Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

ethanation

57
Posts
4
Topics
2
Followers
10
Following
A member registered Feb 08, 2020 · View creator page →

Creator of

Recent community posts

Thanks for the feedback! I do agree that the lighting and filters made it hard to understand what was happening, and that is a real problem (bigger than any bug the game has). Like any triple A gaming studio, my reaction was "I'll fix it later," which was a pretty stupid idea. I do want to improve on this when I make a post-jam version, because i, as well, like the general concept.

Yo now that i have multiples of these comments, i now understand how poorly i designed these first two rooms. it is actually a bug, but also a design oversight. there's a piece of paper in the floor of the first level, and what you have to do is interact with it (here's the bug: it won't tell you you can interact with it. you can) That's the code for the level two keypad. The original point of the puzzle was to introduce the concept of players going in-between rooms. But due to lack of feedback and this bug, that isn't something well conveyed to the player. sorry about that. thank you for the feedback

you're not stupid, but the design of the first two rooms are not good. well, the design isn't good for any of the levels, really. there is a code in the first room on the floor (and this is a bug: it doesn't prompt you to interact with it). that is the code for the first keypad

(1 edit)

if you're trying to open the door, the lever has to be switched on before the door opens. I know there are quite a lot of filters that make these hard to see, and that is totally my bad. it might also depend on which version you are playing, because the mac and linux versions are untested due to my lack of mac or linux computers

nice. I really like the grim atmosphere and sound design

jolly good show. opening cutscene was a great touch. not a lot of sound, but when it was there it was very effective. one thing that i could really pick out that I liked was the story being told through context and the environment. great design work in that regard

friggin nice... or friggin ice?

either way, good work. Love the central mechanic and puzzles.

quite the nice little bullet hell you got here. nice sound

aha a fellow godot user I see...

also cool game. liked the use of sound. short & sweet. I like it

Good work. Didn't finish it because i'm abysmal at slide puzzles, but from what i've seen it's great!

This is a pretty high-quality shooter. It reminds me of bioshock 1 or farcry 3, and the roguelike aspects were cool to see. My only criticisms are 1. that it got to be too easy and 2. that at a certain point the zombies were no longer touching the ground and then all I could do was shoot the zombies out of the sky with a shotgun (which was still very fun). Other than those two things, it is absolutely great.

for a game that, for the first 30 seconds seems like a joke, this was oddly chilling. can't figure out the second ending though. good work!

How in the world was this made in less than ten days? The sound design is amazing, the visuals and atmosphere are spectacular, and you are telling me that this was made in ten days? This game is great and if I had any money, I would pay for it. 10/10 gold stars for you, lad.

I absolutely love the artstyle and animation. I know that must have taken a lot of work

(1 edit)

IMO atmosphere? like making the player say "IMO get out of here"? also thank you for the genuinely good advice

I made almost an entire game with Godot (an engine that does not export any kind of file used by the ps1 as far as I know) to make a ps1 STYLED game. I thought we had to make a game while loosely adhering to the restrictions of the console we were developing for.  I might be way too far into development to stop, and I am going to continue to work on this project, but I wanted to know if I should still submit despite the rule being broken?

This is super cool. I've seen puzzle games that do the playing multiple characters thing, but never in first person. Very unique.

Thanks. These were really helpful.

Wow. Just wow. This is your first jam? It's amazing! I had to do like 5 jams to get it through my thick skull how to manage time and finish a game, but it looks like you knocked it out of the park in your first swing!

Wow! Thanks a lot!

(1 edit)

I meant the former. It might be way too late to ask anyhow. I wish I had thought of doing the first thing. I will keep that tip just in case this happens again. Thank you for the idea, but I think I'll just keep working on it until I'm happy with it because I really like the story I came up with and feel like I didn't execute it well enough. Here is the game

My game has been done since 7:00 am, but there was a packaging error that I just learned how to fix now. Am I allowed to submit late?

   It kept giving me this error

(1 edit)

I'm trying to get a spider monster to animate, but I can't animate for crap. I thought that this would be easier but it was not nearly as easy as I thought. Probably still better to look at, but it might not be done for the jam. (I have no clue how to rig or animate anything for ue4, much less a spider. any and all tips are welcome.) Here's a picture of ma boy. 

haha i cant even get ma creepy crawly to animate. This is a monumental thing you did. I can see why it's a breakthrough. I've never seen anything like this done before.

I'm doing good. I just have problems keeping motivated. This time i'm mostly using pre-made assets because 3D models take forever to texture and make materials for. (also i'm bad at it so that doesn't help) Just a good recording setup and Audacity or another audio software should be enough to make a noise creepy. I recommend experimentation, because that's what Jams are for.

I agree the UI is pretty terrible, but the UI is the hardest part for me. My last game had basically none, so it is a little bit of an adjustment. That's what these jams are for anyways. The slippery-ness of the controls are terrible too, I agree, but the alternative was to just turn down the max speed (which I was doing gradually anyway) which would make the game much slower than it already is. I think I chose the lesser of the bad design decisions. Also I played your game and it was cool. It handled game balance better than mine (in terms of the guns, anyway. The enemies kind of start spawning at a ludicrous rate). I think post-jam I could make a version of it that has you pick one route to go down, limited to a specific build that can only get better in one way. Almost like the bioshock upgrades, but more linear. Glad you liked it!

Yeah the enemies are really not that complex. Maybe after the jam I will give them a real AI to make them more of a threat, rather than lowering the player's speed.

Yes thank you. I think so as well. I just spent so much time on random level generation and making the game (mostly) work that I ran out of time for that in this jam. Thanks for a diagnosis of the areas that need polish. I mean that.

(1 edit)

I think that if I work on this game anymore, than I would have to make shooting through walls either A. the central mechanic or B. some kind of upgrade, because it is kind of too fun for me to just cut out. yeah, I know that if you upgrade your gun enough than you can cut through enemies like butter, and that the weight added every level mechanic is not very fun. Those two things in combination just make the game boring from a player perspective. I will fix this later. Your game was good, and I found the art style to be very charming. The story is cute, and the design of the main character is good. 9/10. (the puzzles were hard for weird reasons such as: 1 block tall character can't fit through 1 block gap, can't really tell which book i'm about to pick up. just those two things.)

I'll see what I can do, but I don't know why that is happening.

That's because there is a useless gun upgrade called bullet speed. I don't know why I made that an upgrade. All of the upgrades are random outside of shops. The levels are random, and in retrospect I should have thought through how I spawn the enemies. I wanted the game to get harder as it progressed, so the weight of things makes you slower after every level regardless to make the enemies more of a threat. The enemy spawn rate is also ticked up for every level you complete.

i found a couple of bugs in my game that make it unplayable, and I was wondering whether or not I could fix it while the jam is still happening.

a game where you blindly follow someone that you think  is wiser than you, but it turns out every time you help them, they get fatter and more lazy. you help them by carrying heavy things to them, getting them food, and generally being nice.

Yeah, I understand the jump is pretty floaty, but I figured that it was worth it for the   v i b e . I tried turning up the gravity, but then it didn't feel right.  I can't really turn on interpolation because the character controller is Kinematic body based, not Rigid body based. Also I noticed that you were using Unity, and I am using Godot. Your game is pretty cool, though the golf orb swing (i don't know what to call it) could use some minor tweaking to make it more precise. Other than that, I've got nothing.

what do you mean "horror-like?"