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eyeholesin

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A member registered May 10, 2017 · View creator page →

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thanks man! yeah the sound is kind of jank - i wanted it to sound kind of atari-ish but yeah its kind of a difficult balance. I love sound, not very good at making it :P

can confirm sound and music is better than no sound and music - i think you went with the right choice in the end :P

hey random here. installer version didnt work yesterday for me, can confirm it works now :)

will do man :)

yeah really liked the art, the game was pretty fun also. just nice and simple. kind of want like a 2player mode in here but yeah really nice. 

that music loop thou - just to short, kind of drove me insane

really nice art. controls felt pretty tight.  I really like the concept of jumping around a set that is moving. 

I cant say a lot because i think the game kind of breaks for me at the second ship. i get on it, and then do a jump next to the cabin, and then i stop being able to jump. My only other option seems to be to fall into the sea, at which point the level resets but i dont respawn :S

because of this bug i havnt played much more then that, but again, i really like the concept. I think it would be cool to play with the idea of using the scene transitions themselves as a mechanic, like standing on a platform which moves you to the next scene, or jumping between two moving platforms during a scene transition to pick up an optional collectable.

maybe you do do this, but i cant get past this second ship so :S

man i really like the concept, but i cant tell the enemeies apart from the walls :( 

You should make all the enemies one color, the player another color, and make the walls at either end of the line the same color as the 'roof' and 'floor' of the line so it clearly the end. 

also never really used the dash move, i kind of just took my lumps and tried to kill the enemies i was facing cos i found it hard to predict how far i would dash for, probably somthing i could get with practice but yeah

yeah i really like it its kind of moorish, like i kind of fell into a hole and kept going till i beat it. 

really like the upgrade system, its such a simple way to make a game go from okay to really compelling, and i thought it was pretty well balanced.

my main problem was that it felt almost impossible to predict where the enemies were about to move, and when they were about to attack. Maybe you could have used their eyes; to look in the direction they are about to lurch? or a defend move that stopped you attacking but blocked all incoming damage, so you could master the timing?

ontop of that either the projectiles were too small and the character was too big,  cause i always felt really clumsy trying to avoid these little bullets from the boss. 

lastly their was no real consiquences to death (besides my final score), this paired with the lack of being able to stop incoming attacks i think is the biggest weak point.I made the game purly about bruteforcing down the boss and ignoring incoming damage and getting to the top of the upgrades. 

Which is fine, but i feel like it had a lot of potential to be a really nice little arena game. 

I wish the scoring system / death mechanic and a lot of the core mechanics were better explained, cos i spent the first few minutes of playing wildly confused about what everything was and what it did. 

i didnt know how you buy upgrades until i quit. a little sign saying 'CLICK HERE' next to them, and maybe making them highlight when you hover over them would help. 

i didnt know how you actually attacked untill it happened accidentally, like running at things with my outstretched sword kind of felt weird, and i kind of got a technique in the end of rapidly flipping back and forth while standing next to the enemy, but it just felt kind of wierd throughout. clicking  on the screen would have been a good way to do an attack, and that would have clued me into clicking on the screen for the updates.

loved the soundtrack. didnt like the wierd pause in between different loops of the song, but regardless it had a really nice oldschool rpg feel.

Loved the minimal design and color pallet. it felt like a nice place to hang out in. sounds wierd i know, but yeah kind of nice. 

Yeah i really liked it, kind of reminds me of nuclear throne or somthing. 

really fun, some nice polish and really nice graphics.

that music though - drove me absolutely mad. its such a short loop. aggh.

Also, like with audio - it should play in the first room. Cause like, i am in the first room, no audio- i wonder around, check my volume, check my headphones are plugged in, turn up volume really loud, assume there is no audio, walk into the first room, and bammm

suddenly loads of loud audio in my headphones, there is a guy walking towards me and i cant shoot him, cause i am fumlbling around adjusting my audio. 

So play audio at the volume you are going to throughout that game, at the first screen where there are no badies so i can turn it down or up. 

i want to share this talk with you cause its like my favorite talk and it has lots of really simple to implement advice to make a shooter game just better, that if you did some of these it would be like fifty times better, its this \/\/\/\/ 'art of screenshake' by jan willem nijman 

https://www.youtube.com/watch?v=AJdEqssNZ-U

man this was a really good idea! sorry the build broke, these things happen.

I think you had a really good idea with a turn based combat system with only one turn. i think that could have been the whole game and that would have been easier to debug and make - like cut out the talking npcs, walking around and stuff, and just do the combat system.

Also i was impressed that you built for the webplayer, thats pretty cool. Given the issues though, it might have been better to throw it into an exe and submit it like that. 

yeah its a cool idea but it seems kind of random, like not really sure what will do what. 

i kind of liked some of the characters and i thought the writing was pretty good, but because my responces seemed to produce kind of random results, i ended up not engaging, just cos i kind of felt like whatever see how far i can get with everyone, and then just start again.

overall i think that this was pretty good execution of a weird idea, and thats kind of what the jams are about. 

really liked the atmosphere and sound.  Definiatley not my kind of game, as i will die alone :(

wish their was subtitles for the audio cos some of the audio files i couldnt hear. maybe that was the point, but still it was kind of hard to do.

dont have much more to say as i didnt solve the puzzle. I found it hard to get a foothold into the puzzle. Maybe it would be better to give an easy win, so i can start to feel like things were progressing, like maybe the first room you get right gives some audio feedback to say 'ah i got one right'.  Then again - this isnt really my kind of game so i dont know :S

I think the only one shot nature of this made it make sense, else you could brute force the puzzle by doing it a lot, and it made it really tense. 

I really like the curved monitor effect thats really cool. i wish i did that on mine actually. Really liked the UI and the tutorial thing at the start.  

Nice particle effects, and good to have sound and even like a bit of music. made it feel professional. 

i liked that it had writing in it, and some kind of story. Made me interested in actually playing it more.

As a colorblind person, kind of wish you had put symbols on the powerups to tell them apart, this wasnt a big problem here though as they have different values, (one is darker than the other) but its somthing to think about

 Found the controls a bit frustrating - a bit slidey and its kind of hard to gauge how high you will jump on each up button. 

a really easy thing to do  is  zero player velocity and make the controls stop for .5 seconds after you die, so i dont die trying to reach a platform, and then die again cos i am still holding the left button down when i respawn 

another really easy win is set the barriers on the edges of the screen to be super big, so they fill up all the camera space, so you dont get the lines on the edges of barriers.

not sure if there is a way out of it, but if you press space while playing the game the game freezes, so like after the little bit of talking at the start you can press space to go through the dialogue, but , if you press space after that bit it stops like there will be more dialogue but there is not and you are just frozen. 

The lives is kind of annoying - cause i want to just experience the game, and im not like super good at these kind s of games 

overall though, the game works, it makes sense, i can play more then one level, i only alt-f4'ed out of it like twice, i understood the concept, it kind of fit the theme - all of these things kind of put this above a lot of games. On top of that some nice UI, shader and polish touches also gave this an edge as well. 

really good job :)

really strong visuals and vfx, nice little details like the fireflies and the  gun flairs, and the pixel art was pretty good. Could have done with more enemy types and gun types cos it gets a bit repetative

its like one of those ones! - i didnt really laugh at like the joke, like it felt a little lol random - liked how it cut away at the end really suddenly

It was reallly hardd! but i liked the minimal design like being all only one color kind of weird though, not really sure if this is like one i will hit up all the time, or anything, but yeah made me think. 

... onlyone\game\space-tavern>python src 1024 768


pygame 1.9.4
Hello from the pygame community. https://www.pygame.org/contribute.html
Traceback (most recent call last):
  File "C:\Python27\lib\runpy.py", line 174, in _run_module_as_main
    "__main__", fname, loader, pkg_name)
  File "C:\Python27\lib\runpy.py", line 72, in _run_code
    exec code in run_globals
  File "C:\Users\danda\Downloads\onlyone\game\space-tavern\src\__main__.py", line 18, in <module>
    main([int(i) for i in sys.argv[1:3]])
  File "C:\Users\danda\Downloads\onlyone\game\space-tavern\src\__main__.py", line 14, in main
    engine = Engine(load_config(), resolution)
  File "src\engine.py", line 34, in __init__
    self.player = Player(conf["binds"])
  File "src\player.py", line 9, in __init__
    super().__init__(sprite="player_idle", health=3)
TypeError: super() takes at least 1 argument (0 given)

the window opens for like a second and then closes. 

if somone can tell me what i am doing wrong, i have python 2.7  and 3 - really want to play this game it looks mental

Really liked this one, it was a cool idea. definitely develop this more!  i think having both hostages and terrorists is a bit harsh, and also the arena is so dark during the bit you can look around in, that its really hard to actually see the guys, which i think is a bit of an extra handicap on top of the turn based nature which already makes it hard.

kind of reminds me of like superhot, and i think it could make a good fun arcade game if it was a little bit easier, and maybe make the graphics a bit more clear so stuff stands out, but yeah, i really liked it.  

graphics were really nice, and the idea was a good idea for the theme, but like- it kind of feels like a regular platform game but a bit more fiddly and frustrating. 

also playing on keyboard, pressing shift really hurt my pinky. 

I wish the pony carried more momentum  on releaseing the key

overall though, really good for the time and stuff :)

not really sure what to do - or what really the game is i found the hunter guy, but he was just against a wall twitching. 

just a small general thing, is i wish the controls were realative to the player and not the world, so you always move where you face

i also think i broke the collisions cos i was walking on the roofs 

Good job with going this far though 

not really sure how to play :S

got 

Application folder:
C:/Program Files (x86)/The Fall
There should be 'GMTK Game Jam_Data'
folder next to the executable


not really sure why this needs to be installed though  :S

Really liked the UI - it felt like really cool and avant garde, also having music really good, and the writing was really good as well actually. 

Wish it was a bit more clear how it works as i died like three times before i understood. Also the press space to restart thing didnt work for me.

I beat the game, feel like i kind of lucked out though, by being near the edge. kind of intersted if this developed a bit more

i did have a controller but i am not really sure what i am supposed to be doing, like i kind of just fall over. I really like the little cat guys who swarm the robot though.  Next time could be better if you wrote some instructions  :)

also cant open it, i think its made with the construct game engine - :S

thanks for the feedback man! To be honest I kind of panicked with the deadline so didn't polish as much as I should have :( but thanks for taking the time to time to play my weird game and respond :)

This game looks really intresting - geometry wars with rougelike elements is really cool. 

I want to suggest adding constant movement to the game, like you can speed up and slow down, and steer left and right but you cant stop, 

just to emphasise the geometry war's hectic action stuff.  

Also maybe have enemey spawners which keep spawning enemies till you destroy them.


seems like it will be fun though

Dont give up!