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Bri

15
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A member registered Jul 13, 2020 · View creator page →

Creator of

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This runs fine with the default settings in place. I can see the little robot model, and it matches my movements properly. However, once I have it set to display any other model, it never loads in. The window is blank until it eventually just closes on its own. Are there any debugging steps I can try? Let me know what other information I need to provide.

I really love the concept here! It's simple and fun. The way everything gets darker as time is nearly out is great; it makes finding those last few items really tense. The art and music were really great too. Everyone else has already mentioned the confusing swivel button design, which was my only issue with the game. Overall, this was a fun entry.

This game hit me right in my "Diner Dash" nostalgia. I had a lot of fun playing it until a customer got stuck on a table and couldn't leave.  I think placing a customer at the table next to the trash can with fully upgraded table quantity can soft-lock the game. It was also pretty annoying to watch the character occasionally run in a little circle when arriving at a destination, wasting a bit of time.

The art is so charming, and I love the way all the characters bounce in place. I would recommend adding a way to see the customer's mood change so you can tell who is getting ready to leave. It would also be nice if customers formed a line instead of standing in the same spot, overlapping on top of each other.

This was a super cool entry, and I had a lot of fun playing it! By the way, what are those food items served at the restaurant?

The art was really nice in this game. It's super impressive what y'all got done in such a short time. I think it wasn't always clear what needed to be next at any point. There were a few times where I just went from room to room, interacting with every object to see what happens. There's a really cool story idea here with the different rooms being from different time periods. I would like to see a version of this game with more polish. This was overall a really cool game.

I had fun playing this game. I especially liked the second stage. Picking up the gun and being able to shoot back was pretty cool. One issue I had was that it took me a while to figure out what all the controls were, especially for the attack button. Some of the art can also look a bit blurry at times. This probably has something to do with the way it's scaled for my screen. Overall, I good time trying out your game.

I looked into the bug you mentioned. Object interaction works by seeing what object is near the player when the interaction key is pressed. The issue with that is, as you noticed, you can be near the bible and the bed at the same time, so trying to look at the bible can count as looking at the bed at the same time. I have figured out a way to fix this issue, so I can release a fixed version after the jam ends.

I'm glad you liked that art and story bit of my game! Thank you so much for your feedback!

I'm looking into the bug you mentioned, and it look like it only occurs during full screen mode. I don't have a whole bunch of computers with different screen sizes to test this on, but I do believe that is the issue. I should have tested full-screen mode to make sure it works properly or just not allowed full-screen mode at all. I'm sorry you had to deal with that issue.

I'm glad you still had fun with the game, and I'm really glad you like the art! Thank you for your feedback!

Thank you! I love low-res art in horror because it forces you to use your imagination, which I believe can be much more horrific than any realistic drawing. 

The low resolution I decided to use early on is what led to the camera being zoomed in so close to the character. I had to use a large portion of the screen just to draw the protagonist with the amount of detail I would like. I then realized that this created an effect where you wouldn't be able to see anything that wasn't close up. I decided I wanted to make the gameplay feel like wandering around in a really dark room, not even being able to see the walls around you.

Thanks again for the comment! I'm glad that you liked my pixel art!

Events used a combination of time-based and item-based triggers. Spoilers for the entire game below:

Upon starting the game, you need to look at the diary, bible, crucifix, and door. The diary changes for the first time 10 seconds after having observed all the items. The next part is completely time-based. Just wait for 60 seconds without looking at the bed and dying and the diary will change once again. The last part is completely item-based. Looking at the bible and crucifix unlocks the door and changes the diary for the last time. It's also worth noting that the order you use the items does not matter.

Regarding the ending of the game, it technically ends when you observe the door and see that it can be opened again. I originally wanted to play an animation of the woman leaving the room, but I ran out of time. The "I love you" message is not necessary for completion. It's just an optional observation you can make.

Anyways, thank you for all the kind words! I'm glad you enjoyed it!

I think this concept has a lot of potential. Others have already pointed out that there isn't much of a reason to rotate the room when clearing out enemies. I'd suggest having enemies that can only attack in certain directions, or do more damage when attacking adjacent walls or something like that. Simple rules that when combined create complex decisions could make the concept work better. I'm sure you already have plenty of ideas that you'd like to try out as well.

I think the game could also benefit from more audio cues. Things like a ticking noise for the last few seconds of the countdown to a random rotation or a noise when the rotation cooldown ends could make gameplay just feel better.

I had a lot of fun playing this game! I'd like to play it again in the future if you continue working on it after the jam!

The trials concept sounds really interesting! I want to play the full game after you fix the last-level-only bug.

There was one thing I noticed that I wasn't sure if it was intentional. The key that spawns in the air above the player's spawn can be reach by just repeatedly jumping up along the wall rather than using any other platforms in the level. I don't know if there is a different intended way to get that key, or if that is the correct way to obtain it.

I'd also recommend having an option to control the music volume or even just a mute button. It was a bit loud for me.

Anyways, the game felt good to play, and I think it would make a great platformer. Awesome job!

Thank you! I originally planned on adding sound effects to the game, but I didn't really have the time. I would also like to add more ways to interact with the environment to create some interesting puzzles. I've even considered having a system where you walk with the arrow keys, and then type in commands to interact with items to make it feel more like one of those really old computer games. Anyways, thank you again for the feedback!

Thank you so much! I'm glad you had fun with it!

I personally struggled telling the difference between the two colors. It might just be me, but the blue and green just looked to similar. I didn't have any other issues that haven't already been brought up by another commenter.

The game looks great and has a lot of potential. It did take me a little bit to figure out the turn system at first, but it was simple once I got the hang of it. I think the transition between turns takes too long, and make the battles feel really slow. I also never knew how much mana I had, so I wouldn't know which moves were available to me at anytime. Overall, I think the game would be good once it got some polish.