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CCAD Game Art & Design

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A member registered Nov 07, 2016 · View creator page →

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This is the official feedback form for 100 Hours Till Launch, this form does have an optional email request as we would love to keep you in the loop for all developments. We will be sharing information of events for exclusive copies of 100 Hours via our mailing list, so please be sure to sign up if you wish!


Please feel free to share your thoughts regarding game-play, visuals, and other aspects of 100 Hours!

Feel free to share you experience playing our game! 

'claps' Wow, the progress here is great to SEE!! From the moody fog to the subtle glow of the flashlight, you all are really pushing the overall CREEPY tone here. 

I am excited to get into this work and explore. Now, I know scale is tricky, but, the whole crouching thing is a tad awkward, so perhaps having fewer moment to crouch would be best. That's for me personally. I would also scale the specular light down on that mud, bit too shiny. 

Really dig the creepy monster hiding, can't wait for sound fx to really sink this in!

Great work.

I'm not sure if it's the settings for the graphics here, but, the textures seem a little on the low res end of things. If this is intended, I would find a way to play with scale a little bit. 

I really enjoy the world building here, but, one major area of issue I am having is navigating. At the beginning it is made quite clear how I progress, you give me just enough information to move forward. Once I clear the ball I am excited/overwhelmed within the first few seconds of moving. The invisible barrier is actually a bummer to find so often, part of this is, the path is unclear, so I just run into it quite a bit. A solution is using props/color to guide our eye. Similar textured props with colorful elements can be grouped to create a visual map.

Now for addressing the question of puzzles. Try to create a simple map of your level top down, and, address your puzzle making in phases of difficulty. 

1st phase - easy - push block, climb over, push ball remove barrier

2nd phase - medium level of difficulty - do we push and STACK things? This would challenge how we climb and find our pushable items and how we line up the drop to stack.

3rd Phase - limited items pushed into place and timed jumping. 

These are just some possible physics based mechanics that are simple yet effective.

Great work thus far!

What can I say, I am really enjoying the growth in clever storytelling here. Everything from little clickable props to character language and tone is hitting the mark. Each environment has it's own flavor of experience, from playing with the phone out in the park to clicking my notes at home. Wonderful work here pushing story! Keep it coming. 

It's time to push that dialog, looking forward to seeing what you do.

What a drastic difference from Alpha, of course this is expected, but, the progress is wonderful to see! I really am loving how this world is transforming and everything from prop to sound is starting to feel unified. I'm relaxed and swimming about as a seal, looking forward to see the next pass of environment. 

Seal movement feels great, it's time to push that environment further, experiment with color.