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digitalbreed

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A member registered Dec 22, 2019 · View creator page →

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Congrats! Just wishlisted!

Followed the development on the channel and really enjoyed playing the outcome. It's a very polished entry with a very original idea. I would have loved to have a visual reminder of which button meant what on the screen, but I learned it after a couple of minutes. My only real complaint is that I could throw plenty of coins at some characters without any effect and I wasn't sure whether that was intentional.

Wow, impressive entry. Loved the theme idea, cutscenes, and DFS music was a great fit here, too. Music didn't loop though, and once I got the teleporting power I teleported straight out of the map. I think this has some potential, though, keep it up!

Even though it's rather a rather simple game, it's one of the more interesting interpretations of the theme imho. Well done!

That's one of the most polished submissions I've played so far. I liked that it was straightforward, without any significant flaws despite being a jam game, and even was challenging at certain parts where I saw others asking for help on the jam channel and had to ask for advice myself. Well done, keep it up!

Good job with the zombie smashing mechanic; really needs some sound effects though, and maybe some zombie body parts being catapulted up to the player camera. Unfortunately I didn't really get far, I was approached by plenty of zombies right away and had to smash the mouse really hard to survive for a bit. That's a pity, because I wanted to explore the map further and see if there was anything else I might have missed. Some progression would be helpful if you plan to continue working on this.

This is obviously in an early stage and needs a lot of polish, but you submitted a playable entry, so congrats on that! I played the first level, and my feedback is that enemies pop up quite late for my taste; one time I had no chance to react and they crashed straight into me. The controls are a bit too direct, some more indirect steering would feel more natural. Also the crosshairs should be "in" the game world, in front of the player, not on top, for this type of game. When the final ship appeared, there was no feedback at all and I wasn't sure whether my hits were counting, until the game returned to the start screen. The portrait and voice lines worked great, though. Keep it up!

This poor hotdog guy always gets the stupid jobs! 🌭 But it was a fun idea and implementation. I found it a little too easy, so maybe add some more aliens and ketchup bottle throwing as a defense.

I enjoyed playing this during the jam; you nearly hit the mark for what's needed in a stress-less experience. Beautiful visuals, simple concept, fitting music,... all very chill. Except for the controls. I think one can get used to it, but in the beginning it was more stressful than I had expected 😂

Played this early in the jam and retried again for rating. From the outside it's a rather simple idea, but it's very well implemented and visually and acoustically appealing - even with multiplayer and a simple, but sufficient intro. When I played this the first time, it wasn't just a relaxing experience: I saw someone else and all I could do and all they could do was to wave, and so we did. This short encounter added another layer, a short moment of joy and kindness, which are so dearly needed nowadays. I don't see why this entry doesn't deserve full score on all categories.

Fun entry! If the mechanics were a bit more refined, this could actually be an entertaining and unconventional shooter.

Won't rate but just wanted to mention that it's great to see some of your kit-bashes in action!

I am definitely going to save this for a day when the internet is down! Lovely idea and well implemented. You should definitely continue fleshing this out, hidden item games are super popular and the 3D interaction could give you an edge over other titles! The different themes could be an option for in-app purchases and I know you'll have a lot of fun designing new themes and maps. While playing, I also struggled with the mouse sensitivity a bit, but that's an easy fix for later. 

Aa relaxing experience, great music and atmosphere. Unfortunately I got mislead in search for the last item: the arrows guided me towards a point at the horizon, but eventually the world ended and I fell. So 22/23 for me, too.

I didn't survive for long in my first run and was about to comment that this must be a game about "a world without hope", and only then I decided to check the game page. Obviously I don't know where this game is going to end up but apart from an unclear theme relevance it's definitely going to suffer from a missing in-game tutorial. The gameplay is actually quite fun and the mechanics seemed to work well.

I'm afraid I'm too clumsy for this type of game. I catapulted myself out of the initial room level bounds twice while grappling! It seems to be a fun concept, though, and with the issues fixed already mentioned here, it could be something real fun and challenging.

I did the same as the previous posters: put all the gems back into place in the same order as they appeared in the little cutscene. I was expecting something to appear from the central pillar, like shown in the cutscene, but nothing happened. I also tried rearranging the gems, without success. The game looks sweet otherwise but at its current state I can't really see how the "world without memory" idea would unfold.

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After my first round I thought: this entry has everything from intro to character selection but it really lacks some instructions. Then it clicked. A short but ruthless entry that makes you think!

Promising entry with some great ideas, like the "ghosts" on the lantern and the continuous pressure of decision making: collect light but leave the path, or keep going? From the little that is visible during gameplay, it's a visually pleasing entry with a good use of the UI pack, too.

Some things felt like they were placeholders, for example it seemed like the constant enemy sound didn't have any other effect than to explain why you're dying immediately without any light; I also didn't understand how the reveal/radar shader was supposed to help. Maybe I could have survived longer in the dark when using it... 🤔 

Unfortunately I had the same experience as NicebearStudio, I had the light of the station in sight when my light ran out and I died. That was frustrating!

Thanks for clearly telling and showing what needs to be done, and how! 

Short but fun experience, perfect fit to the theme. The exorcism mechanic could need some improvement - it /felt/ like I simply had to do it three times but I'm not sure - and the enemies some more interaction - they just stood still and weren't a threat at all -, but you managed to create a spooky atmosphere and tension to build upon. Nice twist at the end!

My adult self was a little ashamed when I downloaded "FartBound - A Whitou World Joints.rar"; my childish self was anticipating fart simulator like sound effects. Would have loved to hear four Synty team members farting on the review stream. What a missed opportunity! I tried playing steering two players at once but failed to pass the first large obstacle: I couldn't fart around it nor could I fart towards the key, so I gave up.

I stood still just to see why this wasn't a "world without death" for me... that didn't end well for me. In that regard, I'm not sure how true the game is to the theme? The mechanics are solid and even though the gameplay loop is rather simple, the upgrade system encourages to continue and explore different options. This is a solid foundation to build upon with more level space, enemy types, and sound effects. Extra props for composing the music yourself!

Congrats on this submission! I managed to finish it in the second "run"... but now I'm supposed to sit there for 1000 years or what?! 😂 Seriously, well done for a first jam entry! Loved the level design. Walking felt a bit tedious and I got really stressed when my fuel ran low, so maybe some guidance would be helpful. The ambience sound was fitting and amplified the vastness of the place, but one thing that broke the immersion was the lack of footstep sounds. They can get annoying fast but if you do them well (different sounds per underground, random sound per step, variations in pitch and volume, use of reverb zones where applicable,...), they could really add to the atmosphere. There were areas/bridges where I thought I might be "outside" right now, if that's the case then maybe add some wind sounds there, too.

You've crafted a beautiful experience and deserve full score on originality. I love it when people think beyond the usual themes and create something inspiring and thought-provoking, even if it puts them at a disadvantage in a jam full of easier to pick up and finish or action-packed entries. The visuals were outstanding and fitting, too! Well done!

Congrats on this submission! I loved the feel of the game. You managed to convey your idea of a soulless world really well and the level design and interaction was great. The battles could have been a bit more challenging and the redirection cube handling just a little easier, otherwise this was one of the most polished entries I've tested so far.
I noticed a glitch where an enemy wouldn't die but kept following me without shooting. To ease cube handling, I suggest those already positioned should become kinematic to avoid pushing them away accidentally. Also some quick rotation function might be helpful. I found my robot friend hard to understand sometimes; subtitles would be a useful addition for after the jam.

This game is quite an impressive achievement for only 8 months of game dev, and the massive map is quite an achievement for a 14 day jam. I enjoyed exploring it and using the stealth kill! I wish the mouse sensitivity was a little different, I found it hard to rotate player and camera during fights. 

Congrats on this very polished entry; didn't really feel like a botchy jam game, but more like a Steam release, except for the initial info screen where I didn't get that I had to press backspace to return to the main menu first 😂 Aiming is really hard though!

Well implemented interpretation of the theme and quite a nice intro for a jam game, full score on theme and narrative from me. Only nitpick was that I found found it hard to face the player towards the enemy during fights.

That's a super fun idea and it's well executed and presented. Is the music/beat-boxing self-made?
I find the sliding a bit too hard though, and I got stuck here - I couldn't jump back up that building.

Wow, what a polished submission this is! The game is looks very atmospheric. I don't have a Windows machine near me so I couldn't test it myself, but from the video this looks like a very impressive achievement for a 7 day jam and I appreciate that you included a video and took some time to polish the itch page, too. Good luck!

Awww, that's so nice to read. The jam was a magical time where everything came together nicely: an idea, some spare time, and a lot of drive, amplified by you and the others on Discord. Your message during the winner announcement stream and your recording of the gameplay were two highlights of the project for me! ❤️

I still have a sequel in my backlog (imagine Martha, Kenneth and Bernard on a river steamer!) but for the time being I'm quite bullish on my VR game prototype... 

I've been wondering how this game is coming along? Are you still working on it?

Sounds great! Is there any chance of a WebGL or macOS version any time soon?

Unfortunately the macOS archive doesn't work. After extracting the zip file, I am getting 'The "application Build 5 Mac.app" can't be opened.' and after manually giving executable permission to "Build 5 Mac.app/Contents/MacOS/*" I am getting '"Build 5 Mac.app" is damaged and can't be opened. You should move it to the Bin.'.

It is from GC's "Behavior" module, see https://docs.gamecreator.one/behavior/behavior.

Is there a list of all SFX available somewhere?

Tried on an old 1920x1200 display; breaks inventory, most left item (electrical tape) not accessible at all.

Looking forward to seeing the game progressing! your progress shares on the P&C discord were an inspiration for me to start my own adventure game project.