Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Evgeni Doudar

126
Posts
14
Topics
26
Followers
150
Following
A member registered Mar 26, 2020 · View creator page →

Creator of

Recent community posts

That was fun actually) You are good writer. It's bit hard to finish, but I did it. 

Thank you for playing it. Hopefully my next game will have a great sound design (being ironic), but really it suppose be music and sound based game after all. With this one I tried to test a building dungeon game template and I like the fact that it doesn't crashes a lot and you actually can play. So I will have more time to work on music and will have adequate sound design. Really really thank you for playing it. 

Thanks for playing it. I really appreciate that. It was not suppose to be a rhythm game to tell truth. There is only one rhythm based puzzle in a game. But you are absolutely right, if this is not intuitive that's bad and needed to be explain better.  As a player you need: 

Used a battle sequencer. Top line is ooponent's, bottom one is player's. 


In case of melee type monster choose weapon attack then click on any free slot on player's part of a sequencer. Because battle wasn't tuned you can basically check every cell and you kill melee opponent instantly. In ideal game, opponnent analyse player's input (it works) and after couple turns shields itself on player's attack and attacks where there is no player input, and the player has no enough energy to use every cell on line. 

In case of terminals. You need to catch up with signs giving by terminal on its line putting the same sign right under terminal's.  This will take time and a bit of patience to get through. Also wrong input can set player character into "burn" state for one turn so it's better to follow terminal sequence as fast as possible. For now all terminals sequences are simple they just move the same sign to next cell after 4-5 turns.  It should be "hacking interface" a-la Mass Effects bypass, but I didn't have a time to make it properly.

I need to think how to bring it into the game. This is mostly interface issue I guess. 

There is no Binaries folder in a your project. That is why probably it won't start.  

I really like this kind of games. it is really nicely done. Minimalistic but the real full game experience. Thank you

I'm still trying to get out from maintenance))  Good game. Did you use post process to get this pixelate look or these are textures? 

(1 edit)

I agree, it lack of a story telling and gameplay is only a showcase of basic game mechanic. Basically I've made it hopefully fun, when I realized that I would not finish it in time.  Thank you for taking a time and playing I really appreciate it. 

This is a small (I mean duration) but catchy puzzle game. There is always a problem to make small build from UE project. Simplest one is to migrate main (level map) files to new project, it will export only files used on level, which can greatly decrease build size.  

I like an art style of a space ship and guy with sword) 

The game has a potential to be bigger. It feels like a prequel to something. Short but catching and thrilling. 

It's a cool game.  I'm not big fan of a genre, but it's great mechanic for game, find something and while not getting killed.  There is a choice how to organize chase should it be random or you can actually understand from where danger is coming. If it should be the second I would work on sound positioning of a professor so player can hear changing of proximity. I absolutely understand that this is a jam so we have no time to polish everything. I forgot to mention cool stilized graphics. 

I can't get to second day yet))  But giant beholder is awesome as well as a story. 

It's a nice entry. And it's very good for the first game ever. Now you have experience how to make a game I encourage you to take a look at free game templates of fps game like https://assetstore.unity.com/packages/templates/unity-learn-fps-microgame-urp-15... this one or even more advanced like this one https://assetstore.unity.com/packages/templates/systems/low-poly-shooter-pack-fr... you can use their code to make you game even more interesting. I think it will be good to have in-game menu, autosave, a bit work on character sounds will be great. Unity has problem of playing multiple sounds together it can slow down system pretty bad be careful with them.

I agree completely nice entry really spooky. 

I like it. It maybe not that scary but the idea is clear and it's possible to get to the end) Result is achived with minimalistic approach which is also great. 

Thank you for playing it. Graphics is not my "forte", but I didn't want to use Synty characters as it is. There is a death trap if you'd fall to -1 level without schematics and enough scrap, but you can go through the wall with drawn radiactive barrel and there is a scrap there and portal back. I would definitely have an option to remap keys. 

This is a great submission possibly more mystic than horror. But it's feels great like an art project. 

Thanks, I came up with idea late, so I'm not sure if it will be playable thing) but I'm trying. 

Some progress of making my game. Trying to design final battle. This is not much of a horror but wierd fun. 

Yes, this is why it 's actually feels like this, but still it doesn't matter how you did this, it works perfectly. I've spend 2 years trying to make a game prototype and even now can't finish project. You did great. 

I completely agree with first comment. I don't feel like you are new to game making, it's very neat and definetely scary. Voice acting is great and professional, the only thing I can tell that sentences were recorded separately and they felt disconnected a bit but it's really like a nuance. If you are owner of this voice I'm really jealous.

There is a settings in Editor, you can lower graphic details like in games, so you will not need crazy memory amount. And it's good to prototype with lowpoly models, so you don't need to think too much about optimization from the start. When gameplay will work you can migrate everything to new project and start adding graphics, if you are making game solo. 

Teleported to hidden room and stack there. with vials and two scrolls. 

Thank you. Great that you could make it) it's hard to do.  Sorry, I can't play your game right now, don't have a computer with normal graphic card.  

The Ogre King community · Created a new topic Bugs report

On the second level, in a basement I steped to the ladder tile, turned right, clicked and it got me outside map( 

thank you for playing. It is  really hard game. I’m making party rpg and try to find solution for building maps to generate levels. And that was experiment music part I made for few hours and it really need to be tuned. What I like is that I made system with native godot that can be used for rhythm patterns and procedural musical environment, which can be done in UE in more intuitive way, but not everyone can use UE and play games build with it.  I’m making game on my old thinkpad x220 now, next game will have simpler graphics but I hope more understandable gameplay or at least tutorial. 

It's a great game. I agree with others that implementing  so many things within a week it's crazy amount of job. 

It's ok)) I didn't have a time to make good hints. I made spoiler video for this) 


it's ok don't worry. Thank you 

I have some bugs( which ruins game. Inventory doesn't open. it exists but outside viewport. I can walk without problem through traps without hurting myself. 

it's actually very short) Idea of duality is that you can find only part of puzzle and use it to go further. I needed to make "found secrets" count  just didn't have enough time for it. 

Something like this?

I'll do like spoiler video) I should have time tomorow

I can say that a bit complicated instructions, but my game hasn't at all)) It's possible to tell something about graphics and sounds, but it definitely one of the best theme implementations as a Chronoleaper . As for game from solo developer it is a lot of things going on. Making spell system similar to Grimrock is complicated task itself, at least from my point of view, making it depending on balance is really interesting. 

Thanks for playing.  I took moving mechanics from HeartBeast, it reads cell coordinates and moves player to it. I think that makes problem of input latency. But it's good idea because it's possible to make grid any size you like.  And also his map builder template made this project possible.  

Yeah this is a part of a project I work on. I'm working on turn-based music mechanics. Wanted to finish it before jam but it appeared too complex. A story about undead musicians) 

By the way love fight mechanics in your game, it was unexpected) 

I have laptop with old 960M,  so I was hoping that any modern device could handle it.  At least  it's ok with two I have. 

)Sorry to hear that. Did you try web version or download one?

Thank you, I was about to make different game. So when labyrinth idea appeared I just grabed polygon prefabs and just covered up ugly things with light and other prefabs)  thanks for playing

(1 edit)

Good game. it's great that you can make addictive gameplay with such minimalistic approach. Love it.  Nice work with sound, by the way. 

It a best game I played so far within tis jam. Music and first brick are only things I could complain about)