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Eric-Brito

62
Posts
10
Followers
6
Following
A member registered Jun 06, 2023 · View creator page →

Creator of

Recent community posts

I liked the layout of the level, it's cool to explore. You put the assets together well, I didn't even realize they came from different sources. Enemies losing parts instead of having a life bar is immersive, although they are easy (I beat the game twice).

Did you just use effects and post-processing like bloom and fog? It looked really cool. I'll try to do something like that someday.

I got several endings. I liked how you created an efficient lore and even a detailed tutorial.

Fun fact: I decided to try killing everyone to see if there was a genocide ending, and the first one I ate was the assassin, lol.

It's a great strategy game that fits the theme very well. It uses colors cleverly in keeping with the theme.

The tin can sound is a bit annoying; perhaps randomizing the pitch would improve it.

Thanks for the feedback. This is easy to modify.

I'm glad you liked it. You can destroy them all without impacting performance, as there's a pool to reuse them without needing to spawn.

The theme has been updated on the page:

You’re the enemy

Thanks for the feedback. I'll take that into consideration when I update it.

Beautiful visuals, shaders, and music. The gameplay is fun, maybe it could be a little smoother, but it's addictive.

I got 358. Sorry for the name I used, I thought it was offline until I tested it in another browser lol.

The visuals and polish are great, and the dialogue has personality. I got everything right, then I got everything wrong on purpose. I don't know if there's only one ending.

The levels are well thought out and scale in difficulty, and the game is polished.

I'm bad at chess, but somehow I completed it. I think the places the player passed through could be marked, since memorizing enemy locations is already a heavy burden.

I already switched lol. I'll update the build when the jam is over. Thanks, I'll check it out soon.

I'll switch to a mouse soon. Thanks for the feedback.

Thanks. I usually rotate the camera with the mouse, but I don't like attacking with a mouse click. So I changed it at the last minute. After the Jam is over, I'll make an automatic rotating camera.

Thank you. I'll keep that in mind.

This blue lighting creates a beautiful nighttime ambiance. The music is also good.

It's a good base for including survival elements, like radiation and enemies. I managed to explore and drown, lol.

No, you only get an ending by eliminating everyone.

If the crosshair isn't red, a close-range shot shouldn't do any damage. The shot is fired slightly in front of the player, so as not to collide with his own collider. I made this system too simple 

Thank you. I made it with the intention that even I would get lost in the place. Each enemy has 5 lives. Did you manage to complete it?

Thank you.

Thanks for the feedback. The dodge was intentional, so the player has two ways to defend themselves. But the rush is really a problem. Maybe I can mitigate this by spending stamina while running (like Dark Souls does).

Very well! Thanks for the feedback.

I swear I didn't remember Star Wars. The concept was "T-rex mage" lol

Thanks for the feedback. I agree with everything. I kept the scope small because I almost didn't finish it 💀

I planned to put at least one particle in the parry, but I only had time to put the sound 😅

I had to lower the sensitivity because the game was faster than in the engine. It must be something advanced with vsync or FPS. I'll see if I remember to put a sensitivity slider in my next game.

Interesting point. When I think of XP, I think of a bigger game. I'll keep that in mind.

Thank you.

Good ideas. My first thought was that the player could sacrifice life for power. But I thought the game would be too difficult.

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Do you think the walking speed is also slow or just the attacks?

I thought this was just a defense, not a parry, so I didn't think about it 😓.

Thanks for the tips. Wow, your game cover looks like mine lol.

On your game page, under "rate this game", it shows that it has been submitted.

Thanks. I feel the same way about these things. Making combos with smooth transitions and without creating a giant tree was one of the hardest things I've done in Unity's Animator, so I settled for a non-game-breaking result after several days. The speed was supposed to be faster, but then I had collision issues...

I loved. A kind of tamagochi/pou, but with a theme and a story objective. It really fit with the Jam theme. 

And the sound and graphic  art is intelligent, with good direction and great animations with few frames.

Thank you. I already plan to enable mouse button attack. Your idea is also good, I think a checkbox menu with "auto rotate cam" will come in handy.

You're right. I've been really focused on the three-button idea and I've gotten used to playing, so I didn't notice that. Thanks for the tip, I'll update it to attack with all three mouse buttons, and also allow you to rotate the camera sideways with a couple of buttons.

I just realized that at 100% the UI still has good quality. It's better to play at 80%, but the UI looks horrible.

Thanks for the video. I'm the only one who tests my games, so this is the first time I've seen someone else playing one of my games, lol.

Thank you very much.

Sorry about that. I don't know what the problem is. In Chrome and Firefox here, everything works perfectly. I even took the screenshots playing through the browser. Maybe it's some incompatibility with the enter button.

After talking to the characters, interacting with the telescope is released and then the door. Play at 80% zoom to be able to see the interaction message in the corner of the screen 😓

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I agree with everything. It's a fun game. It's also a good idea to place the "UP" button in a corner and leave it semi-transparent so as not to obstruct the player's view.

A little more strength in the "jump" is also welcome.

Thank you.

I tried to play it, but it asked for the Vulkan driver.

I don't know much about Unreal, but is everything okay with the export? I think it's a bit heavy. Because my game, for example, weighs only about 6 MB. And another game I made for a year, the installable one was around 60 MB.

I'll try to install the driver later, see if I can do it.