Game does not even exist, and we can see it's your own account commenting here. It literally labels you as the developer.
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Thanks! I used the Godot engine for this project and some custom shaders to emulate the various PSX effects.
The AI is definitely a little too cheesable and they aren't very aware of eachother. They don't understand the concept of "obstacles" at the moment xD. There is also no condition for shooting at the Demon while trying to go to his last known position, which is what lets you cheese them around corners.
The grenade thing was expected, but I wasn't able to fix it in time for the jam. I'll tend to it after the voting has ended.
I am very glad you liked the music :)
I'd say it's definitely an improvement. The art style is a lot more cohesive and interesting. I certainly find it more appealing than before.
The gameplay is better, but there are still issues that are a little annoying: You can end up sliding just a bit too early and get stuck in the middle of the gaps you're meant to slide through. You can be seen by enemies who aren't even on screen in some areas and get shot at before you even know what's going on.
On the plus side: The enemy placement was well thought out and the sliding mechanic is very fun. Controls are very responsive, and the camera was much better than before. Being able to escape makes this much more engaging and escaping isn't too difficult but also not too easy. I was definitely craving more levels.
Well thanks! I'm glad you enjoyed it. I'll definitely be returning to Remi at some point! I am currently working on a main project + preparing for another game jam. I hope you'll enjoy those as well in the mean time :) thanks for playing!
Graphically felt very much like the N64, the inverted camera controls were mildly annoying but I got used to them after a bit. It is a very nice concept and I very much enjoyed the hover ability with the platforming after getting used to it. I hope to see this game further developed.
Really enjoyed this one. It's pretty fun and has solid gameplay. Maybe the non-racing cars were a tad annoying, hard to avoid. The pseudo 3D effect is superb, and graphically the game is well put together. I'd say the moon never moving when you turn is a bit odd ( like its following me :O ), but that's about it. I can see myself wasting time with this game.
Thanks for playing the game! Since it was made for a jam, I don't exactly plan on expanding on it as is. I am, however, working on a new project that has a similar theme and takes and expands on some of the ideas from this game. I'll keep the feedback in mind for that.
Cute little game idea, I understand it's still pretty WIP but here's what I think so far: Camera turning is rather slow which makes it a bit annoying. It's also kinda hard to judge depth without any lighting, even with the blob shadows. I'd suggest trying to use a bit of darkening fog to add depth if you wish to stick with an unlit look. Other than that, I really enjoy the look of the bee cherubs, they are adorable. Can't quite say that the graphics are totally 90's though :P, but they are good n simple.
Thanks for the feedback! I felt the lunge was a bit weak myself and couldn't tweak it well enough. It needed to be done in a different way I feel. Difficulty definitely needed ironing out indeed, some would find it too easy and others too hard depending on the discovery of the "cheese".
The game itself definitely feels like a beginner made it, there's some sort of idea here but it's not entirely being conveyed. Instead of just instantly restarting, the player should have some sort of death animation, even if just exploding. It doesn't scream PS1 to me. Movement is actually too fast. World needed to be more than just the same repeating thing over and over again infinitely. Shooting the ghosts isn't bad actually, can be somewhat satisfying, but needs more. I do like the attempt at an intro cutscene, and It is also cool you built it in python too, so it was from-scratch. Overall it needed more: a game-play loop that felt satisfying to fulfill. As it is, it is a bit bland. Good luck on your future games and don't give up, I think you can make something great.
I really like the 2.5D platformer going on here. The graphics are kind of "refreshing" if that makes any sense? Gameplay loop is decent, with a few bugs here and there. Overall it's definitely one of my favorites in this jam.
had hope for this one, but I am plagued by loads of "Quaternion must be normalized" errors, and 10 FPS. Otherwise I really like the music and sound effects, gameplay suffers from the 10 FPS.
max texture resolution on the ps1 was 256x256, most textures were about 128x128. Lighting was possible on the ps1 in the form of vertex lighting / gouraud shading. character polycount depends on type of game. Metal Gear Solid had Snake at around 600 tris, I'm personally aiming for around 350-400 for mine.
This game started out pretty well, but eventually I lost interest due to it not really being what I wanted. I don't plan on completely abandoning it, but I definitely need to re-do the whole thing with new art and what not, and a more solid direction. This is my first game, and it's made in GameMaker. I just figured I needed to show SOMETHING, and get input. Motivating myself to just finish it or just re-do it is... hard.
Edit: Didn't leave anything here for controls, woops.
Uses WASD to move, press F to pick up items / get on ladders
Shift to run ( no animation ), which will let you jump farther.
Space to jump.
You can't attack.