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Evan Kurtz

26
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A member registered Jan 11, 2024 · View creator page →

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thanks so much! good luck in the voting—id love to see dunkey play your game lol

this is super fun and relaxing. love the play-doh!

Thanks so much!

hehe <3

lmao this is great! sometimes the tip of the tongue gets detached and i wasnt able to recover from that state, but i quite liked the gameplay!

really really neat mechanic! having to press escape to pause in the browser is something we also overlooked

we had similar ~~delusions~~ dreams of a boss fight and secret ending, but turns out 10 days is not a lot of time to make a game! lol

this one hit a little too close to home... lol

pretty slick!

this was super cute and i love the art style! excited to see what you'll do next!

wowowowowow im in love with this!

YO!!!

this is absolutely incredible!!!!!

the background was a little disorienting for me, but some of those animations were definitely quite slick!

These cutscenes rock lmao

when i first switched to the other brooms and saw the trajectory change in real time i thought, "yeah, this is slick" the levels were clever and it definitely took some time to get the hang of it but i thuroughly enjoyed it!

I really liked the music, but it didnt loop for me. Other than that, I think the core mechanics are fun, it just needs more to do. Overall super fun and cute!

i enjoyed the simplicity. the game loop cna really draw you in and create a sense of panic to sell off what you can while avoiding the cursed items

i enjoyed the simplicity. the game loop cna really draw you in and create a sense of panic to sell off what you can while avoiding the cursed items

so stinkin cute! i was a little confused about the controls at first, but I got used to it pretty quickly. cant wait to see what yall do with this in the future!

thanks! yeah the browser version doesnt perform well, especially on the first load. its checking for collisions far too often

Really wish you could just use WASD instead of the arrow keys. Im not sure that the added difficulty of the control scheme was necessary, but this was very silly and definitely quite slick!

Congrats! Your lock picking skill is off the charts! 

The "difficulty" of any given lock in the actual game is determined by a host of factors, including the player's perk assignments at the time of the attempt, as well as hard-coded values and modifiers that I did not take the time to replicate exactly. 

In FO4—unlike, say, Skyrim—you can't even attempt to unlock difficulties higher than Novice without investing in the relevant perk. Rank 4 makes bobby pins unbreakable, effectively removing the fail state for the player, as well as making the puzzle easier by negating the progress lost by the pin being reset when broken. That feature is also not present in this demonstration.

The NPCs were made by Dead Revolver and can be found here: https://assetstore.unity.com/packages/2d/characters/pixel-prototype-player-sprit...

Thank you so much! It seriously means a lot to me

wow thats so trippy

Wow thanks! That means a lot coming from you! Thanks for the tutorial! It really helped me wrap my head around how this mechanic worked

yeah I came across that in testing. the final models will negate that issue. but thanks for taking a look at my work!