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CallumCarthy

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A member registered Feb 23, 2019 · View creator page →

Creator of

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Sorry for the late reply!

Thank you so much for playing my game; little tip, it IS possible to finish, I just struggled with implementing dialogue!

This was brilliant!

I love absolutely everything from start to end. The characters are so charming and they all feel like a tight-knit, small village that all know eachother. They all bounce off of each other really well, especially Pops and Lucy!

The dialogue was so well written, every character felt human (yes, even the cats) and genuine and to top it all off, the art style is so simple yet so amazing and fitting for the world they're in. 

The multiple endings were a nice touch too, I just wish you were able to make more!

Very good job, Orion. You did really well and you should be proud!

Really atmospheric! It screams the vibe you were aiming for.

Only real complaint is that the mouse sensitivity is a little low.

Excited to see where you go from here :)

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Really well developed world and story for such a short project. Amazing character and premise. Can't wait to see more from you.

Despite the bugs, it's very fun to play. The attacks and their shaders look amazing. A really interesting concept for sure and given more time will be a great experience to play through.

It was short but I had a good time with it, everything worked well and I had a lot of fun just spawning in the little cubes.

This is possibly one of the best and most well put together submissions I've played. I love the look of the fire and AI especially and the mechanics are all really sound and I LOVE that 'extra' scene. Great job! (I did experience a fault with jumping at times but that's fine)

All mechanics worked rather well with basically no faults or had faults that weren't within your control. Conceptually you had some great ideas and I'm glad that most of them came to fruition. Great job!

There were issues with being able to ride on top of the AI and therefore being able to jump out of the level and there were a few texturing issues in parts but besides that, your mechanics worked rather well. I like the touch little touch of having a small spike field representing your damaging element.

The only issues that I really had with it were that the player moved really slowly and had it's camera too close to the ground as well as not being able to stand on top of the moving platform as it would just move without you. The health in the second scene capped off before hitting 100 and the enemy could just be knocked over and rolled off the edge. Other than those issues that, I'm sure, could have super easy fixes, these mechanics could work rather well and are interesting in their own right.

On my first time playing, I encountered a bug where I went from scene 1 to 2 where I couldn't walk at all but it was a really interesting experience that clearly had a lot of thought put into them.

Changing scene wasn't specified but besides that, it was a good experience and there were a few things that I loved like the tick damage squares and how they change the UI colour. Good job!

Good gaem

Super fun time, my favourite scene was the one with the interactable objects.

Scene 1 - A simple box room, shoot six targets to unlock a door.

The way that I plan to do this is by adding 1 to an invisible counter everytime a target is shot, if the counter reaches 6, the door will open. To combat someone shooting 1 target 6 times, I will destroy each target and then the door will be destroyed. Walking into the collider behind the door will trigger the scene to change to Scene 2.

(FINISHED - 07/03/19)

Scene 2 - A box room to show that health and enemies are a thing, trigger damage and health to open door.

Same room as Scene 1 but this time with no targets, only a static AI and walking into the health box will increase player health by 10, walking into the enemy will deal 5 damage. Walking into each of the static objects will cause them to disappear, opening the door with the same counter system that the first room used.

(FINISHED - 06/03/19)

Scene 3 - Maze with AI and health, get to the end.

A maze with 4 health crates that will despawn when touched and supply the player with 10 health each (Player starts with 10) and 3 enemy AI,  all three are path finding and deal damage when touched (5 damage). Each AI has 25 HP and your shots deal 5 HP damage. The final AI blocks the only path to the event trigger that will change scene. Losing all health to the AI will reset the scene.

(FINISHED - 06/03/19)

Scene 4 - Box room to teach you that pausing exists.

Same room as Scenes 1 and 2 but this time tutorial on how to pause and pausing triggers door to open.

(FINISHED - 04/03/19)

Scene 5 - Three differently shaped holes require three differently shaped keys, use all three to open the door.

I plan to make it so that when all of the ‘keys’ are in the holes, the door will open. I plan to do this by making it so when the shapes are in the holes, they’ll add to a counter and open the door. To ensure that all keys need to be in at the same time the counter will increase by 1 but when the keys are out of the holes, the counter will decrease by 1.

(FINISHED - 07/03/19)

Scene 6 - Shoot 6 targets to reveal teleportation crystal, use it to cross the gap.

Same premise as the first room but instead of opening a door, shooting the six targets will spawn the teleportation crystal to cross the gap that is too large to jump over. Falling in the pit will cause a scene reset. Finishing the level will make the game quit to desktop.

(FINISHED - 07/03/19)