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eersnington

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A member registered Apr 28, 2020 · View creator page →

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The boss artwork is of another dude (credited above), and I thought it looked good because it had a 'final boss appearance'. Glad to hear that you enjoyed the game.

About the position of the sphere, I purposefully did that in order to make it more difficult to shoot through one end of a passage to another. And through game-play, I think it's pretty obvious that only the walls, and the enemies could break  the sphere (and the things that are left out, i.e. the player ,and enemy orbs, can't interact with the player's sphere). 

Yeah, a settings option with a volume slider would be a really good addition, but I didn't think of it, and I would have been too lazy to add it :P.

Thanks for playing.

You didn't need to distinguish between the good and the bad babies(cause I was planning to kill both hehehe), but it wasn't hard to distinguish which is which just from the colour scheme. But it would be better if you had provided an explanation. Also, https://prnt.sc/sx6tk0... And I did notice some ships being able to go beyond the given play area(just for a moment) and then snap back into place. 

The game is a pretty solid shooter with amazing music if the mentioned bugs are fixed.

You can continue to update the game. I think all you have to do is change the html.zip in the game page.

This was a refreshing shooter game,  but I do have to say after the tutorial section, I was just trying to rush, and play 'Can't touch this' (and fail miserably). I would add a checkpoint when the tutorial part gets over cause it was kind of annoying to repeat the first few stages. I would try to lower the difficulty setting, it was a massive spike.

I like the lighting, and the music(but I noticed in the  beginning, the projectiles didn't have sound effects). 

Hahaha, so you have defied the game huh :P.

Well, glad to hear that you enjoyed the game :).

Glad to know that you enjoyed the game.

Glad to hear that you enjoyed it :).

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Yo, I tried the game. The level design (artistically and objectively) is really good(I really like the Lava Level). And the subtracting time collected with total time played which I think is very smart. It's a perfect balance between risk and reward. I did find the player movement choppy. And the music is very chill(and unique in every level) and coupled with the appealing art makes for a wonderful casual platformer. 

I do have some problems, mainly the player can easily slide off ledges, and platforms which makes it annoying to parkour the small platforms. Also, when the time shards breaks, I would suggest you add a little attraction towards yourself because it takes a little time to collect it all when it explodes and spreads wide(for the big crystals, the small one can stay normal).

Also, I noticed some invisible walls which the players can't across but the crystals can in the lava level.

Glad to hear you enjoyed the game.

The art comes of as simplistic and amateur, but it is really aesthetic to me(especially the waterfall). And the little details that are animated was a good touch. Like KingEthaniel said, a narrative element will be good, different types of enemies, and more platformer like abilities like dash will make a more fun gameplay.

Here are some few things I didn't like: Sometime's, attacking is not responsive, it doesn't show that I am attack. I don't know if this is lack of feedback or the attack just glitching, I really don't know when I can attack or not. The "How to Play" section, for an information dump, it's actually pretty organised. But a  "show, don't tell" approach would be more effective.

Other than that, I liked the arcade style game, it was fun to play. The music was intense, and made me going.

I don't understand why many people are complaining about controlling the cube is annoying, I kind of used it to my advantage by tilting it so I can easily get on top from one side and pick it back up when I resume time from the other time https://prnt.sc/susg6g. Also,  I'm not sure if this is the intended way of solving this puzzle https://imgur.com/FUX8MWX. If not, then don't change it cause having multiple ways of solving a puzzle is a sign of good puzzle design.

The puzzles weren't hard. All you gotta do was experiment a little and then the answer becomes obvious. Nonetheless I did enjoy experimenting, and definitely had fun playing with the mechanics.

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Gave me a lot of Hotline Miami vibes. The Title Screen GUI is amazing, I really liked like clever approach which kind of explains the controls as well. The music was pretty good as well. I would work on the player controls to make the movement more smooth(it felt like ice skating), and giving players more weapon options. Also, the collision is weird, if you collide, you kind of glitch and get inside spaces https://prnt.sc/surrpe. You can even glitch your way into new rooms.


Overall a pretty good shooter game.

Ahahaha, I was kind of struggling to make a nice looking UI with Krita, then I just quit and used the Godot's text animations and made something lol. Glad to hear that you enjoyed the game.

I was using the Mac build and found the game to be really buggy. When I rewind time with my mouse button, it doesn't play the sfx. When I click the main_menu or next level after winning, then for a moment it plays the rewind sfx. And sometimes, the camera glitches out when the guards are very close and walking towards you, and I got jump scared after seeing a guards hideous face(istg, that face is of a man who killed his wife and children).

The guards visibility could be better(they can't see me if i'm right in front of them across the hallway until they get really close). Maybe include periphery vision. The tutorial is pretty much an information word dump which is not the best approach to explain to the player how the game works(luckily your game is pretty simple and intuitive, but the tutorial could do some work).

Apart from these, I found the concept to be really cool. To be able to undo your mistakes when you get caught is amazing and try to finish the level by getting caught the least amount of times is a smart mechanic. The bg music was calming and chill. This is a good prototype for a puzzle game I would dig to play.

Hey dude, download you set up has no runnable for Mac and Linux, just the .exe version only.

Thanks for the feedback, I didn't think about that cause I was in a hurry. And shhhhhshh! No spoilers ;)

More types of attacks are always cool, and it gives strategic options for the player if some weapons work better in different situations or against another enemy. But don't clutter the controls.


Also, I WILL BE WATCHING YOU HUMAN!

Yeah same. I tried building it too, but it's returning lot's of errors.

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Hey man, there's a problem with the Mac build of the game. When you open the Mac build,  a dialogue will pop up and say the app is "damaged' and asks you to move it to trash https://prnt.sc/stjy4m. You don't do that and the fix is pretty simple. All you gotta do is put the game in Applications folder, then open terminal and type this command:

xattr -cr /Applications/aMAZEin.app

Some bugs(I think) that I've noticed. https://prnt.sc/stgwbg, the "morality bar"(that's what the game hints it to be called) disappeared after some deaths. The game was working perfectly before. Now, the morality bar disappeared(but the white outline plays after I make a choice when I read the scattered messages) and I no longer get hurt by the Lurkers https://prnt.sc/sthgm7(they're pretty chill dudes if you get to know them :p). Addition to this, at times, I was able to run infinitely without getting tired, but that seemed to fix itself when I triggered another event(but I still can't see the morality bar in the office maze). I'm not sure if this is an automatic difficulty setting. Also, I think some tiles are missing or just not added in yet https://prnt.sc/sthe8r. You can pass through the synaptic electric gates you approach it from the top side and just ram into it a couple of times. Then it glitches you into other side of the gate.


Review starts from here(That means spoilers, I highly recommend you to play this before reading):


I'm gonna be honest. Role Playing is my favourite game genre, but the thing I hate about RPG's the most is mazes, cause I think it's pretty lazy game design and frustrating so... yeah... already not looking good for you. But the story really intrigued me and a gameplay around the maze fits the thematically to a whole new level(mainly concepts of anxiety which Forever AFK mentions).

So starting off, you find your self in the MC's room and when you interact with the items, you get a pretty good idea about the MC's mindset. He comes off as a pretty nihilistic character with memories that he wishes to let go of. The interaction with the mirror sets this in place when he says,  "Hello me, do you like what you see", followed by a grim pixel art portrait of the MC. The level design of the first maze, in my opinion, is ingenious. 

The eerie music, the suffocating color scheme, the "bad feelings" coming to haunt you to make your consciousness and judgment dip to black(the first time they attacked me, I figuratively pissed my pants), getting chastised for taking the wrong path, all of this creates an amazing picture of anxiety, low self-esteem, negativity. And holy fuck, this is Jesus vs Satan Basketball ball match level holiness, I am so impressed. 

This is peak story writing being expressed through games as a medium of artistic expression. As I mentioned in the beginning, mazes suck ass. They're lazy, useless, frustrating, they make you feel lost.... hey... Hey... HEY!!! Wait a minute... 'make you feel lost' HOLY SHIT, THAT'S GENIUS. The lack of sense of direction from navigating through mazes is brilliantly used to express the themes of this game in this game. Though I would say this is a double-edged sword because you don't want to push the player to think he can't solve it. That's a big no-no, and I would suggest the addition of a navigating system that points you to the direction of the messages. There must be a balance.

When you pick up the messages, or tidbits of memories, then you're given two options. Now, I don't want to call them the right or wrong options, that's kind of stupid and in my opinion, they're in the grey area. But one option lets you deal with the memory with gratitude, and the other with complete rejection. I chose the nicer messages to see where it goes, and after I chose all the top options in the questionnaire, you return back to the MC's room, and you can notice a change. He appears to be more optimistic and tries to see things around him in a good light evidenced by his interactions with the computer where he wants to message his friends, with the books where he shows eagerness to learn. He appears to show acceptance but not quite. There is still some doubt lingering in him evidenced by the dialogues.

This is a very good character development expressed through games as a narrative medium. 
I'm genuinely fascinated, and I get the same satisfaction as when I saw the 7 page Muda Muda(w_illness has JoJo fan art on his Insta, that's alpha male behavior).
I haven't completed the office maze so I don't have many opinions on it, but just from the timer I'm given, it's going to be a pretty long maze. And the frog gave me marionette vibes from fnaf(lo and behold the jumpscare). 

I don't like this entry as a submission for the game jam, because in relating to the theme of the jam, there's honestly nothing except a timer, but god damn, I love this entry.

Edit: Just realised how big this is, quite a pain in the ass to read. I really wasn't paying any attention to the word count lol.

Yo, I just saw this update and tried the mac build, but I couldn't open it. https://prnt.sc/stektv

Hey man, the downloads says there's a mac and linux version in the zip https://prnt.sc/steibs, but I couldn't find any mac runnable.

Gotta say, that opening scene was well done. I did have problems with the first level, which is it didn't explain the fog below rises up and kills you. I was pretty confused to why I was dying and simply blamed the poor scorpion(_he didn't deserve the hate_). Also there's a bug where if you jump to the side of a block, your player sticks to it(I'm not sure if this is a feature, but the movement felt weird). Also, I have a problem that the enemies can kill you when the time stops. It was pretty annoying because sometimes when the there's only 3 blocks of space and the scorpion(maybe the hate is deserved) stands on the middle, you wont be able to pass through  cause of how thicc that boii is.

Other than these reasons, I found the game to be very fun. The art work and the audio was really good.

A suggestion, just for the memes, I would sell a Sakura skin for 0 cause of how worthless she is.

I did not get the full experience(because of problems with the mac build) which is not being able to use the mouse aiming system, so I had to rely on the arrow keys. Still, the game was very enjoyable and so much fun to play. This is the best 3D rendering I've seen yet in this jam, that means the art work was simply awesome. The music and sfx were pretty good. 

Glad to hear you enjoyed the game.

Yeah, the camera shake when you shoot to a wall while standing directly in front of it is kind of nauseating, but I wasn't sure on how to fix it.

There's no way to advance from the "Thanks for playing" screen because there's nothing to advance to. The game was kind of a one time experience, so there wasn't a point in returning to the main menu.

But I'm glad to know that you enjoyed the game.

Yeah, I saw that as an issue when I let my brother play the game, but I found it funny and made it into a "feature",  especially clearing rooms before entering lol. And glad to hear that you enjoyed the game :D.

Ahahaha, I just made all the sfx and shaders for the orbs, but the music and the tile-set were done by other people(you can check them in the game page). I tried to keep the controls similar to a metroidvania game cause Cave Story was one of my inspirations. 

The boss's attack pattern is pretty easy, and if you find it, the trick to kill him is pretty simple(psst.. spoilers... spam fire is the way to go). But glad to know that you enjoyed the game.

Glad to hear that you enjoyed the game :).

Hell yeah.

Initially, it was quite hard because you don't get feedback when you get damaged(mainly cause you have 1HP) and being one shot increased the difficulty a lot, I found myself playing the game by hiding in the corner and just snipping(I did speed-run the first bit and made a jump). And the boss was easy because I was hiding behind the walls and killing them, and I was able to pass through breeze by killing other enemies without entering the room.I'm not sure if this is how you intended the gameplay to go down, but this could be easily solved by giving the player 3-5HP with damage feedback.

I didn't use the mechanics much because of this flaw, but the time stop mechanic along with the dash was really amazing and easy to control. If you tweak the game a bit more, this can be a really good strategic FPS. Nevertheless, I enjoyed the gameplay, the music and the art (this definitely was inspired by Superhot).

That explains it.

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I tried to keep the controls like in metroidvania games so it'll seem familiar to people.. Thanks for the feedback, and glad to hear that you enjoyed the game.

That 3D scaling idea is pretty good. I didn't think of that. And yeah, I did draw the map by hand.

Thanks for watching playing. 

Yeah, you're right, the game needs to be more balanced. But thanks for your feedback, and thanks for playing.

hahaha you're the second person to suggest a second more weaker attack when they tried my game. But thanks for the feedback, and glad to you enjoyed the game.

Nah that would turn people's pc into burnt potatoes. The gist is basically Each level should be its own scene(including the title), and when the player dies, instance the death screen onto a canvas layer, and call the reload_current_scene() function.

Hey dude, the game doesn't open on mac, and since the project was jar, I tried to build it using Intellij IDEA. I downloaded the following libraries lwjgl 3, json.simple, and PNGDecoder, but now i'm getting this error when I try to run the game from the IDE, https://pastebin.com/cnLDunu4.

Im using the latest jdk btw.