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daberny St. Rider

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A member registered Jun 06, 2020 · View creator page →

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Hey, thanks a lot for playing and for your nice feedback!

Don't worry, the guy loves his job, and he really gets to go places!

Yes, difficulty needs to be tweaked, following a curve through a larger number of levels, which should start small... We'll see, bugfix release coming up, new features and content afterwards!

Hey, thanks a lot for playing and for the fun and thoughtful feedback!

Yeah, there are some plot holes to fill. Hopefully upcoming levels can solve part of that (like: the aliens steal the hot dogs as fast as humans can make new ones). I wouldn't see the guy as the papa, more a member of a special forces group that's really enthusiastic about hot dogs. And the costume might play a role in the transition from earth levels to space levels - "time to take the fight to their turf" - he lets himself get abducted with all the little hot dogs... No worries about 5 second rule, I hear Synty hot dogs don't rot (they might zombify, though).

Aiming: There's an aim lock mechanism, middle mouse to lock your target on the nearest enemy within a max radius, but as many things it needs to be tweaked. Normal aiming suffers from the cursor being not locked, which would just have been one check box that I missed (unless HTML export makes it ineffective, we will see). SFX would have been the next feature, assets already integrated, but the deadline hit hard...

Thanks again!

Thank you so much for playing and for the feedback!

Yes, the unreachable spots are a severe issue, and I am very sorry about that. I added a few objectives in that level very late before the submission, relied on colliders in place, and didn't find the time to test properly due to a few other problems.

Thanks also for mentioning the other points - added to the list to fix after the upload lock during the voting period!

Ah, well done and good to know! Seems I was also in A World Without Patience. 😀

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Wow, this is really a good game, congratulations, you can be proud of it. I had to give up for the moment in the level where I have to run up the rotating black rod (tree?), that one does have a certain frustration factor. Might try again after a good night's sleep. No idea how much more is to come, but it is amazing already how many great puzzles you could realize with your basic mechanics.

I think I also ran into a game breaking bug when the confirm dialog was open while I died - the level restarted, the dialog was gone, but I didn't get controls back.

Well, the intro sais it's a world without aiming, so no complaints there. :-) I was too slow correcting the angle for enemy number 17, so he got me first. 

I had fun with your game. I think our games share some similarities, not only in terms of the environment. In case of a big level we both should guide the player towards remaining targets, at least if they are few. I had something in mind and then couldn't implement it in time.

I like how you remixed other packs into the city/construction environment.

Beautiful and well executed! Awesome use of VFX, and great voice acting, too.

Clever way to motivate people for a second playthrough. In addition, I once had to restart (I think) because I managed to fall from the boat after it left. :-)

Wow, this is just amazing. I am blown away. So many cool features packed into one jam game, and it looks and feels very polished, too. Congratulations!

Thanks for playing and for your comment! Volume control is definitely worth considering.

Cool game! I put one unconscious enemy into a police car and began driving (failed to complete the arrest), a second bad guy seemed attached to the car sideways, oh man, did I give that dude a headache. Then my car fell through a secret passage in a building wall and off the map. As others have said, good times!

I also finished one play-through quickly by quickly getting to the marked power station.

I noticed you borrowed Alan Wake's Flashlight of Annoyingly Terrible Efficiency. :-D

Nice game! Successfully using the treasure map feels good. :-)

Interesting, fun, motivating to try again with various strategies. Also very appealing visually. 

I have not managed to reach the finishing line yet, but it feels like cheating that I can satisfy people quite efficiently by spamming keys 1 to 6.

In the Web version I couldn't click on any buttons in the main menu. Kudos for providing download and Web, though.

Interesting, nice interactions (except bedroom doors), definitely rich potential. Love the drink-pouring effect and the corpse dragging. I am not sure I got the point of the game, though. If I am supposed to learn what I should do from attempting multiple days, it would be great if the game didn't end after one day. So far it seemed that all my choices were without consequence at the end of the day (literally). But my first two attempts were extra confusing, since nobody entered through the open saloon doors.

But I can relate strongly to anyone who has issues in their game due to the time pressure before the deadline.

Really fun, congratulations! Reaches a degree of "I can't put it down" that you rarely see in jam submissions. And it's a game that many of us have been waiting for, because it is a good use of the Hearse asset, finally! Some nice details, too, like that the coffins are put and picked up by people. Just remind me never to move to that city - death rate seems higher than in Cabot Cove.

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Very intense audiovisual experience and touching narrative. You'd be happy seeing my rating. Maybe an issue of personal taste regarding "guessing the controls": I am aware it's part of your puzzles, but I would have liked some guidance on what inputs might have an effect at all.

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Interesting concept, keep up the nice work! I totally relate to unpolishedness and issues in the submitted version. I think you have created a good foundation for a great game! Many aspects of the gameplay feel great, and the level is interesting. Good interpretation of the theme, I had this one on my list of candidates, too. :-)

PS: high 5 for using UE!

Congratulations, great work! Definitely worth expanding at some point, because it is satisfying to solve the puzzles, and when it's over I wanted more of it. I agree with the others who liked the atmosphere - awesome what you did with decorations, lights, particles, camera settings, music and sound. Also nice that you took the time to make such a nice controls overview and provided a Web build in addition to the download.

Wow, that is so kind of you, thank you a ton!

Quite a fun experience. I also love that the player can feel smart at first and be like, "look at me, the mighty spawn camper, my gigabrain is not for eating", until they finally do get overwhelmed by the zombie horde. Great integration of sound and animations. Weapon recoil also feels good.

Theme interpretation is ok for me - a world in which a Zombie apocalypse has started is definitely going to be lacking many things quite soon, if it isn't already.

It would be great to play an extended version of this game at some point.

This game definitely does convey a message what a world without Synty would look or feel like. I also see a possible interpretation as a critical statement targeting the jam itself and the rules for using assets, or even global capitalism as a whole. It could also be that I still need to let the experience ripen a bit in my head (avoiding the term "sink in" for reasons), as with many works of art. Thanks to the engine (don't get me wrong, I love it), the metric "Megabytes per playtime seconds" is abysmal, unless there is a way to reach more content in the game. I suppose it is by design that I cannot successfully leave the first platform, even though a second one is in sight. If I am missing something, please do give me a hint! In case any issues originate from deadline pressure, I sympathize more than words can say, as I struggle with that every time, too.

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Hey, thanks for your feedback! 

Yes, as usual, time troubles caused a lot of the room for improvement, and apparently that includes conveying the connection to the theme. 

It would be this: The aliens are stealing all the hot dogs from Earth, so we are fighting to prevent A World Without Hot Dogs! I had hoped that it would become clear from the intro text. I had a concept for an animation for the intro or title where you would literally see an alien ship "abducting" hot dogs from planet Earth but didn't manage to finish it.

Thank you so much for playing and for your nice feedback! Yeah, it took me so long to settle on a concept that there were not that many working hours left; many aspects could have benefitted from a few more rounds of testing and polishing.

Thanks a lot for playing and for the nice feedback!

I had always wanted to do something with the hilarious hot dog man model.

Sorry for the inconvenience. You are right, some oversights and last-minute changes were involved, and now two of the objectives can't be reached.

Unfortunately, the jam rules don't allow me to fix it - will have to do afterwards.

Thanks for the feedback, and congrats on making it to the space level! It's the final level anyway.

Wow, what a fun game, very well done! (Tested v2.3)

Also, it is not only the ball that breaks - it's also my heart, when the cute little hamster has to walk all the way home on foot. (Emotional speed run - who can press "R" the fastest?)

As always, tweaking doesn't get the time it deserves when the deadline approaches, and the late switch to WebGL messed up a few things related to controls and how the plane looks. But thank you very much for playing and for your thoughtful comment!

Challenge accepted! :-D

Thank you so much, glad you enjoyed it!

Cool and fun game! I recognize a certain board game mechanic and love how you remixed it into something completely different, very inspring! I find myself restarting a lot - those foxes are a pest. :-) Impressive that you made everything yourself.

You had me at the title screen - wow! Please continue on this game, it looks very promising!

Amazing game, lots of fun and very polished look and feel!

Jared, is that your doing? :-) Fun experience you made there. Some strange fates seem inevitable for me, I hope it's not prophetic.

A lot of fun! You had good ideas and also executed them well. I love the day-night differences, the visual changes, the audio cue, arts in general, even the particle systems are great. Strategic garlic mines, that is hilarious and cool. I hope you get a chance to get your other ideas into a future version! 

This is fun, wow! Nice use of those scribble dungeons assets, too! My high score is 14100, curious if I can go higher.

Cool prototype! Very cute art and transition effect, and good take on the jam theme!

Great game, congratulations! I finished it, it was a lot of fun. In some levels I died a lot, but the game flow is so quick that one doesn't have time to get frustrated (a good thing :-) )

Cool game! Motivating to retry if one failed first. The perspective solution you made is interesting to try for a future project of mine. Good take on the jam theme!

Thank you very much for playing and the nice comment! Glad you enjoyed it!

Thank you! :-)

Thank you so much for playing and for the nice and valuable comment! Congrats on reaching the end!
I know, the mouse look is a bit quirky - I started testing the WebGL build too late, and it worked better in the editor. One of the top items to improve in an update...