned to have some power up and similar cards, where for example having a goblin or zombie would be more rewarding, because you can activate better combos. A special weapon for goblins only, can improve its skills, making it a card more interesting to keep compared to others when you have that weapon card. I didn't think about "pack" strategy, that is something to consider. Funny thing instead, yesterday I got the same suggestion about the bonus you can get if your creature goes behind the enemy lines. I was thinking to keep those mechanics simple, but I can see that there is interest in having something more complex, so adding those type of bonuses is something that I will definitely keep in mind.


Overall it's in a pretty decent state. I also would speed up the UI a bit more. The scroll opens and closes pretty slow for the combat log.

I totally agree on that. Having tested many times the game, I need as well an option to speed up all the game actions. Turning off the voices could match with an option to have a fast speed action, like 10x speed.



Thank you for the feedback it was very useful, and thank you very much for have supported the game with donations too!

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The Core Game Mechanics have been completed, but while I'm waiting that the Goal 1 reaches its threshold, I have done some bugfix and add some minor improvement to the game.

From version 0.16.2 to 0.18.6 a lot of little things has been fixed and some little help to understand what's going on have been added.

Now there is a proper battle log within a collapsible scroll. So if you missed something during the action, you are curious to see which numbers came out with the roll of the dice, want to see the math to know what are your chances to hit an enemy and so on, all is written in the scroll. A turn counter is present as divider for the turn inside the scroll as well, the total number of turns at the moment isn't influencing the battle, but it's a mechanic I am considering to add to the game, maybe under some conditions. Definitely some future effects of magic and creatures will use it, one of this could be the venom for example.

As usual, you can check in details in the sticky Game Versions post the full list of new things, added, what has changed and the bugfixes.

Since the Core Game Mechanics have been completed, at the moment the game will have only bugfixes and little improvements. New features will be added once the Goal 1 will be reached. Please share the game and if you can, contribute with a donation to help reach Goal 1. You will receive the Supporter's Files with a contribution of at least $2! Thank you!


KNOWN BUGS:

  • The first time the scrolls open, if the wheel it's used to scroll the text "0" appears on a new line.
  • Escaping the first battle gives as Avatar the Wolf instead of the current Avatar. However, opening the Book to check the available Cards and going back to the map, shows the Zombie as Avatar.



Old bugs (testing if they are still occurring)

  • Enemy always fight and never try to go beyond Player's line.
  • When escaping from Enemy, they can Intercept.
  • Enemy archers in the middle line do not attack player's defense line if enemy has frontline full of their units.
  • (Visual) When going in the map from the first battle, if the spawn happens next to the costal water, water tiles are not visible.
  • Sometimes the die roll can be heard twice.

Hello, sorry for asking here, but I have contacted support directly from the payout page and directly by email, a few times.
Still at today's date I didn't get any reply, aside for the confirmation of having sent my email through the website.

I have received payouts in the past (2019, 2020 and 2023) without any problem, so I wonder if there are currently technical issue across the whole website related to payouts or it's something only related to my account.

Thank you.

That for sure, but if you want to create a commercial game, it's very likely that it will take a few months of works, especially if the people are not professionals (professional developers very rarely will work on a revenue share project of random people). Therefore no one would even take into consideration to develop even a simple game.

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Funding is not easy, especially nowadays when everyone is struggling with money.
If I could suggest I would be rich by now. Unfortunately the few funding you might get are related to dark things, like for example investing in gambling, crypto or AI. So I can never access funding, because I avoid to build games that give issue to people instead of giving happiness.

You can have all of those things and they might help, but the main reason for failure is the budget. No money = loss of motivation 99.9999% of the time,

You are welcome. Best of luck! :-)

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Hi, 3 suggestions:

1 - Not everyone knows what 5th grade means, better specify directly the age.
2 - Leave out AI and study hard. No one wants to hire developers that use AI. If you use AI it means that you are not able to do what you are trying to sell as service. Using AI is stupid, especially in this case. Just leave it out and work hard to learn.
3 - Make some little games, obviously without AI, then publish them here on itch.io, in this way people can see what are your skills and maybe they can hire you.

Good luck with your future career.

Hi everyone, I have participated in a game jam a few days ago and I made a single player/2 player game.

The jam theme was "chickens" so I made a vertical shoot'em up where two roosters have to defend the free range farm where they live from AI controlled robots that are coming to put the old farmer owners in prisons and the animals in cages.

Shooting isn't frenetic as the classic shoot'em ups, but I think the action is quite interesting.

I didn't have time to create nice art, or create more levels, so I opted to invest the little time left in adding voices to the roosters to made the game more enjoyable.

I would appreciate a honest feedback about the game, keeping in mind that I put 40 hours and 37 minutes in it, included idea brainstorming, development, drawing, sourcing audio files, testing and set up the game page.

If you give it a go, please let me know if you play it as single player or 2 player game and until where you could play the game.


I also put a prize, the first 3 people that will make a YouTube video with audio from the start of the game until the end of the credits, will win the game template with the source code of the game (audio not included).

If quite a few people will appreciate the game, I will continue the development, transforming it in a proper game.

Find out more about 'Chicken: Free Range!', my new shoot'em up game prototype for 2 players here:

https://www.patreon.com/posts/149329123

You can try the game here:

https://biim-games.itch.io/chickens-free-range

Thank you!

Hi DarkDuet, first of all congratulations for sharing your story and proposal idea.

I will be happy to help you developing the game for this special event.

I have developed a good variety of different 2d games and I can help you with yours, however I would like to discuss in private more details about how you want to implement the Geocaching mechanics.

Here you can see some of my old projects:


Some of my projects are available here on itch.io:

https://biim-games.itch.io/

If you are interested let me know where I can reach you, otherwise you can get in contact with me through my website: https://biim.games

Thank you.

So far it seems that everyone struggled to complete this game, so I'm offering a prize for the ones that can record a whole play-through of the game from the beginning to its end with audio ad publish it on their YouTube channel, If you don't have a YouTube channel get in contact with me.

You can play by yourself of with a friend, it's up to you.

To the first 3 people that can provide such content, I will give as prize the game template of Chickens: Free Range! for free.

Note:
The game template do not contain audio files since they are not owned by Biim Games, however the templates includes Play actions that calls the names of the files, so you can easily use your audio files for the music, sfxs and voices of the game.

Show the rooster that is in you! :-D

Thank you for playing Chickens: Free Range!
It was interesting to see how actually people play the game. Well, I didn't expected to see the text messed up and part of the game cut out due to the zoomed page.
That's another thing I should test :-D
Definitely playing full-screen would have been easier :-)

It's nearly midnight now, I will come back to the video and comment the things you talked about.

Also I just finished to comment the whole template, but tomorrow I will double check it in case I forgot something, especially since it's aimed to beginners and there are a lot of unusual approaches in order to save events and to overcome the restrictions of the free edition without using JavaScript or TypeScript.

The audio files are still in the game, tomorrow I will get rid of them and see how much is the weight of the game. Currently it's 7.7 MB.
I think I also have some duplicated art that I need to get rid of.

I'm going to launch a prize: the game template for free to the first 3 people showing me a video with audio with the whole game played.

Hi,

I can help you with the development of the game.

I created a large variety of different 2d projects for me and my clients and I can help with the development of a RTS.
I didn't know about this game you are inspired of, I did play a good amount of RTS back then, like Dune 2, Starcraft and others. Recently I moved to turn base system, because I want to have a more relaxed time when playing, so your idea for a relaxed RTS is quite interesting to me.

I am as well on the same page like you about how the games should be sold, in fact I am more for a pay once and own the game instead of subscriptions or other way to monetise.

I don't use Godot to create games, but instead Construct 3. You can find more about it here.

You can see some of my and clients' projects here:

Some of my projects can be found here on itch.io:
https://biim-games.itch.io/

Just to be clear, I do not work for revenue share, but if you are open to discussion feel free to get to me and maybe we can find an agreement.

Thank you.

While adding comments on the project to sell its template, I finally realised that the Double bullet Power Up didn't have the bullets deal 2 damage each instead of 1 as all the other bullets.

After have just tried alone, I can confirm that the game can be completed also using only that weapon an only one rooster. Sorry you had hard time playing with the under-powered weapon. 

I will update the game once the Game Jam will be completed, so if you want you can give it a go again to see the difference.

While adding comments on the project to sell its template, I finally realised that the Double bullet Power Up didn't have the bullets deal 2 damage each instead of 1 as all the other bullets.

After have just tried alone, I can confirm that the game can be completed also using only that weapon an only one rooster. Sorry to everyone that had tough life playing in this way. I will update the game once the Game Jam will be completed.

You are welcome, aside for the input itself, check maybe how the collisions are made too. Events and collision boxes.

Thank you, I really appreciate that you enjoyed my game and mentioned it again here :-)

Thank you, I'm glad you enjoyed it.

Until where could you play the game?

Thank you.

Yes, about the slow shooting mechanic, I wanted to have something a bit different and at the same time be one of the messages to warn the players of about real life danger of having robots and AI together. They are much faster than people could be able to face them in an open conflict. In this case we have roosters though using grandpa and grandma's old weapons so an additional reason to be slow due to the reloading time of a shotgun or similar weapon :-D

About the use of the free edition with its event limit, it was both a personal challenge and a necessity, since I might had (and still have) to rush to Italy due to family health issue. That limit helped to keep the scope small, even if in the end I think I could have saved half of the time used to develop the game using the full version :-P
Also, I'm going to show the game to future students when teaching how to make Construct 3 games, to show that a complete game is still doable with the free version, even if it require to know well C3 in order to minimise as much as possible the events and try to compact different things in a single event to save events. Also the design is purposely done in this way to avoid to use line of code. For example, the only layout that runs custom lines is only the cutscene at the end before the credits, the whole game is basically one single Event Sheet, that cover Start screen, gameplay and End/Credit screen.

Thank you Andrew, I will try to remember to let you know if I will use your files elsewhere too :-)

Great work so far!

No worries and good luck.
I'm glad you had a chance to bring to life a game that you were thinking to develop since a long time.

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Thank you for checking the game and reaching the first boss (that's not the final one).

Yes, weapons could be balanced a bit more, but I didn't have time to do that. However thy are not too bad if you play with a friend, since the enemies will be the same.

About the weapons:
Gun - Single shot
Damage: 1
Reloading Time: 1 second
Bullet Angle: 270
Use for:
Basic weapon, you are not going to go back to this (even if initially I planned to let the player lose the power up when damaged and go back to this weapon).

Double - Double shot

Damage: 2 (per bullet) [ This is currently the weapon dealing more damage with a single bullet]
Reloading Time: 1 second
Bullets Angles: 265 and 275
Use for:
Close fight or pave your way in front from far. In close combat, you need to get the right timing, if you can shot twice to the same drone/robot it will be dead since thy have only 3 HP. Actually just tried the game again and I should fix the code because in a very close combat, you can hit with 2 bullets and both of them should deal damage (2 + 2), enough to kill the enemy with one shot.

In close combat is also good to use it when hiding behind a tree, ideally peeking, one bullet will be blocked and the other one will hit the enemy with enough strength to send it back just for the time you need to shoot again.

Finally, from far, when the enemy is in front of you, but is swinging horizontally while coming towards you, you have more chance to hit it. Also quite often you hit it wit one bullet and it will bounce into the other dying in just a couple of seconds.

[ Edit: I just found the bug and fixed it, I can confirm that the game can be completed playing alone and using only the Double bullet weapon. It's actually quite fun to play and it's better to use it as shotgun in very close range. One shot one kill. ]


3-Way - Triple shot
Damage: 1 (per bullet)
Reloading Time: 1 second
Bullets Angles: 240, 270 and 300

Use for:
Stay as lower as possible in the screen to have a large fan and have a chance to hit anyone getting into the screen or moving around, especially if moving left and right to get bullets in different point. Good to focus on just avoiding enemies and their bullets and give you a high chance to hit someone, despite it's precision.


Machine Gun
Damage: 1 (per bullet)
Reloading Time: 0.2 seconds
Bullet Angle: 270
Use for:
Move and concentrate the fire power always in front of the character. It's not easy to defend from side attacks, but the trade off offers the player high mobility and can either focus the fire in front or move around to have a line of fire. with bullets covering a good area of the screen.


The machine gun sort of translate like the laser in the classic shoot'em up games, while the 3-Way is the machine gun at fan arc of those classics. The Double shot is something in between, narrow, but not too much, so you can still have a bit of arc especially if you stay low on the screen.

The Machine gun is at the moment what it seems the most powerful weapon, however despite shooting fast, it's hard to kill minions since they fly away easily when hit, definitely better VS the first boss. I have killed the first boss playing alone and with the 3-Way weapon, not an easy task, though. You need to move away from it way before it closes up too much on you. Not so easy to blow up its arms. The boss is like the little robots, it moves back when hit in the body, but not too much. So the more bullets hits the hull the more you can send it back. If you don't have a machine gun, the support of another player is very useful.


As curiosity, the special weapon (big ray or electromagnetic pulse, to be decided), didn't make into the game, despite having the stats already inside. I preferred to leave it out to concentrate in creating a additional level and focus more in finding the right voices for the whole game (you will hear more if you can complete the game). Anyway, these are the stats, that could change since I didn't have a chance to test them.

CFR (Chickens: Free Range!)
Damage: 10 (single hit for big large ray/wave that should cover at least 1/3 of the screen.
Reloading Time: 10 seconds (it needs time to cool down before being used again)
Bullet Angle: 270
Use for:
Clean up the way in front from lots of minions.


About the speed of players VS machine, yes, they are fast and meant to be, same thing for suddenly coming from back without you be able to do much. That's the real danger of putting AI in robots and one of the warning message the game wants to tell to players (and we are not armed with machine guns with endless bullets and no even have 3 hearts...

What I couldn't fit due to the wasting time of my self challenge to use the free edition and create workaround the limitations is:

- 1 weapon, CFR (Chickens: Free Range!).
- Heads of the chickens on the bottom left and right of the screen with the text of what they are saying inside a balloon.
- Lines from famous movies in the balloons, according to the situation of the levels and game (this will be without audio since the voices come from pre-made game assets.
- 2 more levels (the end scene after defeating the second boss was supposed to be the beginning of level 4.
- Touch input to allow 2 players on tablet.
- Responsive screen and game map according on the device or window resize.

With 9 events only left, last 2 points might have been not possible.


I'm planning to strip the audio from the game (because it's third party) and sell the template as it is (adding proper comments) to show how I overcome the limitations of the free version.


Thank you again for playing and for the detailed feedback. If I will get enough interest I will develop it more with many more levels, let's see how it goes.

Physics issues are not happening often, at least in the other levels I tried (3 to 5).

Oh well, adapting the sentence from different language was a nice touch!

Yeah, go for it, sell it, I think you paved already most of the street for a successful game!

Bien joué!

I got this asset pack from elsewhere, as bundle and I was keeping it just in case as many of the assets I am buying, then finally the chance to use a couple of tracks happened a few days ago.

I used this pack for the first level and credit section (end of the game) for my game "Chickens: Free Range!" created during a game jam and the atmosphere is great.

Level 1 track:
Hybrid Orchestral - LOOP - The Last Battle - Stem Bass.wav

Credits/End game:
Rock Band - Guitar Baby - Live.wav (really epic and very well matching the scene)

You can hear them in action here:
https://biim-games.itch.io/chickens-free-range

Highly recommended!

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The quality of Epic Stock Media voice packs is always great. Little by little, I bought nearly all of them in the past years.

I used this pack and the Henchman's one for the voices of my game "Chickens: Free Range!" created during a game jam, giving different personalities to the characters controlled by the players.

I could let them talk to each other from the arrival of the first boss until the final scene of the game, in addition to have different lines spoken when they pick up power ups or destroy enemies.

You can hear them in action here:
https://biim-games.itch.io/chickens-free-range

I will keep getting as many voice packs as possible, I already used many in other games of mine.

Highly recommended!

I give it another go with level selection, definitely will come back to play it again some times when I want to get frustrated! :-D

I found a writing in Italian too! That was a nice surprise, are you Italian too?

I tried to make some unplanned (I think) solutions to avoid obstacles, moving objects around, but I keep dying anyway while attempting different strategies. It's a game that has lots of potential, definitely polish it and sell it. Very inspiring!

Tried to make some unplanned (I think) solutions to avoid obstacles, moving objects around, but I keep dying anyway while attempting different strategies. It's a game that has lots of potential, definitely polish it and sell it.

Very inspiring!

I played the game, twice. I tried to see if I could have a different ending, but it seems there is only one.

The good ting about the game:
- The story and atmosphere is nice.
- It's also nice to see this type of games made with Construct instead of the usual platformers and other very popular genres.
- Cut scenes are nice.

What to improve:
- The theme is really forced in, it could have been any theme in that portrait, so it looks like you have already the game ready and just placed the chicken in order to have an easy submission. I am not saying that this is the case, but because you didn't use the theme much it doesn't give you justice for the effort spent. Yes, we can argue that the main character is a chicken and scared, but actually no. He keep investigating no matter what, so it's actually quite brave.
- The art can be improved, but it's a game jam, so you actually did a lot of work here, so you can re-style the whole game with new art later on if you want it to look appealing. On the positive hand, it has a good old retro feeling, so if you polish it in a retro style and make it consistent, it would look good too.
- Audio, nice music, but as others have said need to fix some issue like the walking sound
 loop.
- The story is nice, but there are no meaningful choices, you are railroaded very much around about what to do.

Conclusion:

The competition in the jam is very hard this year, you are unlikely going to win something, however I think you have something here that is much worth than the jam price, the story is interesting and honestly you did really a lot considering the time of this game jam. If you like the genre, as it seems, I would encourage to keep working on this story, there is an open ending and you can expand from there. Also there are a few unresolved questions in the story that leave lots of space to expansion and player's interpretation.

I would suggest you to join forces with some artist for a retro look, like the old point and click adventures and build a proper, but minimalist, UI so the players have lots of possible interactions (take an object, leave it somewhere, open, close, push, listen, look, etc.). Giving to all of these options and each or most game objects a feedback from those interactions. For example, you can listen to a door, observe it, open/close it, push it and so on. Each of those player's action will have a response like "You can hear a faint scratching on the other side of the door", "The door handle looks loose as if someone has damaged it for having using it for long time with strength", "the door is locked", "the door is unlocked, but the humidity expanded the wood and it's stuck", and so on.

Change the portrait from chicken to something else a bit weirder, but not too scary, something that a grandma would have kept anyway, like the painting of a family working the land in front of a country house/farm.

If you have a dedicated person for the art, you can really focus on the story and coding, and have all the above suggestions in the game. You can also join the force with someone that does the programming for you so you can focus 100% on the story and gameplay, having more time to add more stuff like multiple endings.

So again, probably you are not going to have the best game of the jam, but you have something on your hand that could be worth investing your time and money in.

Good luck with whatever you will decide to do with this game. Well done! :-)

Thank you I could finally play and complete the game :-)

Nice idea!
I will probably not be able to see the live, but I will try to find some time to check the YouTube channel, at least I can see the end of the few games I couldn't complete.

If you play my game (Chickens: Free Range!), you might have more fun having a second player rather than leaving one of the rooster at his destiny :D
The game was done with the free version of C3, so I didn't have time to polish it due to wasting time to overcome C3 restrictions, however I would like to know if people might be interested in seeing a full game development of it or just lave it as entry jam. I'm trying to see which of my many projects people would like to see a further development-

Thank you!

Nice tackle on the classic rock*scissor-paper game mixed with the jam theme.

Well done!

I tried for a while, but I couldn't defeat any god, or at least I didn't see any feedback to understand what's happening.

My advice is to slow down the speed when you are transformed in lighting mode. Yes, it's cool to move very fast, but it's very difficult to have any strategy since sprites get into the screen randomly and very fast. Also I would add an animation of the gods when injured, maybe you did, but at that speed is impossible to notice. So make it change color a lot, turn 90 degrees or something like that, add also a sound to give feedback when you succeed or fail in something.

The lightning speed is a good idea, but I am not sure about the theme on why the sacrificed chick has that skill, or at least I didn't get it in the story. Maybe you can expand on that to increase the lore of the game too.

Nicely done, simple but work fine aside for the bugs that others have already pointed out.
I'm glad to see that I'm not the only one that add another personal challenge using the free version of C3 that is quite limited, so I understand how 50 events and other limitations are quite hard.

If you polish the game and add more power ups and levels, you can monetise it on game portals (make sure that before do that you purchase a C3 license though if you don't have one.

Well done.

I got inside the house pressing E, but once inside I can't find any way to interact with anything else. I can't open the other doors, or windows, I can't go back out, I can't go on top of the stairs, I can't interact with any other object.
I see other people advanced in the game. Could you update the game page with the list of game input?

Thanks.

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Nice game, but sometimes I couldn't shoot, sometimes I could shoot easily, not sure if it's a bug or a game mechanic I didn't understand.
Also sometimes after some games, the new game was remembering my bonus speed, and on the other hand as soon as I started there were two foxes in the center of the screen. Is it right?

I think you can easily monetise it in game portals, because the game is quite fun to play.
Fix eventual bugs, polish it, add some instructions on how to increase your time and you will be good.

Well done.

Edit, I forgot. Great game name! :-D

Fun game, even if I am bad at it.
Definitely worth to monetise it placing it on game portals and as mobile app.

Nice game, definitely good for game portals and mobile.

Well done!

You are welcome and good luck with the development of the game.
Try to share it around and see how much interest there is, you might be able to get some funds too if you are good with marketing and have followers from your previous games.

Thank you very much.

Yes, turning off the second player was actually something that I was planning to do, but I had to leave it out due to time restriction, same for the intro if I could implement a saving system that remember that the player already saw it once previously. Not because those things takes time, but because for every condition I have to try to integrate with a precedent one to try to overcome the limit of 50 events of the free edition. That's an additional personal challenge I wanted to give to myself.

If the game will have interest I can keep developing it and adjust those settings.

Until where could you play?

Thank you for checking it out! :-)