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CrimsonHearts

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A member registered Jul 26, 2024 · View creator page →

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I see, Thanks for telling me.
 I think I might know the reason for that, I'll fix that soon.

This is such a cool game. I love the visuals of and it's simplicity. The gameplay feels simple but is quite fun.  The soundtrack fits the game as well and the level is designed neatly with little ducks and Effects on game over.

I wasn't able to Fullscreen the game for some reason, might just be my Display, I think. I didn't notice any restart button on screen which might've been caused by the game being in Windowed mode.

I liked the simple objects to put on the back, the preview of the placement was a neat feature.

Had fun playing it!

Thanks for telling me about it. I thought that was only on web build. I'll look into it.

I love the premise of the story, it provides the so many questions at the start that I can't help but want to know the answers. There's so much to discover about the world, and from the description, so much to know about the characters and the player character. 

I like the Art style, it feels vibrant, reminiscent of the light the player has. Though I am interested in what the darkside of the world looks like, not sure how that would fit the narrative since it seems to be from the player view.

Really looking forward to seeing more of it.

The movement is really nice and fits really well with the levels. The art style is funny but pretty good. The levels are designed really well and even for someone like me who doesn't do a lot of puzzle games they were simple enough that I enjoyed them a lot. Like the stretchy man as well.

I did notice the lack of audio but it didn't anything away from the enjoyment of the game anyway. But it could probably help with setting the atmosphere.

I love the endless(?) mode at the end, being able to mess around with boxes is quite fun.

A really cool concept which I think can be expanded some more ideas and more puzzles.

Ah I see, Batteries having a degradation zone is an interesting idea, I think. Though in the game I feel like energy is used minimally after a few days since I can just farm energy for some hours and then research and have a downlink hour afterwards.

I certainly did get lucky, they were all in close proximity of each other.

A tech tree is definitely a great idea for this. Having different rovers that have different abilities they can use (longer movement, larger research area, longer battery span) would definitely be fun. Maybe having different types of rover entirely, like one rover could be for recon, one for research and one for downlink and the player has to manage all three, But I think that could get out of hand really quickly.

I do like the idea, however using the items is really weird, sometimes you use it sometimes you can't. I think the game tries to get you to pause it to figure out your next move but sometimes items don't take effect which is weird, trying to understand item description while also focus on the actual gameplay is a bit taking. I think if there was some sort of hand slot where you can place your items, it would make the game a bit easier, since you have to constantly click on offensive items to  use them. And it's a bit too difficult imo, The stamina depletion is fine but regaining it is tough, some item description state that I can do that but it doesn't recover any stamina. 

I think the game goes too quickly to have a strategy of any kind, even just slowing the speed and visuallizing effects of the item could be something.

The premise is quite good and I do think something can be built upon this.

This is such a cute, I love it. The animations are really nice. Although it's not as chaotic as actual cats, it's definitely cute. It's really nice to just look at and see the kittens having fun.

From the gameplay perspective, I do quite like that the mama cat can also play, but for picking up the kittens doesn't feel like it has any effect. I would really like if the kittens just lay on the floor when tired and mama cat has to put them to bed otherwise they will be to tired to play which I think could also be a substitute to the Scoring system. Instead of scoring the kittens happiness meter could be something as I'm not sure the scoring system feels right for this game.

For the audio I do kind of agree with LukasWho, it does get a little repetitive as the game goes on and is a short piece I believe. Though I also do think that it fits the game nicely, just a longer piece could be better, imo.

And other than that, I would love some more chaos and stuff for kittens to do and mama cat to manage them or join the fray.

Overall I think it's a really cute game and it's quite relaxing, I think. Like I would definitely put it on the bottom corner of my screen if there was an option.

The bird movement is really good. I still do think that sometimes the initial boost is fast, like I'm not sure what exactly is the time need to go into flow state, I like the different turns at varying speed. I love the dink when you hit something at really high speed. This sort of reminded me of Haste, with it's visuals and it's focus on speed. Though it's much more forgiving and I do like that. The levels are simple enough where you can fairly easily find where to go and I believe they might be placeholder at the moment anyway.

I'm not sure how I feel about there being a single jump, I do think it adds to the level design of the game but I also want to spam it for some reason. I think an upgrade could be something for it, where you can upgrade wings to get double+ jump.

The sound effects were fine as well but I do think they could be improved upon.

And overall I think it's a fine Demo for a bird game, the movement is nice, the bird model itself is pretty good and it looks nice visually as well.

I quite like the idea, the strategy element of it is quite interesting. I'd like to think that this is what *actual* scientist do.

In terms of gameplay, it is a bit simplistic at the moment. It's fairly intuitive after you get 1 day done correctly. Visually, I loved it. I think a paper UI is amazing, and as I said this feels like something an actual scientist might do and the paper visuals feel like notes that you write to keep track of everything.

I imagine the scratched lines on the lower part of the battery indicate the amount of time left to research. 

Not sure if this is how it'll be once everything's been implemented but I feel like the the downlink time of the day being randomized everyday could be interesting and might interact a bit more with the overall strategy. And the additional hazards will also help with that. I think a customizable rover with different tools and looks could be very interesting. The observatories also feel a bit static, I thought they might move or might have limited used, but at the moment, moving the rover in the middle of them essentially guarantee daily downlinks.

There are a few bugs that I found, mainly the Data that you research in the data holding block is difficult to drag into the downlink block, and a lot of the times when I'm dragging the data, it just disappears when I try to drag it into the Downlink block. It's also hard to click on the energy action sometimes.

A bit confused as to what the top left corner block does, but I think that's the un-implemented stuff.

All in all it's a really interesting game/idea, where I think I would really like coming up with strategies.

For the thing about not knowing what the main objective is, I kinda forgot to add a simple UI panel at the start that would've explained some parts of the game, so I think that should help out with directions.
Not sure why that bug would happen, might have to look into it.
Managing the difficulty is definitely a difficult task for me because when testing I rarely take into account that I know the game so I can play it easily, I should work on testing a bit more. I do quite like the suggestion of reverse timing, that could be something with a reward base(Stars) thing when finishing. Time limit was what came to mind in terms of difficulty and I just didn't think of anything else.

Thank You! I'm glad you liked it visually. This was my first time making my own models in blender so that's where the bulk of my effort went.

I wanted to do more with boxes and loading them, I'll have see what more I could do with that though.

Really chaotic game that I think represents Parenting quite well. The tasks are tedious enough as they are but the babies add another layer of chaos on top of that. The diapers react weird, sometimes they take effect, sometimes they don't, even when I've not yet put a diaper on the baby. I like the steak cooking because you had to manage everything else and keep an eye on those as well but I'm not sure how that worked, I thought I'd cooked all of them, but at the end it said I cooked none. 
The collider for the pickup is a bit weird, it sometimes interact with things on the other side of the wall. And the SFX can get a bit annoying, it's a good indicator for when the babies cry, but it's a bit annoying which I suppose does make sense with the setting. It's very annoying when babies cry when other tasks are at hand.

I did quite like it overall, makes me scared of parenthood even more.

Hard just because of the time limit? or do the controls/level design itself make it hard?
As for the driving, I am also inclined to agree with that it doesn't feel like a truck, I might make the truck more slugish when turning, I think.

Thanks on the feedback, Appreciate it.

This is a really creative idea of leaving behind ghost players and the fact that you have to do better is really cool as well.

I don't think the game's difficulty is that bad, difficult games like these have their place as well. But I do think some balancing is necessary especially for bullet speed. 

I think maybe add some boost/power up after you've beaten your previous ghost, maybe an increase in speed. 

The UI is nice as well. And the Music and SFx are cool too.

I think you could make the environment a bit better and have some props and maybe even walls and stuff to take cover in. Maybe have this game level based where this is the boss fight and you finish the levels before with the same mechanic. 

All in all I really enjoyed this game. 

I think the atmosphere of this game is it's main point which I think is great. The narrative is a bit difficult to follow but it's still nice. The movement is nice, SFX are really good too.

The world has a lot to offer but there's not a lot of incentive to explore, I thinking giving the player a reason to explore and having timed events happen would be very cool.

The voice acting is done pretty nicely as well.

Expanding upon the world and giving the player reasons to explore it would work really well imo.


Some bugs I think I found would be that there are some things in the environment that you can't scan. Also about the scan UI, I would suggest make it a bit less in size so that if there are multiple of them they don't over lap. Also the collisions of objects need a bit of work as well.

As a prototype this is incredibly well done.

I think this is a very creative game and a pretty neat idea. The game looks very good.

I think adding a curser for the paella throw would improve the game a lot since it gives a clear indication where the it will be thrown. Making the area bigger as you progress could be nice as well. 

Also increase the Button collider of the main menu play button. And maybe add an enemy counter on the top ig. And have more power ups. And indicator for when you'll get a power up.

The music is pretty good and the voiceover is kinda funny and fits the game

Overall I think this is a great prototype and with some improvements and addition it can be a fairly nice game

Pretty cool clicker game. The art style is nice looking and the upgrades are good too.

I think you should definitely add some BG music and SFX for the car and the clicks

And more upgrades like, additional cars and widen the race track. 

Otherwise it's a pretty neat looking clicker game.

Really well done on the theme.

The narrative of the game is really nicely done and it's very good.

The music is also very good and the movement feels nice enough(it could be slightly improved upon I think by allowing the player to jump from a little more on the edge)

SFX are good as well. 

I think you could add a bit more environmental artwork and make the game look a bit better, improve the UI as well in terms of art. Maybe if you want to work on this add more levels and have the narrator be the final objective to clear. Also I would suggest a back to menu button in game. Just allows the player to check inventory. Also provide hints in game as to why they should purchase from the shop.

Overall a really nicely implementation of the narrative into a great game.

Yeah that's the only bug in the game, lol. Well I'm glad you liked it, thank you very much.

Pretty neat idea. The art work is nice, and the music matches the vibe I'd say.

The voiceover is pretty cool but I'd suggest use some audio editing software to edit the audio and remove the background noice and the whooshes. Although this type of voiceover does fit the narrative of the game

The movement could use some work as well. And sometimes you can interact with the same place again and again. Also have an interact in and interact out animation or some sort of indication to tell that the cutscenes is over.

A map would be nice as well. You can have it so that you can only walk across the street on a walkway. Since colliding with cars and not dying seems a bit weird and out of place

The narrative of the game is interesting and can resonate with a lot of people.

Enjoyed it for a bit. It think the shooting is good and the ghost mechanic can be really good but it needs slightly better implementation.

I played it on a phone so I'm not sure if it's universal but there's not a lot of movement feedback. The waves feel a bit too short. Any sort of Sound track(ideally an 8/16 bit one) would help.

Have some sort of pixel art for other elements of the game as well.

The game can be enjoyable but can be better with more polishing and new mechanics.

Thank you, I'm glad you liked it.

Tbh I myself was not sure about the camera movement. I wanted to do it again but decided against due to time constraints.

Level design I agree still does need a lot of work and I could absolutely make it better.

I will definitely change/improve the camera for a post jam update, and do better level design.

I appreciate your feedback, thank you.

Appreciate you playing it and I'm really glad you had fun with it.

Thank you.

Thank you for Playing, I Appreciate it a lot.

The meow mechanics was just there to be there, I'm glad you had fun.

Thank you

Thank you, I'm really glad you enjoyed it.

The camera movement needs to be fixed. I'll get to it. I've fixed the first bridge for the post jam update it should now be further away.

Appreciate you playing it.

Yeah, I'm also not exactly sure if it fits the theme well enough or not. I guess I could've added the dialogue in the opening saying that unless you catch the rat your lives loop and catching the rat ends the loop.

This was my first hand at any sort of platformer.

I am going to add some more mechanics to it If I work on it again and make everything look better and have better level design. 

Appreciate the feedback.

This is probably the best implementation of the circle around enemies to kill idea,  

the pixel art with the crt is done really well and it looks really nice.

I would say the difficulty curve is a bit exponential, the controls take a bit getting used to, especially the movement to mouse position being relative to its distance., and the line disappearing too quickly(maybe has that as an increase in difficulty)

The speed boost slider could use a bit of an indicator as to when it is about to deplete and when its about to refill, to give the player some wiggle room to learn escape timings and use it more carefully.

The enemies are well designed, you could add more into the game as well. different player jets maybe to add some progression as well with some in-game currency. Some more SFX and maybe a varying soundtrack as the score increase.

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It is a very creative idea and the gameplay feels really good and the punishment is really well done.

The game maybe could use some Soundtrack but I'm not too sure about it. I like that this has varying levels each time and the narrative is really cool as well.

Art work is pretty cool as well, though I think you could make the environment a bit more like tartarus with maybe a parallax BG.

It is a really neatly done game the Gameplay loop is really nice. Art is simplistic yet nice.

A varying environment would be cool, game could use some powerups to make the progressions feel nicer and have a difficulty curve as well.

You could have it endless or have levels where you break out of the cage, And You can add some bosses in it as well.

Really nice game, Played it for quite a bit and it could be addictive in a way.

Really appreciate the honest feedback thank you.

I agree I should probably move the first platform a bit to the right that's a mistake since I knew it was there and didn't really consider player's response about that.

Tbh that elevator is what took the most time for me, I really wanted to change the camera mechanics just for that but that would've meant changing the whole game's camera.

I absolutely should add distinction to the platforms that have different mechanics.

If not parallax then problem better detailed environment ig

Appreciate it.

I sadly couldn't get any cat meows in the game(I did that one myself to the best of my abilities)

The spike hit boxes I will change for the post jam build, I did change them, but then forgot that I had and didn't push that update.

I think I probably will add parallax environment. This was my first hand at doing any sort of passable art so next I'll try to make it better.

Thanks for playing.

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The idea is good and it has been implemented decently.

Since its a platformer you should have a rather simple or linear difficulty curve where as this game's difficulty curve is quite random at times. Make the earlier levels the baseline for the difficulty of the latter ones. 

The pixel art and animations have been done really nicely.

I really love the cats and their comments each run. if the player is stuck or smt you can have the cats give the player some hints.

The game is in good need of a restart or previous loop button as rn to restart you have to leave the level and it's not really explained. The levels are well designed just need to have a simpler difficulty especially for this jam.

And as you yourself would already know, MUSIC. The game needs music and SFX. Also implement different level mechanics/objects if possible to make progression more interesting.

All in all it's a creative design and could be better with some Soundtracks/SFX and Level design improvements(In terms of difficulty and level mechanics)

Also Apologies if I may sound harsh. This IS a good game, I just wanted to give some improvement suggestions I though would work.

I think Narratively this is a really good game. It resonates a lot with some people who may go through similar scenarios of being in the dumps but having to continue or having nightmares.

As for the game itself, at first it seems like its nothing much but its really great by the end. The music is horror inducing and the art style is really nice for a game like this.

I think the animations/transitions have some bugs in them that can be fixed(white/black screen or shows the whole level for a bit  before the animation begins). and some sfx for walking and buttons would be nice also some variety in every dream would make the game at the start not so repeatitive

Amazing game, I loved it.

The story is really nice, the outcomes are great, NPCs are good as well

I would love for it to have a save feature and even expand the story with more characters.

And some more varying options for different days as well. The dialogue is nicely written and I hope you develop this further or atleast a save feature.

GL

Really enjoyed playing this game, The visuals are nice, Car movement feels smooth. And the effects are also really great. The game is decently polished.

I think you could have RNG Level generation. Different tasks, more levels, more enemies. And maybe even power ups or some mechanics that introduces progression into the game. 

Overall its a really cool idea and I really loved the implementation of it.

Thank You For Playing...

Super cool idea and a nice implementation

Needs more power ups and more level design/varying level designs, different enemy types. make the game have more carnage as well as you progress

I'm aware of that bug, I started focusing on the other stuff by the end so I couldn't fix that.

Thank you for playing, I'll definitely get it fixed in the post jam update I hope

Thank you for playing.

Yeah the game has player prefs in it so it should remember your death count as long as your browser sessions is the same.

The game can end as early or as late as possible, I made it super easy for this jam so people can atleast finish it even if they end it earlier then intended