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A member registered Feb 04, 2022 · View creator page →

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Felt a bit clunky but otherwise alright. The magnetic items sticking on the character as well as the animation work ispretty neat.

Dropped right into the action and immediately died, took a few restarts to understand I could press A/D to move. Which also moves the slider if the focus is on it for some reason. That's one way to get the player to learn I guess.

An enjoyable game with simple but on the point aesthetics. I had to go through a bit of trouble to get it to fit on my screen though.

A clean and simple game, although quite challenging. Nicely done.

Nice. Playing yoyo with the early weapons or getting the enemies to shoot each other was pretty neat.

Thanks for the review. There's two issues in this build with upgrades, mouse clicks don't go through the text labels so you need to click on the side, and upgrading the guest room straight up doesn't work, which is a bit of an issue even considering it's the least important room to upgrade. I've fixed these already, but can't upload until the end of voting.

The basic idea isn't bad, but it should be pushed further. The player needs indications, a way to deduce or guess what is going to break and what isn't. I think the easiest way to go from there is to think of puzzle mechanics, maybe something like minesweeper where each platform tells you how many adjacent ones are real. I don't know, the choice is yours.  Other than that, the game itself is fine.

Yeah, the problem simply comes from how much power the upgrades give you versus how much health the enemies have. I had about 40 minutes to come up with the formula, so I didn't have time to come back and rebalance everything. Although spamming spacebar shouldn't work on 'Observant' and 'Airhead' guests. But since elites are also a bit sparse... Those are things I'll fix once the voting phase is over.

Thanks for the review!

Nice little game and interesting idea. A cool submission.

Thanks for your comment.

It is indeed a bit overwhelming when you're just dropped right in the action, and while a tutorial was planned, I didn't quite have the time to implement it in the end. Also why the traits were added in the description of the game, instead of being directly explained in-game. (Although that one is fixed already, and will be deployed once the jam ends)

For a quick explanation, the goal is to spook all visitors. They're spooked once they start running really fast, it means their sanity (the blue bar) has run out. Elite guests are simply any guest with traits, they show up in the monitoring tab and are the important targets to look out for.

If they leave before you spook them, they escaped.

Thanks!

Really nice idea, the actual mechanic seemed a bit broken with them ignoring bombs and behaving a bit randomly. It's like trying to get a dog to listen, sometimes it does, sometimes not and you're trying to find out why.

Anyway, the level and card systems were a good addition, and the visuals were great. Good job!

Thanks for the review! It was designed with different playstyles in mind, but because I didn't have time to rebalance the numbers properly, none of it really matters so long as you pay attention to the 'airhead' guests.

Thanks!

I finished the music on day 2, I've been hearing it in my dreams all week. It does stick quite a bit when you hear it for hours on end.

That was the most intense mineswee-... ahem, I mean...

It's pretty nice.

Thanks for the review!

That was the original plan, but I wasn't quite sure what exactly to aim for. It ended up the way it is because of time constraints, I do agree with you though. It's a solution that works but not really the most comfortable.

Pretty nice game. The car drives well, it takes a bit to find where to go but you don't stay lost for long.

Good work.

Lovely game. Although the high sensibility surprised me for a bit.

And I might have gotten lost after climbing some walls by spamming spacebar...

Thanks a lot!

Ahem... I lost.

A good experience. Although precise jumping from this perspective is usually kind of annoying, you made it work rather well.

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Like the idea and concept. Using the same logic for mouse and joystick made it really weird to control though. That aside, it is kind of nice.

I got a bit lost trying to understand what was what, and whether pressing the key really did anything. It did seem to do what it said it'd do at times.

Pretty good for a ten hour limit though.

Really good. I was waiting to find those complex and imaginary number related games, wasn't exactly expecting that but I certainly wasn't disappointed.

Very nice game, amazing puzzles. It's been mentioned already, but the jump is slightly wonky as it gets stuck on obstacles. Other than that, the cookie is yours.

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I didn't quite understand how the player's speed was determined,  it's kind of nice though.

Now, I need to go before the music loop melts my brain.

I hated this spin-the-board mini-game with all my heart.

(The game is fine. I just struggled way too much.)

Nice work overall.

Relatively simple concept, but solid execution. The game is pretty well rounded, with no real issues, a fine length, and an ending.

Great job!

I half-expected the end screen to rebuild the title scene, was slightly surprised it didn't.

Thanks for the review. I agree that it isn't the easiest thing to read, it kind of forces you to zoom in on it. (I absolutely wasn't running out of time and defaulted to that...)

I'll try different things and see what I can do to make it a bit easier on the eyes.

Love the idea and the implementation is nice. It's pretty challenging to come up with something that fits the idea, yet is enjoyable to play. The humor is a cool extra touch.

The gameplay itself is alright and the way information is conveyed in-game is pretty great. Nice job!