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danieljosemoca

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A member registered 17 days ago · View creator page →

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Thank you for your comment, I’m glad you enjoyed :). It did get faster but the increase rate might be too slow, and i might have capped increase way too early. I will definitely fine-tune this, thanks for the feedback!

Guess who got his hands on a windows >:) 

The game is quite overscoped for a week long beginner jam, but you did pretty well in quite a lot of stuff. For example, the visuals and music are super good, and the story idea (although having little connection to the theme) is solid too. 
I think the overscoping also led to a lot of things not being fine tuned, which hurt the experience a good bit. 

The narrative overall feels slow. Many of the tasks are kind of repetitive and don't give much reward. For example, in the castle, all the clues you find point to the same fairly unsurprising conclusion without adding new information or meaningfully deepening the mystery. This makes progression feel more like repetition than discovery.

Like I said, the music is great, but there were only two tracks, leaving you guys with little options for song choice. For example, the music goes hard af while ur eating breakfast xd. That lack of sound variation greatly exacerbates the story’s slow, repetitive feel. I must note that when the music does finally change it's rlly effective and certainly a top 3 highlight of the gameplay. That ending was rlly good. 

If you go on to fix these issues I think this game could actually be rlly rlly solid, so great job here and keep it up!

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Cool idea. Clearly this game isn't done but it's an impeccable foundation and I hope to see you do smt cool with it after the gamejam!

did run on my machine but only at like 0.25 FPS if not worse lols

Awesome concept! It's very cozy. The fighting mechanism could use some work, since its basically just spamming attack without moving, since the wolves' range is shorter and you can just keep them at bay that way. if you do reposition just for fun, wolves' most likely gonna get past ya and it's over. 

Also, I think the game would benefit if the player were to be incentivized do more than wait and fight... maybe building protection for the cub or sm. As the game is now, abandoning your position to explore would cause the baby to die very quickly, so it might be tough to implement. 

That being said, the visual and sound design are lovely. One possible improvement would be to make the floor texture less rough so it better matches the chill vibe of the music and other visual elements. 

Great job though! ignoring the fighting thing, the game is really good :)

No clue how you could possibly make this in a week,  actually shocking. I got lost running through the huge map and spent a lot of time running aimlessly just to find my way again. Also spent a good bit of time looking at the campsite and around the gross bag, cos I couldn't imagine a beginner gamejam game would want me to venture into unmarked territory like that. Maybe character saying "Crap they could be anywhere! Best get started", or 911 not saying "somewhere around there"  would help with preventing that. I would also suggest an ending leaning more in the psychological horror of it. Player is hyperventilating and such. The writing, visuals, sounds, and creativity here is peak, amazing job.

Working in Unity at this level is impressive, and everything works well. You could make this a lot more fun by adding a score based on the time the player takes to finish, and a high score. Maybe also more of a challenge, such as obstacles which impact with causes immediate death. Good job!

Firtly, this is a genius idea. I do generally tend to prefer games with more moment to moment action, visuals and/or more lore/narrative though, and I think specifically more lore/narrative would improve the experience here. 

The opening also feels a bit slow and slightly disrupts the tense momentum you built last playthrough. Difficulty options, or a faster initial difficulty increase could help maintain it.

This is definitely one of the best submissions. Amazing work. 

I enjoyed this game! fighting in a 3D world is a very cool thing for a video game to make happen. I feel the idea is cool story-wise but not so good gameplay-wise. If you keep working on this, I'd encourage you to consider for only some sounds to be missing, the sounds being muffled, or something else like that. I thought the forest trees were beautiful, but other visual design aspects could be worked on. Also more mobs could be cool, but again this is already a fun experience so great job! 

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oh my oh my that was so peak i wrote a poem as a thank you:


roses are red, violets are blue...

PRRRRIUUUUUUUUUUUUUUUW!!!!!


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I don’t know much about the 3D art process but I know it’s difficult, and you implemented a solid number of mechanics which is impressive. I did struggle to figure out how to place stuff down and how to exit the Station view after using one. If you keep working on this, making those interactions more obvious with a controls menu or more prompts, would help a lot. I also didn’t see a strong connection to the theme, and it’s a shame there was no sound. but ultimately the things you chose to focus on did come together to create an enjoyable experience, so well done!

I liked that how to get the answers  wasn't spoonfed to you, it took me a second to realize info could come from outside the little book! The aquarium is beautiful, and the texts make you think and learn about the main character. It's too bad for the gill issue. But well done!

I had the same issue and solved it by just by pressing the escape button I think! maybe also try a different browser

I really liked the ominous cave and other stuff on the map just for the vibes like trees, cars and fires. But the yellow ground texture feels underdeveloped. The green areas work well despite being similar, I guess the bright yellow is a bit harsh on the eyes. 

As per gameplay, the mouse-based movement was a nice change of pace for this game jam and fit the experience well. But in my first run, I intentionally made as much noise as possible, and nothing happened until I collected all the bags. Maybe touching the leaves should trigger the monster immediately, even from off-screen.

Finally, the jumpscare was super unexpected and well done. Overall, great work, it was just a couple things that I think if fixed I think would make the game really good!

feel it could have been expanded on but lot of value in having perfected the basic physics and game design like you did. Did feel pulled into the vibe so good job!

firstly, great work on the visuals! kinda wish the main player looked a little less like a hollow knight character to help give the game more of its own vibe, but I respect the homage. I'd also advise to try to incorporate the theme a little more and to prioritize the fight mechanics before giving the map so much detail. big fan of the healing animation btw. game's beautiful and I hope yall decide to work on it again, good job to you all!

I'm moved, that was really beautiful and the visual simplicity worked so well with your idea. I feel the basic premise of the game was only mildly related to the game jam's theme, but you did manage to incorporate it more through design choices. My only criticism is that like DimsdaleDimadome said some of the mini games snapped me out of the flow a little bit. But great job. The ending was the icing on the cake, glory to collaboration!!

Big fan of the late-night snack concept, it’s a creative take on the jam theme! Also the visuals are very well done. I did struggle with the gameplay though. I replayed a good bit of times, but I couldn’t figure out how to beat most of the plushies :(. maybe for the full version, the early game should hold the player by the hand a bit more. Again a great job, and can't wait to play the full version!

teeheee did you figure it out!! Don’t think too crazy it’s not too complicated hehe

Thank you for your kind words and thank you for playing!!

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Cool comparison! About the flashlight, it’s definitely not meant to be a primary tool — I liked the idea of having it cos it hints at how much you should be trusting audio to get far in the game. The player could almost just turn if off and rely on sound once the mob speeds cap later in the game. 

Thank you for your comment and thank you for playing!

good job hope ur proud

Thank you for playing. Firstly, well done! 8400 is a lot and getting to the final boss fight is no easy task. Here’s an idea to stir some thought: What if it’s just passing through? I hope that helps and if not feel free to  hit me up on discord @jesuschrist7 and I’ll give you a better hint. You’re doing great you got this!

visuals and sound completely made the game. I would tinker with the plane movement physics. well done!

20k is crazy thank you so much for playing!

The idea and execution are top notch I am so impressed that yall made this in a week!! I'd be happy to have most these images framed in my room. My only suggestion is checkpoints for us that suck at donkey kong xd, perhaps also a little less linearity? like have the gameplay vary per player not just the ending depending on whether they lose (occurs to me i only got two endings maybe I'm missing smt...). again, amazing job!

"clearly i am on a whole nother level" - kyle, the visual artist

Huge fan of how I first have to think rlly hard and then I have to lock in and move fast. good balance. visuals are beautiful, and I love the voiceovers. 

zamn fair enough i oughta lock in

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thank you for commenting :)

I did consider like shooting or sm to kill enemies, but I decided that would hurt the survival horror vibe I was going for... welll i'm not supposed to tell you thiss but smt cool happens if you jump on top of the green slimes... and there's also a unique way to beat the final boss who spawns I think around score 7500? I think it's worth trying to figure out ;). as a reward you get to see my favorite enemy if you do beat the boss. anyway thanks for the feedback and thank you for playing!

"The application 'game' can't be opened"  (on mac, not a security block thing) </3

absolutely every design choice is top notch. if only there was a little more action in the gameplay! Apart from that, I feel the game manages to do what it aimed for exactly. Great stuff.

i am so impressed this is incredibly well made, it's a little uneventful (at least up to the portion I played) but I think the simply goal of searching is quite lovely. The difficulty level was just too high and I couldn't keep trying. You guys have a real talent for this though the visuals and concept are like pro level!

I couldn't figure out an aim or how to avoid enemies or much. However you make up for it with your visuals, where you guys really took the cake, impressive stuff.

so so beautiful visually. So is santa dead I didn't get it lol.. I kept replaying whenever I got the rest/main meny screen and justnever got farther maybe the game isnt done? in which case loots of potential I was pretty bored but you did a great job creating a base for something bigger here

So much potential here. Boss fight highkey unbeatable, don't like that sometimes lasers and sun balls fall at the same time cos there's just no winning there. The writing needs a lot of work, but the more general story is a banger. Overall amazing work, hopefully I'll somehow beat the boss and see how it ends...

the textures of the rooms and floor are very well done. I almost quit because I couldn't figure out how to leave the first room lol. Maybe the game was a little too easy and simple? you hear the monster from a mile away and the area is so big.  Or maybe I got lucky. Anyway I had fun!