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Chrisay

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A member registered Aug 24, 2018 · View creator page →

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Found this through a random Youtube video of the game that was recommended to me randomly.
The visuals are gorgeous, but otherwise it's pretty underwhelming, probably because of the Music not looping making a lack of ambient sounds really apparent. Still was a decent time and I enjoyed the short time I played it. Good job making this in 8 days.

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If you decide to make another fangame some day, do consider posting about it in the I Wanna Community discord server when it releases. That helps a lot with bringing immediate attention to your work and helps generate hype.

Again, awesome job on the game. I work with Unity myself so I can tell that a lot of effort was put into this. GL!

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I think it's awesome that you as an outsider (Haven't seen or heard of you before, you might be in some other private servers I'm not aware of) to the general fangaming community is able to hit it right out of the park with such an awesome game. Really shows how new talent really can improve our scene. You display a great understanding of what makes a fangame fun and come with a lot of new and funny ideas on how to make this type of game fun and interesting to play. I'm looking forward to more stuff from you.

Deerstalker Games has an excellent review on this. I was gonna post my notes here, but considering their review just kinda went over everything, I'll just second all of their claims. 

I continue to be disappointed in Hello as his 3d games just do not recieve the same amount of polish as the 2d ones. If you're gonna make a 3d mario game, the main focus should be on movement and making sure the engine feels good. That's should be the main focus, but right now it seems the focus is on more levels, which is a shame cause of the very flawed physics. They have not changed since Prism and they desperately need to be fixed. Mario feels incredibly slippery, jumps feel off, animations look weird, sound effects are too loud, really questionable level design and so on.

It is incredibly frustrating that despite the constant feedback criticizing the physics, nothing gets done about it. And nothing has indicated that things are going to change. It is really important to get playtesters to play your game especially if it's one like this, but this feels completely untested.

So first step in fixing this game would be to go over the suggestions given here in this comment section and then hardcore study the physics of the 3d mario games past 64 to learn what they did right.

Congrats on release

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Tons of games (GTA as an example) send a capitalist message to gamers as well, but you don't sit down and cry about those games, huh.

Yeah, I realise it should have been a lot easier to control it so it wouldn't have been so hard. A lot of the levels require precision because I wanted to keep the levels from being cheeseable.

Looks visually alright, even though the font is a bit difficult to read. I like the idea that you can only play it once, and it definetly makes it interesting. The story is well written. I had a fun time.

This is one of the best ones, definetly. Incredible level design and I absolutely loved the different boys you get to play as. This would be peak metroidvania design with the level opening up with the different boys. Wish there were music, but despite that, it looked and sounded really great, and it was a ton of fun to play. Good job ;)

At first, I didn't get it, but I later came to enjoy the hectic gameplay loop, but there are a lot of flaws that held the experience back, such as it being difficult to pick up flowers, hit enemies, and buy from the shop, as well as it not being explained very clearly in game. Though I did like the art style and the main gimmick with time being everything. I enjoyed it for the few minutes I played it.

It's okay, but isn't very creative or original and isn't very fun to play either. The maze is way too big and uninteresting to be fun to explore. Though I did like how you sped up by during a quick turn, that was the only thing that really interested me. I do think the animation on the obstacles and player were really good looking.

Liked the idea and would have loved to see it expanded to crazy lengths.

Really liked the level design and gimmicks, thought you made great use of them in interesting ways. I think that the levels weren't really created to fully embrace the control scheme and some areas would have been better with multiple buttons. Even then I had a lot of fun with this and its definetly well produced and not too difficult.

(Design 4/5): Great gameplay with satisfying effects and the sound effects + music did many favours for the game. I also really like how you could tell when the enemies were about to shoot by listening, great way to signal their fire. The game is at its best when it was about finding ways to hit multiple enemies from. I therefore didn't like the think fast levels as much, and would have prefered if you had doubled down on that find the correct direction to take the enemies down from. The bullet speed were also way too quick and didn't feel fair at some points. Otherwise the game looks really great and the level enviroment was great to traverse.

(Adherence to the Theme 2/5): You get more than one shot. IDK, that doens't seem to be following the theme. You do have one shot in the beginning so that's at least a point above 1/5.

(Originality 4/5) Game is obviously inspired by Super Hot, but besides that the main mechanic is very interesting and I haven't really seen it been done much in other games.

This was a pleasure to play. Production value is really good and the main gimmick were great.

(Design 2/5) The world is designed alright, but it's way too dark and the flashlight is too small. It ends with me only looking at a tiny portion of the screen at all times which isn't that fun. Despite this, the world felt okay to explore, but the experience was definetly shortlived.

(Adherence to the Theme 3/5) There's only the light, and pretty much nothing else, guess it fits the theme alright, but there was a lot more you could have done with the theme.

(Originality 1/5) Dark unity games with flashlights are way too common.

It's okay, but way too unfinished and there's just not a lot here. The world design is interesting, and there would have been a much better game here had you had more time to make it. At least you made something more than just a first person unity walking sim, with an actual character.

Just so you know, you can't play the game because it seems you've only included the exe file of your project. You need the data folder as well.

Thank you for your kind words.

Thank you for the feedback. It is very much appreciated.

Good to hear. Good luck!

Hey! Didn't see your comment, glad you enjoyed it, you can upload what ever videos of my games that you'd like, I like watching videos of my games! ;)

Northbury Grove community · Created a new topic My Thoughts

Really enjoyed the game. It has the same vibe as the games that Puppet Combo has, and a lot of my praise of their games apply to this one as well.

You really nail the atmosphere. There's inherently nothing wrong with the place, but it's so quiet that the footsteps you hear around you really throws you on edge. The VHS effect also adds another layer of tension, by making things in the distance seem to move a bit.

The area you designed is big enough to be difficult to navigate, but not frustrating, the enviroment was detailed enough and there was enough landmarks for me to make my way through the camping lot.

But of course the inclosed claustrophobic areas are the truly terrorfying parts of the game, these are what developers like Puppet Combo also exceed at. My first time entering the "Warehouse" was by far the most nerve wracking part of the game. By presenting the player with a bunch of ways to go in the beginning, you start to get tense as you start to feel lost.

But you reach the second floor and the enemy spawns is when the tension starts to wear off. It's so obvious that the enemy has spawned and you know where it spawns from. Once you realise that he won't spawn untill you go upstairs, it isn't that scary anymore. That means that once you die to him, you know exactly what to expect.

My suggestion would be to make him spawn at different times in a less obvious way and allow him to spawn in different locations such as downstairs as well, thereby you make him more unpredictable and therefore more scary.

He also patrolled through the same hallway multiple times and it would help for him to patrol the entire building, but make him move faster in his patrol mode.

I do like that you randomize item locations if you die.

I enjoyed the last sprint to the car and I beat it without even realising that you could meet him there.

It's really short and would love to see a longer version of this. Good first game ;)

Thank you THANK YOU! I didn't realise that I had it set to private

Didn't know. Keeping it :)

Aside from the abrupt ending and the clunky physics and controls. I really do like the game that is here. Good job.

There was potential with this, but I feel like it ended too soon, some mechanics could have been explored.