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Crambeary

54
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A member registered Nov 28, 2016 · View creator page →

Creator of

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Thanks for checking it out! I definitely want to focus on improving the one mechanic still, I think stealth games that build up tension through the detection and “just getting by” make them a ton of fun, but it’s harder than I expected! Thanks for the encouragement, it definitely helps me with continuing it.

Thanks for checking it out! And thank you for sharing that you want to see it go further, I appreciate the encouragement :)

Yes, good point that they should alert faster when closer to them in their vision. I’ve been able to play Dishonored 2 and they way they handle it is pretty nice. Although the top down view like this is totally like MGS.

My method for tracking what to do wasn’t very cohesive for me this time, somehow I forgot about sound and never got back to the game to add anything when I did remember.

Thank you for playing! Yeah I focused too much on the detection mechanic layers without adding anything for the end state. I didn’t want an instant failure but it probably would have been better then nothing.

This was fun and relaxing, I smiled a lot with these characters!

Charming art style. The gameplay is interesting too, managing rooms is a new game for me! I would have played more but I was hitting the respawn bug often for some reason, oh well

This is a solid story for 3 days! I never bring myself to playing these types of games but I’m glad I played yours, it was fun and I enjoyed the story

Wow the art style is wonderful! Combined with the music and gameplay it was a relaxing game that reminds me of looking for bugs as a kid haha. The characters are wonderfully odd as well.

A very fun entry for the hills/jumping kind of game! The new mechanic with using space-bar to use dynamite for everything from jumping to blowing up the treasure path was totally awesome. It’s a great fit for mobile, it reminds me of a few games from there, and I was addicted to Tiny Wings when it released. How did you do your play testing? I super appreciate continuing the tutorial after my epic fail so early and not just restarting it or skipping it.

Thank you! I’m glad to hear the encouragement!

Thank you for the kindness! I was surprised with how difficult it was to design levels, so I’m really happy to hear what got finished was appreciated

I’m very happy to hear this! Your words are motivating too :)

I had a story in mind, I think that is the next feature I would have started adding in but I really needed the detection/capture mechanics fixed and I ran out of time. I certainly think it’s possible to solve though!

Thank you!

Yes! I’m glad I’m not the only one that got held up with trying to figure out good level design haha. Thank you for the encouragement

Thank you! I had learned a lot through this, so that was definitely the win for me!

Thank you for the constructive feedback! I totally agree with adding some story, I had one in mind as I was building it but never got started on how to present it into the game besides my art direction. I really appreciate you mentioning the fact in your experience, I have a bar on them and a sort of “getting detected” pointer on the player that is used for showing detection. I think I needed more clarity with it, and I think sound would help a lot there. I would really like the visual design to be strong enough though, and then sound just really adds to it.

When you mention puzzles, are you thinking of the typical challenge in stealth games with trying to plan how to get through a level with movement and abilities? Or are you thinking of a more defined puzzle that has only one solution, like in a Legend of Zelda dungeon?

This is very encouraging to hear, thank you! :)

I am pretty satisfied with the lighting effects, but I would really love to really polish it out and incorporate it better in the level design and sneaking mechanics

Thank you for taking the time to ask! I actually had a lot in mind. Some story was in my mind as I was building it and thinking of the levels. The stealth and detection mechanics need’s tuning and a few more features. If I had more time I think getting the narrative into it would have been fun, I have never done any narrative work before either though.

Fun game! Felt satisfying to beat it. I had all the upgrades I could get at round 10, so then it was a fast clicking game!

Pretty fun when the controls are understood, it felt a bit floaty with the animation but it seemed to queue up my moves accuratly so I was able to go far - or so I felt haha

Nice concept! Everything must be perfectly balanced to make it through the years haha. I got to year 390, it really sped up by the end

I love spinning around the planet! It took me a moment to understand I have to hit the trees in front of the player and not while touching, but it got a bit intense to watch around the whole screen and sprint around a spinning planet, what fun!

The art and music gives this a fun charm to it! I had some issues with my controls on the Zen browser (Firefox) - maybe GDevelop doesn't integrate that well on this browser

The game loop has a lot of mechanics that work well together, I really love that the design get's me to explore the whole map as it keeps evolving. The controls took a moment to get used too, but I was able to hop around the map with confidence by the end. I also appreciate the re-spawn, probably what helps the confidence :) 

Thank you for the encouragement! I'm really happy to know you had fun :)

Thank you for the honest play, I appreciate the comment and positive feedback

Thank you for this, I truly appreciate the encouragement. I was totally thinking about trying to use a potted plant as if it were the cardboard box from MGS haha

The sound and style of the room are top notch! I could really invest some time in a robot programming game

It took me some playing around to figure out what to do, but the loop is to ask your customer what they want and then you go draw up a plan at the blueprint table guessing what they want from your conversation. Then grab it from the oven, hammer it, and cool it down. Then sell it to your customer. You'll see how close you were. 

I'm not sure if the numbers really make sense from what they are asking for though. One time I was comparing and remembering what they asked for and then the "customer wanted" numbers totally changed while the dialog was up.

I'm not sure if it's possible to fail, the game just kept going. Really interesting idea to run around and be a blacksmith though for custom swords!

I like the idea of matching the home based off listening to your customers. I have a feeling the game isn't set up to lose though

The art is very eye catching! The goofy pace of the servers flying in combined with slowly walking them around really stuck with me. I will never underestimate a mouse upgrade ever again.

Very fun mechanic with the photos! The art style felt very nice for how simple the geometry is. The effects with the photo icon were a nice polish to the experience too. The level progression felt spot on as well. I wish there was more!

I love the atmosphere here! Great work on the dialog system and transitions. I found myself getting a bit confused with which coffee to give since the color was effected by something above the customers. 

Really interesting way to do random level generation. I appreciate that I would spawn in a safe zone, no enemies would be attacking me at the start. Once I got used to dodging I had an easier time. Got my score to just over 250

Thank you for playing my game! I'm glad the AI was engaging for you. I have so much more in mind on improving it

Thank you for playing, I'm glad you had fun!

Thanks for the feedback! Somehow I hadn't thought of letting the enemies pass over the obstacles easier. I wanted to give the player a way to defend from the ranged enemies because they can become overwhelming, so the tighter corridors were my first solution.

I love the style in the game, and there was a funny moment when I jumped off the fast log and hit a tile but the moment of my character knocked him to the side and into the water.

There is some depth to playing the game with your weapon path that makes replaying it much more interesting. The screen darkness effect is cool, but I felt like there wasn't much that I could do to get it brighter again. I bet if the player felt like the right kind of skill would be enough to improve it the effect would get even more impactful!

It was fulfilling to get the people all lined up and liberated to complete the missions. Really nice gameplay with the different squad types for combat while setting up the right path for your people to follow without getting too sunburnt. It was cool too have the after mission briefing with a score and upgrade choices. I could see this game expanding into more combat and puzzles for the liberation

Thank you for playing and leaving a comment! I'm so happy to hear the difficulty was balanced for you, I was really unsure of how to allow players the chance to adapt - I've been getting so used to playing it after all the work done to it