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derivative_content

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A member registered Nov 17, 2024 · View creator page →

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Thank you for your feedback on our game. 

We have the sound effects that you mentioned ready. Unfortunately, we had several builds of the game that were too big to play in the browser. For the Jam, maintaining a Web deployment was one of our primary goals. As a result, the SFX beyond what was included was intentionally left out to help compensate for our inefficient file handling in other areas.

As for the sanity drain, you are correct. The safe room at the start of each level heals all of your sanity and health damage but otherwise, we have not implemented sanity healing. That mechanic is due for a complete overhaul, starting as soon as the Jam voting closes.

Your feedback on the looting aspect will definitely be taken into account. The intent was that it would be impossible to loot the entirety of level and, with the relatively cheap cost of death, you would need to find the looting points and choose what was worth your limited time.

In future builds of the game, the end screen is intended to be replaced by a town/transit hub, allowing you to buy/sell with the loot you brought back.

We understand that the animations were too much, we used available 3rd person animations and are working to reduce the intensity in future builds. 

Thank you for playing and providing your feedback.

Thank you for the feedback. We already have a fix ready for scaling the UI properly but are not making changes to the game until the Jam rating is over.

The monster does get knocked backwards when you hit it. There isn't currently any other plan for hit feedback.

The version of the game currently posted is using a 3rd person model with matching animations and the camera placed as the character's eyes. The revised controller has the camera following the animation, but with intentionally reduced movement.

Thank you for your comments, I am glad the experience was novel.

We are collecting all the feedback we receive and making plans to improve the game once the jam review period is over.

The green overlay was the least annoying solution we came up with to make sanity more than just a countdown timer.

The gold and crystal resources were intended to be expendable resources, making it easier to survive through to the exit, though that did not get implemented. 

I am curious whether you reached the exit portal in the level 4 safe room.

Thank you, one of our friends that play tested for us suggested (too late for the jam) adding a cross-hair. Additionally, I am looking at swapping out the targeting raycast with a shapecast to make it harder to miss.

As far as the movement when swinging, what you experienced is toned down. Originally, you lost sight of the enemy at the end of the sword swing. This is entirely because I used a full character body with animations made for a 3rd person controller and attached the camera where the eyes would be. Most of the feedback has requested making the camera more stable.

Thank you for the tip on the textures. It worked well enough I was unwilling to risk breaking it right before the jam ended. 

Also, I have now looked up Kings Field and certainly see the similarities. DawnCAC and I are aiming to take this game further before we start anything else.

SFX were good, a background music track would have been appreciated. The puzzles were all solvable and watching me play entertained my wife. I agree with others that there are myst vibes, but I think the controls are better here. 

As a last note, some guidance on what the controls are would be appreciated. It took a bit to figure out how to interact with the puzzles.

An enjoyable experience. The sound design was good, the character design was clear and the reaching tentacles gave a vaguely threatening timer. I did keep running into an issue where I kept missing the last little corner of the square I needed to move into. Also kept finding myself in dead ends and struggling to climb back out of them.

Visually interesting with both background music and SFX implemented. Unfortunately, the limitations of the UI and control scheme left me mostly confused as I died to the first encounter.

While the idea behind the game is interesting, the surprise screaming is incompatible with headphone use. The visual interface and the methods of challenging the player are functional and do scale with difficulty.

The concept is fun and the implementation is functional. I played through twice and was never at a shortage for drill bits. The music is a little intense for how frequently it replays.  Overall a good start.

Hello, we used this pack in a game for a game jam. Thank you for making it available, it is exactly what we needed. 

https://derivative-content.itch.io/mindelve

perfect, thank you

To submit a project made in collaboration, does each team member need to submit the project separately or does a single submission cover all participants?

Thank you, as our first game and first jam, your feedback is greatly appreciated.

If we decide to take this game further, our plans include a 1-extra-life setup if the vehicle is destroyed as well as upgrade options. Running out of power would then use the 'towed home' mechanic.

Steering was intended to be more challenging at faster speed, but fine-tuning that aspect is certainly also on the todo list.

Loading the background music came so late in the process that we were unable to properly test it.

Thanks again for sharing your experience.