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Eaglior

46
Posts
5
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1
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A member registered Dec 22, 2022 · View creator page →

Creator of

Recent community posts

Nice game. The hot and cold meter was a neat mechanic. Running after people as you get near felt very nostalgic. Thanks for making.

Great concept. Unfortunately I think I must have had a framerate issue. My turning speed was insane, and my previous self ran so fast I could never beat them back to the finish line. Thanks for the laughs :)

Nice work getting a full crafting system up and running in only a few days. Unfortunately I couldn't figure out where to put the first potions I brewed. Instead I involuntary gave them to the guards and became a pauper. Thanks for making.

Nice game. The movement of the characters really made the place feel alive. I managed to get myself trapped under the floor a couple of times. A good extension to the game would be to have characters you're looking for in future rounds appear in static locations in earlier levels. It would be great to get the feeling of having seen someone before and trying to remember where. Thanks for making.

Nice game. Took me a few runs before I realised I was meant to interact with the tombs. I thought the monster was just much better at hiding in the shadows than I was. Certainly needs a UI progress bar to show the time running out, both for searching and hiding, to heighten the tension. Thanks for making.

Well I won twice. I'm not sure what I've won or how I won it, but win it I did. I shall assume the cannons were fired :)

Nice concept. I like the idea of small openings you can escape through at the cost of losing your stack. The policewoman's kick at the sight of a moving stack of boxes put a smile on my face. Thanks for making.

Fun game. I found myself focused on the minimap most of the time for better accuracy... and often driving backwards. Unfortunately a few bugs didn't want me to win. I was stuck on corners a couple of times, and fell out of the map once. Still, I had fun. Thanks for making.

Unfortunately the UI didn't work at 2560x1080, with the em reading off screen. Worked fine at 1920x1080 though. Concept is great, being disarmed while following the reading was tense. My aim was atrocious however and lead to many deaths. Thanks for making.

That walk animation and sound was perfection. The decision of whether to eat of throw was actually very interesting. And now I know the answer to how many jumps is too many .... four :)

Fun chase game. The police school bus was certainly unexpected. Coins aren't respawning between games though so the orphans are going hungry tonight. Thanks for making.

Great atmosphere with the sound design and lighting. I'll admit it took me far too long to figure out what I was suppose to be doing. Loved the message at the end. Thanks for making.

Unfortunately the UI didn't work at 2560x1080, with required buttons off screen. Worked fine at 1920x1080 though. When pulling from your bag of chance it would have been good to have the coin spin a few times to build tension for the result. It would also help to know what result I needed to succeed for each skill check so I can feel the stakes as it's drawn. As is, I didn't feel like I had much agency in the game, although I enjoyed the encounter stories.

Nice level, very chill, good music choice. I picked up far too many buoys before I realised they were respawning. Might have been interesting to have some wind or waves that you could use to turn faster, encouraging the player to go with the flow. Thanks for making.

Great use of the theme. Controls felt nice, and the checkpoints were greatly appreciated. Thanks for making.

Map was great. Core gameplay of running and swinging works well. What's missing is an objective system that ties the gameplay together. Showing only a timer seemed to encourage running and discourage killing zombies, which I think is the most fun. I had fun, thanks for making.

Fun game. My guy sure can survive for a long time without oxygen though. I think combining health with movement cost would be interesting idea. As currently designed I found the oxygen drained too quickly, leaving me with a grapple and few options to slow down, making picking up objects a little frustrating given the long pickup time. I enjoyed playing, thanks for making.

Enjoyed the way the ship rotated, there' something very satisfying about rotating then pulling up for a tight turn around a rock. Thanks for making. 

Nice start to a game. Throw in some objectives and you've got something. Thanks for making.

Great to see a unique game mechanic. Really enjoyed playing through it. Visual effects were amazing. Only issue was the health bar was off the top of the screen on an ultra-wide resolution. Thanks for making.

Great job with the level design. I enjoyed the atmosphere of each level. Combat needed more work to feel satisfying though. Thanks for making.

Great work with the cutscene animations. I would have liked more challenging gunplay, but it was certainly fun. Thanks for making.

Great use of the hotdog character. I would have appreciated a volume control as the music was very loud for me. I enjoyed playing, thanks for making.

This may be the first time I've seen an Unreal Engine game under 300mb. It is tough to live in a world without Synty for this jam. Thanks for taking the time to make this anyway.

Fun game. I couldn't figure out how to arrest people, so I just piled the bodies up under the police car then ran over them. Thanks for making.

I loved the cinematic feel of the game, especially the ending. Controls felt a little sluggish however. Great use of the theme. Thanks for making.

Thanks for playing, I appreciate your comment. The hearse asset was the inspiration for the entire game idea. :)

Thanks for playing. In hindsight I'm not sure why I didn't think of giving Coffins a rigid body and letting the player push them around rather than crashing into them. My initial implementation had a short collider to allow you to use coffins as ramps and jump over them, however it broke the core mechanic of picking them up by drifting past them. Another example of why playtesting and iterative design are so important. Thanks for your comment.

Yeah, it's not easy making a car handle that badly. I wanted to make it as easy as possible to drift past the coffins to pick up multiple at a time. Just once during playtesting I managed to pick up all 4 coffins in a single skid... so very satisfying. Thanks for playing.

Insanely ambitious. Took a while to get the hang of combat, but chopping down a horde of foes was fun. Hope you keep on building the game.

There's a lot of potential here. Add in rolling, cover, and more ammo and you could have a great shootout game. Thanks for making.

Nice game, those ships that sweep across the screen are brutal. Really liked the character portrait for the voice lines. Thanks for making. 

Great atmosphere. Really enjoyed checking out the game. Thanks for making it.

Hehe ... seems like nobody caused trouble ... except me. Excuse the body in the back room. Thanks for making.

It's a pirates life for me. That ship was a bargain. Thanks for making.

Thanks for making.

Fun game. A few innocent bystanders took an arrow to the knee during my play through. Thanks for making.

Very nice concept. Impressive amount of levels. Controls were quite frustrating however, particularly the lack of targeting reticle. I found I solved the colour puzzle long before mastering the 3d platforming. Thanks for making.

Nice pumpkin snowman. Would have loved a dash mechanic to make a perfect run possible. Thanks for making.

Can confirm, world is without logic... or maybe I am. Either way, I shall never escape. Thanks for making.