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Darknems

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A member registered Apr 19, 2020 · View creator page →

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Really cool and original concept and well executed. Control are well explained within the game. Music fit and sfx are well integrated.  Overall, really good job !

Good take on the theme, not the most original on the 'Overwork' type of game, but well executed in term of passing. The art is fine, filter on music and post-processing sell the idea of being stress out, and didn't really encounter any bug. Answering email seem slow though, we should be able to answer as soon as possible. Right now, we have to wait to long for the animation to finish, so it's not really possible to delay our inevitable demise into burnout :)

Overall good work !

Really good concept, done entirely in HTML 5 from scratch, so thumbs up for that ! Clarity of it could be better though. We don't know there is a limit on the number of burger we can take before seeing customer (even though it's logic when you think about it). Control should be mention on the UI, didn't know I could move with arrow key.

The music is very well done and match the frantic nature of the concept. No sfx, unfortunately so cannot judge that. Good proof of concept I will say. Good Job Overall !

Hum I find that strange. I've put zero script that lock the mouse movement, only a raycast that is converted from the UI  position of the mouse.  It's an interesting bug, never saw it elsewhere (didn't happen to mark on stream or another one, or receive any other report on that).

Well glad you liked it anyway !

Original take on out of control in this jam. The difficulty passing is good, you introduce new mechanic at a reasonable passe. The game is easy to understand. Unfortunately no sound and music. The visual is well simple, but well done. No bug found along the way.

Overall good job :)

It is the isometric view that make seeing hole a bit more difficult.  I would need to put the camera at 90 degree for the hole to always be clearly visible. The more the angle is close to that, the more it will feel better.  I thought it would look bad, but it wasn't that bad. Isometric make thing look more beautiful, but it's less functional.

Thanks for feedback !

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Yeah wanted to make a tutorial, but ran out of time. It was that or making the pattern, which improve the game ten fold. I did them literally 2-3 hour before the end of the jam. Before tiles were just randomly disappearing and it made for an unfair experience. (tiles would just despawn under you) .

You can actually move however you want with WASD or the arrow keypad. It is an actual mistake that some poeple do. Should of written the control on the UI like other game (it was written in the instruction, but who read them, am I right ?). 

Poeple sometime think that they need to move with the recoil. The recoil is a challenge, not really the way you move. Thanks for  the feedback :) 

An atmospheric 'gardening' simulator instead of 'walking' simulator. Not the first that goes with mental health for the theme, but one that does it less directly, comparing the mind to a garden you have to take care of.

I like the aesthetic, the music was soothing and sad at the same time, which fit, and didn't really find any bug. Only thing, is that it wasn't clear I had to drag to open the menu.

Good job overall I would say !

Cute little story about anxiety and self doubt. Kind of weird that I relate to the story when I got to University in engineering rater than High School. Thanks for sharing the story !

An interesting take on the random switch control. Make you feel like you are controlling a whole squad of adventurer. The game was well explain at the beginning, so I didn't really had any difficulty understanding it. I would say that the game is a bit slow to my taste, but other than that it's good ! 

Really cool concept and fun to play. Simple art design, but really efficient. Music is missing unfortunatly, but a good little sfx to sell the jump. Level Design were well made and the pacing is just right. Good game overall !

Really good platformer with good level design. Only grip I have is that you only respect the theme in the setting and not really the gameplay (I played 7 level I think, it's pretty hard). I get that the computer is getting infected and losing control to a virus, but it's still a baseline plateformer a la Celeste or Super Meat Boy.

Other than that, the visual, while simple, is well made, the music really fit the tone and sfx are well integrated. Other than the UI bug mention, there was no bug found. Good Job !

Yeah, bloom is hard to calibrate for every screen (I got one bright one and one dark). Either it's not visible on dark, or to strong on bright.  Made comprimise. Thanks for playing !

Really original way of making puzzle out of Pathfinding Algorithm and it's fun. The visual is fine, the music fit the game and sfx are well integrated. The losing sound is a bit weird, but I will say that it fit well. Didn't really run into any bug other than the install.

Good Job overall !

Good game, really like the idea ! I have a bit of a love hate relation with the time slow. On one hand it make the game more accessible, but trying to play at full speed was also fun (although really punishing). It felt to easy to just get surround by enemy and kill them by just swapping around. On the other hand, it make you feel like a badass, so yeah lol

Graphics were simple but good, music was well chosen (although, like people have suggested for my game, should not repeat when reloading the level) and sfx were well done and integrated.

Good Job !

While the setting has been worked on, the gloomy and depressing ambiance seems really at odd with the core mechanic that is to rush to the store before to get milk for your baby. I know you used pre-existing audio, but you needed to find a music that put you on the clock I feel. For the rest, good job overall though for creating your first game !

P.S: if you can rate my game, that would be appreciated :) 

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Really good looking game, really dig the art style. The setting is out of this world and it's really nice absurd humor.  Even though the scenario is not something relatable, it doesn't take long to understand what you have to do. 

The only thing I would suggest is to put a reference on the UI to know that LMB is used to aim when using mouse and keyboard. Bug wise, I would advise to include the arms and the gun in the collider so that we cannot shoot through wall by mistake.

For the sound design, the music is well chosen and SFX are well integrated.

Overall, it was a pretty enjoyable polished game !

P.S: if you can rate and comment my game too, it would be appreciated :)

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Good game mechanic and level design, but I feel like the setting didn't really match it. It could of been Mario, and it would still work. What I mean is that I would like a reason for the control to be the way they are. Anyway, good execution and it was easy to understand. No tutorial was needed, because there was enough feedback to get it!

As for the rest, the art is fine, I didn't find any bug, the music is well chosen and the SFX is well integrated. So Good Job !

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Really fun game, deserve more rating, I will say that. What is impressive is that it's the first in the 'management get out of control' type that really scale the difficulty well. Most just overwhelm the player too quickly, or too little, yours scale at the right pace. So well executed on the concept.

Visual is good, the humor in the text is well done, the music is well picked and SFX are well integrated. I didn't  get any bug (work my way too level 4).

Really good job !

Good little puzzle game with an original mechanic base on physic. The visual is fine, unfortunately no SFX and music, so cannot judge on that. Could see it become a decent mobile game.

Congrats !

Good take on the theme. There were other game that went for manual task that get out of control, but you got one that is original. The game itself need to be re balance, because I was wondering how I could possibly lose and then, all of a sudden, it spawn so many cheese that the jaws of the character could no longer close. It's funny when it happen, but it isn't really link to the skill of the player (or maybe you have to not take too much at the same time ?) Anyway, nice physic base gameplay too, it's always entertaining.

Technically, the visual art is fine, the music was well picked and didn't loop too soon, the game was easy to understand and sfx were well integrated. Didn't encounter any serious bug. So good job overall !

Good action plateformer. The idea is relatively simple and respect the theme, although in a relative safe way. The game was overall fun nonetheless.

The art is good, and sfx were well done and integrated. Unfortunately, there was no music so can't judge on that. Didn't find any bug during my play through and the control were intuitive to use.

Good job overall !

Thanks for the feedback !

Original take on the theme. Didn't really felt like I was that much pressured to avoid breaking stuff. It was more about getting the stuff as fast as possible and that's it, so would need some tweaking in that regard.

The visual is fine, music and sfx were well done and integrated. Didn't encounter any bug and instruction were rater clear. So overall good job !

Games fit the theme, although I would say I found it more tedious than fun, if I'my honest. It is original on the 'spread' side of the theme, you didn't go for the fire setting, although it's a bit the same thing .

Presentation is good, it a nice simple pixel art. The music is a fit and sfx are well used. Didn't find any bug, so overall good job on execution !

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Original take on the theme ! Really fit the theme. That being said, difficulty curve is too steep (happen to a lot of game, like mine), so the player can learn the mechanic gradually.  Also, the time slow seem to affect velocity so that you no longer die when hitting a wall (always died at base speed before).  So should check that out, maybe ? If not done on purpose.

The visual is serviceable, but the music and sfx are very well integrated. Overall good job !

Interesting that you came up with an idea for a coop game that can be tried with one player without an AI. Props to that. The game fit the theme like a charm and I can see playing it in coop being super chaotic with your friend !

Good job !

Good execution on the idea of a twin stick where the player don't control the shooting. The feedback to know where the player is gonna shoot next is sometime missing on those game, which make it unfair.

Music is well chosen, didn't really see any bug, so good job overall ! 

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Thanks for the kind comment ! For the music resetting, I debated it for a few second. Since the tiles close themselves following a predictable pattern, I thought It could follow the music (like Beat and Shape on Steam, you  should check it out), but yeah didn't had the time. In that implementation, putting a DontDestroyOnLoad would of been better. As for the bombs, you are right, they glitch sometime, I will have to check them out.

Thanks for the detail feedback ! Just rated your game!

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Thanks for the kind comment ! It's appreciated !

Shooting the bomb add extra point to the score, but I didn't had the time to put feedback like an SFX and some visual to make it clear. Bombs push you back if you are in the radius of the blast, but yeah it could be something I could change. Thanks for the feedback !

Thanks !

Thanks a lot, I really appreciate the comment !

Yeah I wish I had the time for an interactive tutorial, but felt that it was that or cutting on key feature that just make the game what it is. Thanks for the rating !

Thanks ! The comments is really appreciated !

Thanks a lot for the feedback ! It's really appreciated !

Thanks ! Yeah it is the Tron / Neon style that I was going for.

Maybe a good suggestion, although I would probably go for a short period of invulnerability for that, or just stale the bomb spawning for recovery.

Thanks for the feedback !

Screenshake on player death have been suggested. On bomb explosion, I think it would distract a bit to much, but could be done. On shooting, that would be distracting a lot though, I think.