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Raphael O.

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A member registered Feb 18, 2021 · View creator page →

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Thanks a lot :)

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Thanks a lot!

We had plenty more thoughts for the game, that we didn't get the time to implement like

  • Using scroll wheel to increase / decrease the spotlights size (to pick out large enemies)
  • Moving guards with a lantern instead of the stationary lanterns on the map
  • Stationary Light towers (placeable)
  • Lightblocking obstacles
  • Enemies rushing behind cover to hide from the light 

And a lot more. 

Simple, but nice! But I adore some of the details. The inventory zoom animation is sooo satisfying for some reason and the lighting on the character also really nice. Great work. Obviously more variation and some sort of shop or skill tree would have been nice, but that's an absolutely valid scope for a game jam.

The music was a really quick rough sketch, and I'm not really sure that it matches the theme that well haha

Anyway, appreciate the nice words!

We did run into the resolution problem ourselves, very early fortunately, so we had time to fix that. Don't worry, half the jam's entries ran into this problem. For some it's more of an issue, for others it's just a minor inconvenience or even extra help lol

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Haha I see. Well done anyway. Really polished experience all things considered!

We will see about a full version ^^ Definitely has not been on our to-do list, but after all the positive feedback, we might have to discuss the option.

Was placing a tower behind the money UI a huge problem though? I know you can also place behind the house. Just curious here :)

Thanks a lot! 

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That's actually a bug! The third level is different but the "next level" button on the second level is bugged out. Recommend playing the third level from the menu :)

Thanks for the feedback, love to hear that you enjoyed it!

Whaaat? The snipers are absolutely busted haha. One of our devs thought the same way and asked to change something about it, but then he realized they are rather unbalanced than weak. Especially in the third level you really need snipers. I know there's a bug that you don't really pass on to lvl 3 after lvl 2, but repeat the same level. Have you played through level 3 without snipers at all?

Thanks for the feedback though, and thanks for playing!!

I love that you also made a tower defense! Core gameplay loop is fun, but it doesn't feel well balanced. It feels like there are multiple enemy types (or the scaling is indistinguishable) with different HP but I can't tell them apart. With that in mind the trap (e3) is rather expensive for a one time use. 

The poison damage is also interesting as it forces you to place towers in the front rather than at choke points (except for the e2 towers obv), but enemies are way too fast that it would matter. 

With a simple 4 directional TD like this I could also imagine the towers being placed automatically facing the direction of the closest path with the option to manually adjust afterwards. 

The standard tower could also be uniquely useful if it shot a piercing projectile, so it'd be much better at corners (which was my first thought). 

There's obviously lots of potential here and lots to improve. I could expand on this list on and on. Let me know if you're even interested :)

Looking into it right now, while I'm at it, feel free to check ours as well ^^ https://justdezt.itch.io/nightwatch

Thanks for the feedback ^^ Will see if and how to improve, but very likely it will stay the way it is seeing that it's been a single week prototype for a game jam.

Thanks a lot! We're very surprised to see how many people would like this project to continue 😍

Yup the restart is kinda buggy, we were aware of that haha. When you lose and restart you also start the level with 0 paintings left. 

And dang that level 2 bug really bugs (hah) me out now. This happened to me when playtesting and I wasn't sure whether it was me or the game. Had played the game so often at that point I couldn't remember whether I played lvl 1 or 2 before haha. That makes much more sense now.

Thanks for the feedback and we'll see where it goes :)

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Aaaah okay, thanks will try out :)

Edit: Actually quite fun, I like ^^

Thanks a ton! Really great to hear. Will discuss it with the team, maybe we will expand on this game in the future ^^

Agree with the other comment. The bar game's hitbox seems to be inaccurate or there's an input delay. And on the arrow game you can just press the arrows whilst they are being displayed, a bit cheesy ^^ And when you do it too fast the game will overlay another set of arrows on top. 

I'm a bit confused how the controls work. "Move by bounce", idk what that's supposed to mean. I tried my whole keyboard and mouse, sometimes something happened, but I couldn't find a pattern. 

Can someone help? 😅

Fun mechanics and concept! I'm missing a bit of progression, but that's okay :)

Also the fullscreen experience on a 4k monitor reaches beyond the ingame camera, so there's an area without the post processing shader visible ^^

Thank you so much for playing and commenting :)

We did actually plan to implement something like this, but had to scrap it in order to do some polishing and balancing. The lanterns are sorta what we had imagined for that.

I really have to wonder how I found this game in "Unrated Entries". What a gem!

Super polished, very satisfying and so simple. I love the skill tree and tbh the game doesn't even need the skill tree to be fun. 

Soundscape is pleasant, didn't have to change a thing about the settings. Controls are intuitive, gameplay is direct and well telegraphed, didn't need a tutorial at all.

And the art style obviously looks great as well.

One small thing that could be improved on is navigating the skill tree. The sensitivity feels very low when moving around :)

  • Lovely ideas there! The music speeding up is a nice detail. And picking up that final diamond at really high speed then turns out to be rather difficult.

Only things I'd adjust:

  • Slow down the movement in the show a bit
  • Shop menu isn't closed again when interacting, had me a bit confused at first

Glad you liked it!

I imagined the menu spotlight to be from the side (as it is in game), but we ended up implementing it like this. Good to hear it's cool either way!

The boss is fairly difficult! The sniper really is the unbalanced and unreliable tower (most damage by a lot). You'll need a couple of those to beat the boss. Typical winning strategy for TD basically. Either cover the end with lots of AoE towers or a point where everything comes together. I believe it's the center of the map on level 3. About 3-4 cannons should suffice. A cpl standard towers and then just spam snipers haha

You are welcome :) Feel free to check out ours as well!

Thanks a lot :) 

Ahh I see. Didn't catch that. Then it needs some better telegraphing I think. 

What a refreshing concept! I love it! 

Honestly I was a tad confused with the tutorial and some of the interaction. Since the other crayons are outlined white I thought I could pick them up as well somehow and thought that was relevant to paint in a specific color (colors used in the preview of each level) and I was stumped that I couldn't click on the play and restart buttons until I understood the essence of the game. Could use a bit of polishing here and there with the tutorial, but other than that absolutely lovely.

Simple and fun, I like!

The concept is kinda nice. I could see it being fleshed out as like a Roguelike where you get the option to steal one trait from an enemy.

Slight issue I ran into with the boss is that if you don't jump on the platforms on the left and right side you are basically instantly dead, because you are cornered.

hahaha okay that makes sense now. Had a fun time streaming it to the crew and we were making millions ripping off those poor vendors and after 2 days the fun was gone. We were wondering if the gameplay part just went missing along the development.

Will have to try again then :)

Fun idea. The staying awake part and cigarette are also nice implementations of a ticking clock. I like!

One thing that was rather annoying to me was making out the precise area of the hand that makes up the pointer. I had to click multiple times on targets. If the cursor was the whole index finger tip, that would help a lot! I wonder how no one else had this issue :o 

I absolutely adore the idea! And it looks great, too. 

Being locked in when eating is super confusing to me though. How do I stop? Do I eat for a set amount of time? Why can't I hide whilst eating? Press & Hold would definitely upgrade the experience by a ton :)

We were just an inch away from calling our game the exact same haha, good thing we didn't :)

You seem to have the same problem some people have run into... Depending on screen res you see more or less of the intended play area. On my 4k monitor I can see beyond the play area.

Besides what others have mentioned, one thing that stood out to me was that there's no indication whatsoever my character is reloading. On the first encounter I was suddenly standing in the enemy and was confused why they wouldn't die. Little UI or sound effect would really help.

Would certainly play again with those (and sound and self damage) fixed :)

Very well done! One of the more polished experiences from what I played. I'd have preferred a less repetitive gameplay over that massive skill tree though.

Few things that bothered me :)

  • Coin and Mana UI is covered by the skill tree window, so I can't see what I'm working with
  • The cursor feels irregularly positioned on the individual pieces. Always at the very bottom or so would be grand.

Graphics are awesome, itch page looks great, sound is nice. You have a settings menu (huge +). 

One thing that bothers me to a great extent is the heavy input delay :/ Got me to stop playing.

Would play again :)

Certainly interesting combination of mechanics here. Obviously in need of a lot of polishing to really feel good. It took until after the tutorial that I really understood what the game loop is and that I have a health bar. The letters on the enemies are barely visible (low contrast and too thick). With the tutorial I was wondering "Well why don't I just steal all of them?".

Overall reminds me heavily of Glyphica, but in 3D. I like :)

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I see, I see :) You should definitely tune down that effect. With some phrases I really have to make an effort to read anything at all as they phase into each other. Especially with the background wobble effect layering on top of the UI.

For some reason can't attach an image, but I'm playing on a 4k monitor in fullscreen. When I make the window smaller it works out fine. So definitely screen res dependendant. Make it relative maybe?

Ah I see. Didn't bother looking for the game page as it's a download. Thanks :) Didn't get the drinking part in game. I was standing in the pots and nothing happened haha.

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Ah I see. As a gamer I obviously try to test limits haha. Didn't find any so it felt pointless, because I can just max out every time and don't have to think / apply any skill. That's what I mean by pointless. There's no challenge, skill or things I have to watch out for.

Edit: Reading the other comments I might have actually broken the game smh. I successfully took more than 300000 each time and they were always "Great, here you go, have a nice day" and on the end day screen there was no problem either.

I see, unfortunate for the game jam. Do you plan on adding that later?