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El-Dee

33
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3
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A member registered Dec 01, 2023 · View creator page →

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Thank you! I’ll have to keep all the feedback in mind next time I work on anything like this. Maybe come back and rework this a little after the jam is finished and I can figure out how to record my acoustic guitar properly, especially since working with MIDI in Ardour feels really awkward to me.

Thanks for the feedback! I do think I still need some work on changing things up over the course of a track instead of just looping stuff for the whole thing. But I’m glad you liked it overall.

Really cool! I liked the choppy synth chords, they added some nice movement to the sound used. The track in general gives a feel like trying to uncover some kind of secret, with the second section toward the end kind of a “big breakthrough” kind of feel if that makes sense.

Really good job of making the tracks give that “lone explorer” feel like the project title says. I think the pianos along with that kind of ping sound gives a nice ambient vibe to everything. I also like Duet quite a bit. The melody for the string parts was really nice.

I really liked the different sounds used here. I can hear some of the PS1 and DKC inspirations. I’ve always really liked the soundtracks for those games and I think it’d fit in pretty well, especially the flute and piano parts. The flute sound in particular sounds kind of familiar, but I’m not really sure where I’ve heard it before. Really good track!

I liked the jazzy feel this has, and I think the rain and water sounds added some nice atmosphere to it. I do think the droplet sounds were a little loud and maybe needed some reverb to kind of mesh with everything else better. I do like the track overall though. Makes me think “looking for clues at some ruined building in the rain” or something like that.

Thanks for the feedback! I can see what you’re saying about the guitar. I think something as simple as changing a few notes or more variation in volume might work. I would have liked to record a real guitar for that part, which might have also put in some natural variety, but I couldn’t find a good time to do so. Either way, I’m glad you enjoyed it overall!

Thank you! But yeah I don’t mind at all. It’s toki pona, which I’m still in the process of learning actually. I can see the resemblance to Hawaiian though, not that I really know a whole lot about that haha. But anyways, the meaning is something along the lines of “City of Resting Spirits”, though with the way toki pona is there’s probably a few other ways it can be interpreted.

Thank you! I’m glad the pads turned out well, since I feel like that’s the sound I spent the most time tweaking. I do find it kind of funny what kind of sounds work as ambient noise with some stretching and pitch shifting.

Thanks! I was definitely trying for something on the calmer side, so I’m glad that came through properly.

Thank you! I’ve never played DUSK, but it looks like a game I should try out. It looks a lot like Quake, which I really liked. Sometimes I worry about being a little too repetitive, but for ambient music it seems to work out pretty well.

I’ll get that description fixed. Sounds like I’ll also need to check the collision shapes for the house and fix the music’s audio settings. Thanks for letting me know!

But yeah, I wasn’t able to get everything implemented in time. The items and monsters don’t really do much of anything at the moment, but I’m working on getting that all working for an update some time after the jam’s over.

Yeah, the tank controls always feel a little weird at first. I definitely plan on finishing this after I can get the rest of the monster and house models done.

Thanks! I was really happy with how the camera turned out, actually.

Thanks for playing! But unfortunately no, you can’t beat it yet. I was trying to keep the gameplay fairly similar to the original game, where you need to collect the 3 pieces of the urn before leaving. I plan on adding some more rooms and floors to the house. As of right now, the doors aren’t set up to go anywhere until I get those ready.

Nice game! The arc on the spears take a bit to get used to, but I think that just adds a little challenge. I liked the level editor. Some undo/redo shortcuts would be nice, but that’s not really a problem. I figured out you kind of need to wall the bats in if you want them to stick to a certain area, but really I wouldn’t know a better way to handle that. I also liked that you kept the armor flying off on hit from the original, which I always thought was pretty funny.

Ohhh, that makes sense. Is it possible to change the weapon sprites? I think it’d look pretty cool to have some kind of “charged” version of it when the secondary is able to be used.

I liked the sounds and music. Feels a lot like the original game. I noticed you can get a stuck on walls if you walk diagonally, which isn’t really much of a problem, it just feels a little weird. Other than that though it feels pretty good.

I liked the sounds and music. Feels a lot like the original game. I noticed you can get a stuck on walls if you walk diagonally, which isn’t really much of a problem, it just feels a little weird. Other than that though it feels pretty good.

Fun game! Kind of reminded me of Hexen, which I liked. The pumpkins felt kind of annoying to hit, but weren’t too bad once I got a better feel for the scythe’s attack. I also couldn’t get the secondary attack to work consistently, but I might just be missing something. Either way, I think it’s pretty good overall.

Also, killed myself once with a kicked skull. Definitely not a problem, I just thought it was funny.

Good concept for a horror game, I think. I liked the idea of having to close your eyes to protect yourself, since it seems like that could set up some pretty good scares. Is there any way to make it through the night, or does it continue until you lose? I also think changing up the sound a bit for the jumpscare could’ve been good.

Nice game!

The way you handled the jumpscare was pretty cool. The sound effects also helped set the atmosphere well. But when you’re not playing in fullscreen, the jumpscare is kind of hidden by the UI, and the text afterwards is also hidden. I don’t think that’s really too big of a problem though.

Good job!

Yeah, I probably should have just allowed taking the ice cream honestly lol. You can actually also bribe him or offer him treats, which is only sort of referenced if you look at the ice cream, but that’s a little more confusing than I intended.

Fixed. Thanks for letting me know!

I'll have to take a look at my shader code again. The web build is way pickier about them for some reason, and I added a new one for the battle screen backgrounds. Should be a pretty quick fix.

The equipment thing does sound like a weird bug. I have an idea of why that might be happening though. Definitely plan on fixing that along with a few other issues. 

Not the kind of game I'd normally play so I'm not sure how much useful feedback I can give, but really enjoyed it! I like the art and music a lot, and I think everything did a good job of setting the mood and telling the story.

Cool game! Physics felt a little weird, but a fun platformer overall. Really liked the NES-style graphics.

Thanks for the feedback! There's definitely plenty of room for improvement. Didn't have time to get anything after the shop in before the deadline, but I have a lot more content planned. Also didn't have time to put in any special moves or anything to help things be less monotonous.

Cool game. I kept dying fairly quickly, but I'm also bad at these kinds of games, so I'll have to keep trying until I get the hang of it. Looking forward to seeing how this turns out!

The volume setting didn't seem to work, and I had a hard time figuring out how fast I was going or how much damage I had taken, but I think that'll be fine once the HUD is finished.

Good job. Think the concept is pretty funny, and trying to find secrets in the map is always fun.

The weapon switching felt a little awkward, but I think that's more my brain kind of defaulting to Doom controls. The time limit also felt really strict, but I don't think you could raise it too much without losing the challenge.

Really enjoyed the art style, and overall a fun game. I also liked that Otto wasn't shown on the mini-map, so you needed to listen for him.

It did seem a little too quiet before Otto started showing up. The movement also felt a bit on the slow side, but I think that's more my personal preference. 

Thank you. 

Definitely agree on the walls and their triggers. I'll have to try a few things with them to see what looks and feels best.

As for the spiky walls, I'm assuming you mean the ones at the entrance to the rooms? I probably should've just made those a normal gate or door type graphic since they don't really do anything but show that it's blocked off.

Otto was intended to be unstoppable like in the original game, but for that to not feel unfair he would need some changes. I'm also thinking maybe it could some kind of difficulty setting, where on normal mode he could be stunned or something like that, and leave the unstoppable version for a harder difficulty.