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Bluebooo904

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A member registered Mar 14, 2024 · View creator page →

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Really fun idea! I think the concept of having an enemy chasing you around and that being your camera angle is great. As some suggestions, I think making the camera feel more like its being controlled by a person or some kind of drone would help it to feel more dynamic. Like some basic headbobbing or camera shaking. Also small camera changes in perspective could help add to that effect. Being able to determine where the enemy is aiming could also be useful. There were quite a few times where I dodged the bullet but got damaged by it when it flopped onto the ground. 

Overall I really like it though as a concept and I wish you were able to get it fully completed and submitted to the game jam on time!

Pretty good concept! The first time I played the seeing eye seemed to glitch and it just stayed in place. As a result I didn't know what it did until I accidentally walked into it on one of the camera's. I liked the idea a lot and its a unique take for a second-person madness having something watching the cameras that you can see and control yourself through. You could have changed the control scheme to match the camera's angle, but honestly I think how it was done worked fine.

I played through and got all 3 endings (unless there is a secret fourth?). It took about 15 minutes in total. The interaction system seemed almost entirely pointless except for obtaining the third ending. I tried to interact with about everything I could, but I never came across any hidden notes or items. So, that would have been a nice touch to maybe have to search for keycards or something to get the third ending. Like Jackb said the reflections on the graphics were a bit much at times. It would definitely be helpful to try to reduce that somewhat if possible. The reflections don't add all that much and seem overly costly for the performance. Another issue that was mildly annoying is the camera's springarm kept interacting with every element from the environment. For some cubicles, I would wonder if it would be better to just leave collision between the springarm and smaller environment pieces off. But that is a small QOF change.

I can tell everyone put a lot of effort into this project and it really shows. 

Really plays on the second-person aspect well and its definitely madness. The numerous funhouse camera shifts were definitely a bit discombobulating at times, but it overall functioned pretty well. I'm glad the control scheme stayed consistent between switches as it meant you just had to adapt to the camera's perspective change and not a change in controls as well. I'm not sure if its a bug but the game didn't seem to restart or do anything after the first time I was captured by the clown. It just froze on the screen and had to be manually restarted to play again. Overall really interesting concept. I like the 2D sprites in a 3D world, it helps  add to the madness as well.

Its a good start! Obviously a lot of work to get rid of the Manny and Quinn characters as well as get some sound in the game. But its overall a decent start. The RE style camera is a decent take on Second-Person as well.

Man, if that alarm sound was just a little closer to a dialysis machine. I would have been transported back to my clinic days in my worst nightmare. In other words it perfectly captures the madness of a healthcare environment lol. I really enjoyed your use of the theme and I think this was a great handling of the theme of second-person Madness! I played through the game twice although each time it just ended with a fade to black and nothing else happening. I'm not sure if that is a bug currently or if I just somehow encountered that twice. It would have been absolutely perfect if the tempo needed to perform CPR on a patient matched the tempo needed for real CPR. If that was the case then I think I really would be transported back to my clinic days.

Really fun game! I think it has a lot of potential to be a much longer title. Just adding some additional puzzle mechanics and it could lead to a really unique title. I think having levels that require you to use the fear of robots to move a character while you control the other one could be very unique. Overall it was a lot of fun though and I think a really unique take. Also I always appreciate a GODOT title!

To share a bit of extra feedback here. Based on others feedback too, I would definitely try to make sure that your game makes sense to players. Its very easy in a game jam (especially solo, which I believe yours is?) to have an idea that you fully understand and have no issue playing. But sometimes players can struggle to understand it where as it might be second-nature to you by the time you finish making the game. 

I don't think there is anything wrong with your concept at all, but I think it definitely needed some more explanation on how to play the game so everyone can enjoy what you spent time making. Time is such a valuable asset in a game jam. So, if you don't have time to create a tutorial level or some kind of tutorial screen for your game. Just try to make a quick video explaining how to play or update your game's page with a text explanation if you'd like. In most cases something like that isn't against jam rules.

Also, if you can I recommend asking a friend to try out your game and asking them if the game makes sense or if they can figure out how to play it without you having to explain it to them. Though honestly that isn't always an option with a game jam, but it is a good practice for any game you create.

Once again great work!

I wanted to share a bit more feedback as well. Based on what you said, I would definitely recommend keeping some clear communication within your team about what the goals of the game should be and if anything changes during development. Sometimes it can be helpful to have one person write up the goals of development and the game's direction. Obviously taking into account everyone else's input on the team as well. But by having one one document that everyone can reference it can help to clear up some misinterpretations on goals. For instance, if I tell someone I want a fighting game and they make a mortal Kombat style game when I actually meant I wanted an Arcade fighter like Double Dragon. 

Obviously everyone on your team still did great work, but it sounds like there was some confusion on the team that can be worth trying to address. Overall though, great work again! I hope you all get to participate in the next jam!

Really cool idea! It took me a minute before I realized how to properly play the game but once I did it definitely has a certain addictive quality to it. I also really appreciate that it begins with words that are easily typed with only your left hand allowing you to use your mouse to move. It definitely ups the challenge when you need to move your hand off the mouse or try to uncomfortably stretch your left hand to type out the words. Enjoyed the music as well! My main feedback would be to add a pause menu to the game (could block out the words to prevent any advantage that could give), and to maybe introduce a tutorial level that goes step by step on how to play the game. Overall, its a pretty great game and I think the concept is really strong.

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Its very creative! I like the idea and I appreciate the very literal interpretation of the game's theme. It is a bit confusing on how to play the game though. It seemed a bit buggy in some instances when it came to moving the shapes into the test tubes. I agree with Letholor that the text does disappear a bit too quickly to read and be helpful. I would also suggest having some sort of compendium in the game that at least lists out known "recipes" Although I could see where that could harm the challenge of the game. Overall well done though!


Oh, and big bonus points for having a Linux version. I always appreciate that :)

Pretty unique idea. I'm always a fan of "shapeshifting" mechanics. I can definitely see the rough spots here and there, but I can tell you all put a lot of work into this. I agree with Letholor that it can be a little difficult at times to see where you are going or to gauge the circle's jump properly. I think just zooming the camera out a small amount or allowing you to move the camera's position around with the mouse would easily resolve those issues. The triangle and star didn't seem to be as useful as the circle and square, but they were still fun to use. 

Great work! I particularly love the environment design. Its very reminiscent of Psychonauts. Did you create all of the sounds yourself as well? Its very well done and other than the initial confusion on how to play the game. Its a fun game with a lot of experimentation to it. Bonus points for including all the options you did and even some accessibility options and different difficulty levels. 

I enjoyed this game a lot! Its a unique idea and a good implementation of the template.  I think if you spruce it up a little bit this could be a pretty great portfolio piece. Would love to see more of what all objects you created and used for this as in this small amount of time that is pretty impressive to do by yourself!

that works. No clipping them works too or removing gravity. Kind of wanted multiple ways to achieve things

intentional. A play on the invisible walls of games. It’s why you can make them visible with the wireframe potion or even destroy them and move them.

that is great feedback though! I’m sure you aren’t alone in those feelings. It’s probably very similar to people who dislike the sound of chewing. I always want any game I make to be as accessible to everyone as possible. So I’ll keep that in mind if I ever do a whispering kind of effect again.

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thanks for your feedback! I appreciate you checking out the game. I was definitely pressed on time and didn’t get to explain the wall mechanic fully unfortunately. I may update the game once the jam is over with to fix a few bugs and improve on some of the mechanics and story. If you have any other feedback I’d love to hear it. It really helps me to improve 🙂

Also if you want story details I can tell you. Not the most complex story though.

thanks for the feedback! All good points for me to keep in mind in the future. I think the whispering you’re talking about is the Latin coming from the hearts, if that’s not it let me know and I’ll see if there is another way I can fix that in the future. 

Lighting could definitely use some work in hindsight. I keep my monitor very bright so I probably didn’t notice how dark some areas were at times. Also the wall glitch is something I found a solution for after the jam’s time was up unfortunately. The exit door is colored a dark red but maybe marking it white or giving and exit sign would make more sense.

Thanks again for your feedback and if you have any more feedback please let me know. It really helps me to improve 🙂