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Demyr

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A member registered Jun 15, 2020 · View creator page →

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Really good game, I wish the puzzles section were longer

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Thank you! A lot of what we wanted to do didn't get to be in the current version, but as we speak I'm working on finishing it and a save button is definitely one of the things I'll be adding! And also probably a way to fast-forward, for people who don't want to replay the entire thing at a slow pace but want to know the ending.

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Fun game!

The platforming part was really annoying to be honest, I kept falling lol because it's hard to really know where your feet are meant to be, but otherwise it's fun. It's a bit simple, but that's fine

Thanks for sharing

Great game! I'll say I think this is very close to being very good, but for me the one thing that prevented me from enjoying myself as much as I otherwise might was the ammo. It felt like I'd run out in half a second, and that it took forever to reload. I think it would be ten times more enjoyable if you had like maybe three to five times more ammo in each gun before having to reload, because as of now I feel like I'm just tediously having to wait a second while fleeing twenty enemies at once and not being able to do anything, it's too much downtime. Basically I think if I'm fully unloading two guns at once into five enemies, I shouldn't be needing to reload them four times to kill them all, you know?

But that's mostly a balancing issue, otherwise I think this is a very cool game, and it's very impressive for just one person in a week! 

Thanks for your submission

Well I just saw that you say what close meant in the game page, so at least I know and that's what I assumed, but you know it wouldn't hurt

Really good game! I had a very similar idea for this jam, but I'm glad I didn't go for it now lol

My only note is that the keywords are a little unclear? I wish I knew exactly what "close to" meant. Perhaps by having it explicitly stated, or by highlighting tiles ? I feel like most other games of this kind would have also had the expression of the character in the request change, like happy if it's fulfilled and sad otherwise (thinking of Is This Seat Taken for instance)

Thank you for sharing, and good luck with the jam

Neat game. I wish there was just an arrow pointing where to go next once you successfully delivered one, because I originally expected I would get back in the van and move to the next address, but otherwise it was pretty fun!

Thanks for sharing

This is such a weird game and I really like it

My main issue was that I took a while getting what controls I needed to use each time, especially since they vary from game to game when they could probably all have been the same button.

But otherwise, very fun!

Really liked this game. The monsters appearing just in sight before you blew them up in the arcade game was really creepy and well done.

My main issue was the platforming, the narrow beam you have to perfectly stand in the center of was a little annoying. I didn't love the platforming in the water part either, but it wasn't as egregious. It was also a little weird that you could sometimes jump and sometimes not, I think you should keep that the same all the way.

Otherwise it was really well executed, properly creepy and interesting, thank you for submitting!

This was fun, the movement is nice.

I'd like it better if the difficulty curve wasn't so sharp, it's quite jarring going to two or three straight jumps to the twelve bubbles that require you to turn around mid-air. The grappling hook also seemed bugged sometimes if you aimed downwards, and it also sometimes didn't hit when I'm sure it technically shouldn't, but from a player perspective it really feels like it should.

Thank you for your submission, hope you had fun making it!

Wow this was a great experience! I really liked it.

My main issue is that the drool is really hard to notice at first, as in the way it's described I really did not notice it anywhere because I was looking at like, the edges of the door.

The knocking and the light flickering were good, but I do feel like they take a bit too long to happen. Just a tad.

I would have liked for the rooms to not always just have one correct door, like perhaps there are some dead ends sometimes, so that you wouldn't just always default to the first door you find with only one sign, but maybe that's just me.

Other than that, it's a very impressive game for just one person in one week! Thanks for submitting

This was kind of fun. I was really confused for a few minutes not understanding what I could do other than move, the controls aren't very intuitive. I also think my movement would sometimes just not register?

Otherwise it feels like it could be quite fun with a bit more polish and clarity.

Thanks for your submission

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Yeah I think it's a translation thing, in french the words for clues and hints are the same so we didn't catch that. We're renaming it to Evidence in the post-jam update!

And fixing that music bug (and many others), I think I know what causes it.

Thank you for playing!

I'm not completely sure, I think some of GMTK's videos talk about level design? Otherwise I guess I'd suggest going over what you feel is interesting about the game mechanic, and then try to bring that to life through the level, or maybe start with an idea and then try to see how it can work with this mechanic.

For example maybe you want a level where the point is that you gather as much momentum as possible to do crazy jumps. You could start with a simple infinitely straight level, and progressively add stuff when you think you reached enough speed. Or maybe you want to make a level with a bunch of straight jumps that force you to gather momentum beforehand.

You should also consider whether you want it to be more like a speedrun type game where the point is to optimize your time and go as fast as possible, or more of a puzzle game where you have to figure out exactly which precise jumps you're aiming for, because different goals will definitely shape level design differently

Not sure if that helps, but I hope you figure it out!

I reaally like this concept, the movement is such a weird idea but it kind of works! I'm not sure this environment was the best to showcase it though, it felt a bit weird to platform on small-ish platforms when it felt like the jump mechanic called for you to gain a lot of momentum to take full advantage of it.

I'd love to play a version of this with more complex level design

Thanks for your submission, hope you had fun making it!

Ooh I see, that's neat! I think it would be nice if they had a special visual cue to suggest that's why they're not waiting or something. I noticed some would wait less ling but didn't realize it was the fiery ones, that's cute.

I noticed the puddles, but there were so little it didn't really feel that noticeable, and the pillows I actually did not understand that's what they were asking for, I didn't notice those! But I guess that's the sort of thing that gets fine with a tutorial

Really nice game, hard to believe you could make this alone in a week! though I suppose if the idler logic was already done I can see that.

My main note is like the first commenter said, the UX is really overwhelming at first. I didn't understand where half the things were or what they did. Th UI is really good though

I really liked the controls. My main complaint would be that the gray obstacles do not register to me at all like obstacles I should avoid, it took the level resetting twice for me to understand that maybe they were bad.

Thanks for your submission!

Very funny and unserious idea lol

I'm sorry to say I absolutely hate the controls. Backspace, left shift and left control, that's just a really odd choice. The mattresses that defy gravity were confusing to me, because I assumed they would stay defying gravity or you could also somehow do that, but them just falling off just didn't seem intuitive.

Thanks for submitting, good luck with the jam!

Oh I didn't notice the radar. Maybe that's my bad and I missed it, but maybe it could be on by default or something

Very cute! I really like the idea, and it's fairly well executed

A couple notes:

The first phase really felt a bit odd. It might have made more sense if there were multiple points characters could come in through, but I was kind of confused why I needed to move at all, and not just have a rapid-fire "here's the correct seat" instead. I also could not understand what to go with the yellow cta on characters during this phase.

There seemed to be a bug where a character would cut its wait time and go to its seat immediately if you replace another character while the first one is waiting.

Anyway, good job, thank you for the game!

Really nice game. I'll say I really am not a horror fan at all, like honestly I don't think the lighting and the perspective really doesn't make that much sense for a game like this, but I was still overly anxious for no reason lol

A few notes:

- I'd wager the reason you're not attracting that many people is your thumbnail. As in...it's really really unclear what I'm looking at. Initially I genuinely thought maybe that was a mecha or something, but it's really difficult to understand what I'm looking at.

- The lighting and saturation do not spell "horror game" to me, it feels more cutesy if you get what I mean?

- My boyfriend passed by while I was playing and was very confused at the screen going black, and I explained that it was blinking and he said "but like, you're in third person though" which I hadn't even thought of because as a doctor who fan I immediately got that mechanic from "weeping angel", but thinking about it yeah it would make more sense in first person lol

- it's pretty difficult to know what I'm supposed to do, in the sense that I'm not sure where the things I'm told to find are. Perhaps a glowing indicator, a minimap, or even just more precise directions from the person texting you could help a lot

- In that same vein, maybe more descriptive keys could help, because I took a long time to figure out where the only key I could find could open

Sorry I couldn't play past the maiden's appearance, I really don't do horror lol

But it's honestly a very impressive game for a single person in a week! Thanks for your submission

I really liked this game conceptually, but a few things bothered me a little. The fact that some spaces were a tiny bit to small for you to go through was weird and I wasn't sure how I was supposed to go through. The fact transitions were random was interesting but also meant that I sometimes would just have to waste time going back and forth to get back to find a new power up.

Overall though, I quite liked it and feel like with a bit more time and polish it could be quite a fun game. Thanks for submitting!

I'm sorry to say I'm not exactly sure how to proceed very quickly into it. I'd see terminals and try to go to there, but always barely fall short in terms of height. It's pretty hard to locate yourself and know where to go, and the monochrome environment and lack of clear perspective makes it difficult too.

Good job though! Thank your for your submission

That was interesting, I liked the concept. Not sure exactly what I needed to do, or if things were just not complete, but the computer told me to help it and nothing happened, the angels told me which door to pick only once out of five, and the heart mini-game seemed impossible to complete? I'm not exactly sure what I was meant to do other than click the walls.

Overall a pretty interesting concept, but it feels incomplete, though I understand that's often how jams go

Thank you for playing!

Yeah there actually are some things you can click on in the environment but they are very limited, I was thinking perhaps we should make it more obvious when that's the case, or maybe simply add more.

The sound effects are indeed lacking, you know, not enough time and all that but I'm gonna add them for the next version!

Thanks for the kind words

Neat game, it had a nice and creepy vibe. As others said, the interaction isn't intuitive, and it feels like E should also work, because clicking on the text isn't very intuitive, but also sometimes you had to click on the environment and not the text, which was confusing. Oh and I don't think you need to explain what the keys you get are for, especially the flower key, that one is rather obvious where it opens.

Thanks for your submission

That was a trip lol

I'll say the sensitivity was way too high, and at the end I got to the dragon, didn't fight him and jumped through the portal and that brought me back to the start? I'm not sure if that was intended or not

Thanks for sharing

Also got locked out of progressing after level 4. Fun game though! I wish the timings on the light sources were more precise, and possibly required you to activate them in the correct order or something? Because once I understood that light opens doors, all levels played pretty similarly.

Thank you for your submission! And good luck with the jam.

Haha no worries, I wouldn't have tried replaying it if it had been long, but it barely took three minutes to check if you had that in. I understand being distracted by huge bugs, I had similar issues that prevented me from putting the ending in my game lol

Very nice little game here! Not much to say about the gameplay, it's fairly simple and clearly isn't the main focus, I'll just point out that the collision with the trees is kind of off, like I can't go underneath one with the way your character's collision is handled. But that's fine.

From a narrative perspective I'll say that it's a bit of a missed opportunity that there aren't alternate paths depending on what you do, as it really feels like that's what the game wants to be. It feels like if I don't speak with the sheep, it shouldn't die on day three, and if I go back to the house on day 4 maybe I just die?
But I tried that on a second playthrough and it didn't happen. If you wanted to add those and didn't have time that's obviously perfectly understandable, but if you hadn't considered that maybe it's something to consider! And also in that vein, possibly make more things in the farm give you hints about what happened, though that is more for if you wanted to make a longer version of this game.

Thanks for sharing, hope you had fun!

I'm aware of some of these bugs, though I thought I corrected the one with the alarm clock so thank you for mentioning it, will look into it.

The ending is not in as of now, so you found most of what was to be found anyway. I will put a completed version with all these bugs fixed when the jam is over if you want to try it then!

It's kind of all over the place haha, sorry

Thanks for making it!

Thank you!

I really like this game, it was very cute and a neat idea! It's too bad, because I think a few things really kept me from enjoying myself as much as I could have.

Here are my notes:

- I was about to put 1 star on the music thinking there was none, and then figured out there was a setting but it was off by default? Was that on purpose? The music is quite repetitive though, I'm not really sold on it.

- the meter showing you how much you have left to draw, I could click on it and adjust it with my mouse. It was only visual though, I couldn't cheat and gain more fuel

- there was a frustratingly high amount of times where I think my character got stuck between two tiles it was walking on and so I stopped walking, which killed me

- I genuinely thought the silhouette you talk to in the classroom the first time was like an embodiment of your conscience or something like that lol, it took me seeing another to realize they were just no-names 

- the drawing aspect being a way for the person to draw for her character to move around is genuinely very cool, but I don't love some aspects, like the limited fuel, as it seems like she's using a pencil anyway so there shouldn't be any need for that? Maybe it would have made more sense if the line got bigger and you needed to sharpen your pencil or something, but it didn't make as much sense thematically as it did gameplay-wise. Although even purely on the gameplay part, it did bug me a bit that you could theoretically do some platforming on tiny lines and it wouldn't really be very fun, but it felt like it might be optimal if you could risk losing too much resource otherwise. But actually you never really did, so it might have been better to just not have a meter at all? I'm not sure.


Anyway, thank you for your submission, hope you had fun!

Here's ours! Checking yours tomorrow! https://itch.io/jam/brackeys-15/rate/4311698

Too tired to play games right now but I've added it to my list to play quick!

That' s very weird, but it did work haha

Yeah, there were two really game-breaking bugs that took all the time I thought I'd have at the end of the jam... so a few still pretty annoying bugs slipped in, but I'll take the time to debug a lot of those annoying issues people are having.

Thank you for playing!

Thank you! I don't think it would have really changed that much to cut characters, the issue was mostly on the programming side, didn't have time to do a few things I wanted to due to some game-breaking bugs I got towards the end of the time limit.

Definitely wanted to do the text appearing gradually, but just couldn't get to it in time, it's too bad there's a lot of small things I couldn't get around to doing for the polish. Definitely will get the full and polished version after the jam with the ending