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byDan

294
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A member registered Apr 11, 2021 · View creator page →

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There’s an issue with the mouse: after moving it ‘outside’ the screen, the character’s view rotates randomly. This gets annoying when aiming precisely or interacting with buttons and levers. It has a quick fix but remains irritating. The game loop is fine, simple, and fun, though it feels somewhat pointless. The sound and graphics are good, fitting well with the game’s style. With more time, it could be great. The bomb feature adds urgency, but I struggled to defuse them. (I found you can ‘clone’ bombs using the fixing machine.) Adding a crosshair would make interaction faster and easier.

Pointless but enjoyable.

The fish movement is a little awkward and feels unpredictable. Maybe tank controls will feel better. It’s hard to hit the ball, but the good thing is that the AI also struggles.

I still like it. It reminds me a lot of a bootleg game I used to play about Pikachu.

You kinda have those options

Thanks a lot for playing!!

Great game, I liked the “twist”, wasnt expecting that, I would have liked if the game would focus more in that “curse” though.

Thanks for playing and Im very glad that you enjoyed the game and understanded the concept (and used the aberrated bullets to replenish your lives)

Thanks for playing! glad you enjoyed the game

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PB!

The controls didn’t feel that tight, but they were good enough. The animation of the duck character was my favorite part. I’m not sure how many tries it took me, but I was able to beat the game.

The path wasn’t very clear, but after some trial and error, I was able to figure out the right way. You even added a wrong way gag. In the moment, I really hated that because it was the first time that I managed to get there, but in retrospect, it was kinda funny.

I don’t feel like you used the aberration theme in your game, or if you did, I felt it was weak.

I had a lot of fun with it.Really enjoyed your game!

The next few lines are just some opinions of mine that you don’t really need to take seriously, but I feel that this “wisdom” could help you in the next jam. I know you were going for a rage game thing, but I feel like one needs to dial back the difficulty when making a jam game for the sake of the people who are going to play it and review it. I usually make games way too hard myself, and that sometimes results in my games being rated lower than they should be. I feel like that might happen to you. image.png image.png

Didn’t understand the concept of “sleep but keep using your phone” thing. I was only able to get 2 endings.

I really tried to understand what was happening, but I wasn’t able to.

The game looks good though. Maybe boost the brightness of the lines a little bit because it’s kinda hard to see them.

beat it!

I liked the aesthetics and also the game feels well made.

Cool short game, but besides sound, it need something more IMO.

Kind of slow and monotonous, but I had a lot of fun with it. It’s really simple, but that’s the charm of it.

I managed to get all the pellets, and then I got the prompt to return to the room, but everything looks the same and I wasnt able to find the room, so I just got bored and jumped straight into Pac-Man’s mouth to see what would happen. I understand that you didn’t want to put a map in the game, but at least you should have put some landmarks or signs or something to ‘triangulate’your position on the stage.

The graphics were good.

That was something I wasn’t expecting!

Sorry, I tried to play it but I didn’t understand anything of what was happening. The battle system is not very clear or what each card does. Yes, there was a tutorial before the game started, but you can’t expect players to memorize all that.

A hint in-game of what every card does and a clear indicator of which state the battle is in, and what just happened, would be great. “Enemy used this, so this happened, now it’s your turn, what would you do?” … etc., etc

Good concept, the game works. I didn’t know what to do at first, but I figured it out after some trial and error.

Needs lots of work, but the core is there.

I would like to see this game finished.

You can also use a gamepad. What keys would be better?

I still have a lot of fun with it

Cool game, it took me a sec to realise that the black sphere was a button or something.

The character movement feels odd, and too slippery , wasnt able to get that far because I kept falling on the spikes or out of the toast

With a better character controller would be a great game.

Great game, Very Interesting! Its not the prettiest game I have ever seen….But I guess is part of the charm (Would look cool with an “windows 95” aesthetic IMO)

Thanks for playing, the theme was in (or at least I try to put in in the game with..) the aberration of the normal conventions of gameplay, for example the floor that is usually safe, while using the aberrator devices kills you, the spikes, that are always a harm, while aberrating the game are safe, the bullets while the world is “aberrated” instead of killing you refill your lives.

Thanks for Playing!

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The main character’s 3D model looks cool, and the tentacles that appear on the screen are also impressive, but the environments need some work. I spent WAY too much time looking for the ‘weirdest’ place. I started reciting the incantation in all the rooms, and it wasn’t until my second playthrough that I noticed something actually weird. The first time, the only odd thing was that the table didn’t have collision.

As advice, the idle pose of a character should consider the walking and running animations as well. Having the character cross her arms every time she stands still looks odd.

The ‘restore sanity’ mechanic wasn’t ‘annoying’ per se, but there is no actual reason to do it. At least it didn’t feel like there was a reason to do it. Also, it seems to occur at random. A cool idea would be to bring the hallucinations once you encounter the symbols and the portal. Also, you could do something like inverting the controls of the character as a way to experience madness through gameplay.

Also, all the worms have collision, which isn’t actually necessary in terms of gameplay. There isn’t really any necessary interaction with the worms. Removing the collision of those bugs will improve performance significantly. When the bugs appear, the FPS drops significantly.

The puzzle is simple but good enough. The main problem is that the game is short, and the clue for the ‘weirdest room’ is too vague. Also, the ending is underwhelming. A cool text explaining what happened next (classic Doom style) would have been a great idea to make the ending a little bit better.

The audio of the people in the town was a little bit annoying after a while, same with the crows. An environmental sound would have been way better. Also, I’m not familiar with the Flax Engine, but I bet there is an option to make the audio ‘3D’ so it’s only audible if you are near the audio source.

I wanted to make a ‘speedrun,’ for no reason really, and I noticed that the placing of the ‘signs’ was random each time. Things like that, which go the extra mile, clearly show the dedication to the craft of the developer. (Also, I noticed that after finding the portal, the R button doesn’t work. That’s also good attention to detail.)”

Regardless… I had fun. keep the good work!

Thanks for playing

Thanks for playing!

I really enjoyed this game; it’s evident that a considerable amount of effort went into its development. It’s a well-rounded product overall. Despite the emptiness of some levels, I found the visuals quite appealing.

However, the combat mechanics present a significant issue. It feels too slow-paced, and enemies withstand far too many hits, which becomes tiresome. I managed to reach floor -11, but mostly by avoiding encounters altogether.

Overall, it’s a really cool game, although I didn’t quite see how it fit the theme of the jam.

Sorry if I sound like an asshole, is not the intention, making games is hard I know.

The issue with the speaker is that it’s annoying; it doesn’t feel like he is building the world or anything. He even makes jokes, there’s no explanation for why you are doing what you are doing. Also, is always bad when the game doesnt even start and some dialogue pop up stoping the gameplay.

I know he is mostly there to teach the controls, but that could be done with a button promp when encountering the broken stuff

Regarding the minigames, I don’t think that’s the problem. The main issue is that there is no sense of urgency, no real reason why you, as a player or character, are fixing these ships. There’s no menace or anything. I know there are monsters in the later levels, but I’m not talking about that. Also, since the character is so slow and the character’s range is limited, those monster encounters just make the game annoying. Additionally, something I’ve seen a lot in games is that enemies take more hits than necessary, turning the challenge into annoyance.

Making the fixing process a little bit faster could be good. Requiring some materials (that you need to scavenge inside the ship, I saw some boxes and barrels there) in order to be able to fix stuff would be fun.

Also, that way, you could add exploration to the formula. In some of those explorations, you can add some “lore” or story with the speaker, or maybe finding logs of the old owners of the ship.

Maybe you need to keep the “ghosts” of the ship happy and need to be fast at fixing the ship to not disturb whatever creature resides within it. I know they are eldritch monsters or whatever, but that idea is really overused and most times, misses the point of what really is an eldritch monster.

So, you need to be fast and fix the ship while not disturbing the monster or whatever that lives inside it.

To add to the horror you could add a “noise” thing, making the creatures in the ship react to your fixing and running towards you, so you need to run fix, then run again.

Maybe the problem is that there is no challenge, I dont really know. When I saw the monster there was no need to defeat those monster, unless they were on your way.

Awesome to hear that, I hope you never lose the spark

I like the look of the game, especially the black and white characters. They remind me a little bit of the game ‘Minit’ (I know it’s not the first or only game that looks like that, but I’m biased because I had a lot of fun with that one).

The character animation could be better but they work

(Alos, You could have chosen a font that looks a little bit more like your style).

– I don’t know how it fits the theme of the jam, that could be a little clearer next time.

In terms of gameplay, there isn’t much to do. I tried to beat the game, but the enemies became too numerous or too difficult.

Really good sprite work!

Thanks, that was the Idea, did you understand the Virtual Aberrator mechanic?

Did you get to the “Virtual Aberrator” tool?

Fun Game!

Weird and Fun, The World is Saved

I didn’t quite understand the goal of the game, but I did have a lot of fun building turrets and upgrading stuff.

It would be cool to have a general upgrade for the turrets instead of individual ones since you end up with a lot of them.”

Really fun game the only complain would be that the bears walk away from you and is hard to catch them when you need to return to the “monster world”

Great game!