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Ben Slinger

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A member registered Dec 18, 2014 · View creator page →

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Thanks for playing!

Thanks for playing! I did have more I would've liked to do but I ran out of time, glad it was impactful though :)

Thanks for the great write up! I'll get that bug fixed after the jam period - that does take you out of it a bit, haha.

In the final scene, there are actually two paths of dialogue, one more panicked and one more calm - you're essentially going back and forth between the branches based on how much calm you've 'generated'. So if you don't close your eyes at all you'll see the whole 'panicked' path, and if you close them immediately and keep them closed you'll see the whole 'calm' path. That probably ended up being a bit too subtle to be noticeable though.

Thanks for playing!

Thanks! Funnily enough that idea came to me as I was going to sleep.

Thanks man, love your work :D

Thanks for playing! I considered full control but it felt like it was going to be too much of a hassle to get that working in the timeframe, plus I wanted to work on my AnimationPlayer skills :D

Thanks! I had a bit of fun recording those breathing sounds, and did my best to balance them so they sounded natural enough but ramped up the tension as necessary. I would definitely like to have done a longer story with more time!

Thanks! Yeah, I would've liked it to be longer, though I do think the panic mechanics would've gotten old pretty quickly. I did have some plans for dialogue breaking out of the text box when the player had a particularly shocking moment, but wasn't able to get it done in time.

I was interpreting the theme as emotional shock, or "going into shock" - I wanted to see if I could explore that through the stark visuals and the mechanics around breathing and switching choices. Glad you liked the art!

I think around 1300? I've forgotten now :D

I loved the way each floor was presented going down the screen, gave it a great sense of space. I found the combat fairly trivial, but it was fun enough to play through. The parallax was a bit disconcerting when there were enemies on the screen, but otherwise I loved the idea of it.

Great art style, I am a big of fan of Lord Pemberton-Voltz and all of the polish you've put on the page and in the menus. The gameplay was fun, though I think it would've elevated it if there were a couple of power ups or ways to get a bit of health back. Great work!

I like the gameplay idea of killing enemies to alter the terrain, and the art is very cute. Great to see a bit of a story in there too. I did find it a bit frustrating to have to start the whole level over when I died, and it was too easy to accidentally pick up your sister and then jump off a cliff, haha. Great job!

I like the Undertale vibes, cool idea for combat. Was a bit repetitive though.

Fun little quick arcade game, though those screams might've blown my speakers out, haha.

The atmosphere is impeccable! Loved the creepiness and the level design. Great work :)

Hi Rafael - we are releasing this game in a polished format on Steam along with two other cases as The Grant Grover Anthology. Would you mind if I used parts of your review as a testimonial on the Steam page? Thanks again for your kind words! :)

Hey SGGGames, we are releasing this game in a polished format on Steam along with two other cases as The Grant Grover Anthology. Would you mind if I used parts of your review as a testimonial on the Steam page? Thanks again for your kind words! :)

Hi Hussein - we are releasing this game in a polished format on Steam along with two other cases as The Grant Grover Anthology. Would you mind if I used parts of your review as a testimonial on the Steam page? Thanks again for your kind words! :)

I finally came back and fixed this!

I found this game from somebody's list in The Roottrees Discord, it's a well deserved entry into this genre! The framing of finding the scenes as a seer works really well, and I love the filtering mechanic for discovery. Great work!

Thank you for the kind words! For us the key to getting a narrative game done in this time is really nailing down the scope of the story before you begin, and getting at least a draft of the whole story in as early as you can. In this case we are using some tools that we've developed from previous games (to handle narrative state, cameras, fade in/out, etc), and using that to throw the game together end to end as fast as we can. 


I think we had the full story in place with placeholder scenes by Day 3 for this jam, and then we could spend the rest of the time editing and polishing the dialogue, building out the scenes, etc.


For Godot, I highly recommend Nathan Hoad's Dialogue Manager plugin, it's very flexible but gives you a lot of power to easily write branching dialogue, hook into state and events, etc.


Thanks again for playing!

Thanks so much for playing! There are some slight changes to the dialogue based on the number of previous players, and of course earlier runs would not have had the benefit of the safe code being revealed. We're hoping to do more with the mechanic in future games!

So glad you enjoyed it, thanks for playing!

Love the idea of cooking eldritch horrors and then having to fight them! With more time I think this idea could work really well, but as it stands the combat is a bit too straightforward, and I didn't really understand what my purpose was once I'd filled Death's bounty. Given that there weren't actually any choices to make for the recipes it felt a bit too linear too.

Love the sprite work though, and again, really fun idea! Nice work!

Very cool to see an RTS in the jam! It's really fun seeing my little trail of ants running around the kitchen, and great job with the path-finding and movement. It did get a bit janky when I tried to get the biscuit tin from the direction of the table, my ants disappeared into the counter I think and then the vacuum or the rolling pin got them, haha. Great work!

Great sprite work, and I loved the biting of the cookie to start the game, haha. The rest was a little slow for me, and I very much missed the audio in the battles.

Thanks for playing! Definitely looking forward to exploring some of these topics further, in this game and future games :)

Thanks for playing, glad you enjoyed it!

I didn't notice the audio clipping but audio is not my strong suit, was it some of the sound effects?

Thanks so much for playing!

Thanks for playing! We considered having a "New Game +" mode where you could simulate the specific playthrough you wanted (eg. play as if this is the 2nd play), but we didn't end up getting to use the mechanic enough to really make it worthwhile.

Good point on signposting the memory reveal, especially that you would only get one click. I'd like to find an in-universe way to make that clearer.

Thanks for the feedback!

Thank you so much for these kind words! We're really glad you enjoyed it, and we're definitely thinking of how we could pull off a full game in this style 🕵️

Super polished, I can see why this game is attracting so many ratings! Lots of great little easter eggs and a cohesive style, and all the minigames were clear enough to not be frustrating. Well done!

Sure thing, here you go! The podcast is an improvised video game podcast, so we come up with new game ideas every week: https://www.bitstormcast.com/episode/secretly-sassy-shrubbery

They were real! And I agree, I love the idea of sharing asynchronously with other players in a game like this - we actually did a whole episode of our podcast where we riffed on ideas for this sort of mechanic, and I'm keen to build some more prototypes that use it. (Tell me if you want a link to the podcast episode, I won't post it immediately to avoid being spammy, haha)

Thanks so much for playing, I'm glad you enjoyed it!

Thanks for playing! We'd love to do another game in a similar style with more expanded options and effects from other players runs, for sure.

Your game has been one of my favourite of the jam so far, too!

Hotline Miami vibes! This was fun, the controls were tight, and I just wish there were more of it. Nice one!

Wow, this was a lot of work for 1 week, well done! I loved growing my colony, and having the different pheromone trails for each type was very clever. Loved the voice acting too. Great work!

Ah, this is so cool, but unfortunately very buggy! I couldn't restart after dying, I was still able to move after dying the first time, and at the end of the round one of the zombies was still alive. There was also a moment where buying an upgrade it showed I had enough cookies but wouldn't let me buy it.

With a bit of bugfixing and some UI polish this could be really great!