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fake_dante

28
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A member registered Aug 16, 2023 · View creator page →

Creator of

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My bad for not reading the instructions underneath the game, but I struggled to see if what I was doing was having any effect on the game. Very good environment with a very alien like forest of metal. Sound effects fit very well and the overall feel of the game is enjoyable. Struggled with understanding what was hurting me and how to overcome the crisis and win the game.

Very impressive. The monster is creepy and the atmosphere is great. Very clever use of the first person mechanic, and the game felt challenging probably due to the fear of being caught by the monster. Adding more ambient sound effects like snapping twigs or owls hooting would add even more to the atmosphere and to the challenge of the game as the player would double guess themselves when they need to stop.

Yeah, whether the lights are on or off, my character doesn't move with neither wasd or arrows

Extremely impressive artistically. Love the chill music, the colours, the vibe. Controls were a bit lacking and very difficult to work out what the goal is, or if what I'm interacting with is actually changing anything, but apart from that, very impressive for a 48 hour Jam.

Very clever platforming game. The puzzles felt challenging, the movement was good, the overall vibe was great. Simple mechanics that expand on themselves are very well done. I had a difficulty which level I had already done so didn't know what to pick next on the level screen. Also, sometimes it was difficult to gauge what the puzzle actually was as the camera was quite zoomed in.

Love that you clearly made all the art yourself. Very nice little relaxing game. Wish there was a little bit more of a puzzle like challenge with maybe matching the colour of the light to its source

I love a maze, but I wish the mazes were a little bit more thought out and the gameplay felt a little bit faster.

Great vibe for the game, and I love the graphics and Candleboy. The hitboxes for the torches feel very off and there's very little feedback for the player whether they've lit the correct torch and which colour light they're currently carrying - you can sort of tell in darker areas but very difficult to tell in brighter areas.

I'm not able to move from the beginning

Very creative, satisfying game to play. Got to level 18 on my first attempt. Kinda wish there was an incentive to completing a level with a fewer amount of torches used, or a timer on each level so you can't spend forever memorising everything. Fits the theme and mechanic of the Jam extremely well and it's a creative idea.

Used one of the tracks as the background music for my 48 hour Game Jam game. Great variety of different tempo and themes. https://fake-dante.itch.io/hop-hop

Used the jumping sound effect in my 48 hour Game Jam game. Great variety of different sounds! https://fake-dante.itch.io/hop-hop

"The developer has not uploaded a game yet..."

(1 edit)

Mashing bit is so much better now. The new filter and soundtrack fit very well. Looks much more polished and complete now!

New record: 22

Ah yeah, I was expecting the bombs to be the only thing to worry about, wasn't paying attention to anything else.

The physics and controls feel very satisfying, and the art kinda fits together since you control a stickman. I was confused how to jump at first as I didn't notice the boxes were telling me what to press. The time rewind when you die is very well done and super cool to watch. I wish there was a time indicator on screen so you know how much time there is left. Very impressive overall!

Very difficult to control your jumps. Don't really see the "Time" theme, but love the minimalistic art style!

Quite difficult to tell what you can walk on at first. Struggled to complete the first level. Love the chaos though!

Very cool art and great idea with the shadows! I would recommend not using Scroll up and down as core controls, as some people (like me) play on a laptop. Quite difficult to tell what you can walk on and where the walls are.

Love the character model and the physics behind their movement! I was really confused what the goal was. Seemed like everything I touched was killing me. Don't really understand the purpose of slowing down time when you double jump.

As MilkBeans pointed out, this game makes me nostalgic for old school flash games. The mashing bit goes on for way too long, makes my fingers hurt. Furthest distance I got is 16

First platform is quite confusing as there's no way of knowing you can double jump. I understand this is for a Game Jam which has "Double jump" as its mechanic, but I was still confused. Great art and atmosphere. Love the colour scheme!

Quite difficult, but I think it's due to not knowing if you have a jump or a dash ready after touching the wall. If there was some sort of indicator on screen, it would be easier. Also I am so used to having jump as space, I constantly get confused between jump and dash. Level design is interesting and each puzzle makes you come up with new solutions. Good job!

Love the chaotic rain and the 'homemade' art style. I feel like bomb hitboxes can be unforgiving, and sometimes I don't know why I die. Love the tips you give with each death!

Wow, seriously impressive for a 48 hour Game Jam.

Completed it with 38 deaths. Some levels are way more challenging than others, but that's ok. I love the vibe this game gives off.

Some people would rely on being able to see their splits to time the next double jump perfectly and get 1000 score. Also, since this was a 48 hour Jam I was really limited in how many mechanics I could introduce while keeping the game mostly bug free. I do agree though that it's not a major difficulty spike.

Levels 9 and 10 were meant to be much harder than the rest, so I'm glad it's working as intended :)