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Farry1

152
Posts
14
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50
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57
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A member registered Jan 18, 2019 · View creator page →

Creator of

Recent community posts

Thanks for playing. The survey is already offline, we're currently evaluating the results. Jeah, the controlls are really need to be improved. :)

We're going to upload a new version of Emergency Protocol Override soon. We developed the game for our master thesis and the current version will prompt you to answer a survey after 20 minutes. We will upload a version without interruption next week.

What a funny moment, that you started following me. I think, I used this asset pack for one of my games :D

https://farry1.itch.io/penguin-pebble-parade

We will upload a new unlocked version soon. Thank you for playing :)

The password is "Immersion".

thanks for playing :)

What should I say? you give a super simple and generic game idea some new groove. This almost photorealistic look with this simple gameplay is super funny. The sound effects, the feeling of walking and everything fits well together.

If you're interested check out my new game as well. It was made during four months for the purpose of our master thesis in Game Development. 

https://farry1.itch.io/emergency-protocol-override

What did I just play :D This is so funny

Oh and I pressed R lots of times because I'm used to do that to reload in this kind of games. And it always reset the game :D 


+ Add some swoosh sound effect, when I am charging my power attack

Fun game and already well polished.

Some Feedback: I didn't know how to recharchge the purple the purple substance and how it is related to my bullet. I always collected the bullet, but at some point I ran out of this purple substance.

Also the UI felt a bit too big for me.

If you like, try out my new game as well :)
https://farry1.itch.io/emergency-protocol-override

Come on people. Support us!


Hey everyone,

We have a couple of days left to collect data for our master thesis. For this we need your help! All you need to do is play the game for a while and fill a short survey. We are three game development master students, Olli, Lukas and Sebastian at the Cologne Game Lab (TH Köln, Germany).  We have just finished this prototype for our master thesis.

Now we need your feedback for further use in our thesis. So please play our game

Check out our game at: https://farry1.itch.io/emergency-protocol-override

In this game you play a robot that came to life a long time after an unknown apocalypse. You have to maintain your energy connection, build efficient production lines and explore your surroundings to reach a distant goal.

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We have a couple of days left to collect data for our master thesis. For this we need your help! All you need to do is play the game for a while and fill a short survey.

We are three game development master students, Olli, Lukas and Sebastian at the Cologne Game Lab (TH Köln, Germany).  We have just finished this prototype for our master thesis.

Find the game on: https://farry1.itch.io/emergency-protocol-override

In this game you play a robot that came to life a long time after an unknown apocalypse. You have to maintain your energy connection, build efficient production lines and explore your surroundings to reach a distant goal.

As a thank-you-gift from us for participating, we will raffle off 3x10€-Steam-Gift-Cards among everybody who finishes the survey. You can leave your email address at the end of the survey.

Thank you in advance!

thanks for playing and for the feedback. This is some great inspiration. :)

Hey, Thanks for playing and your feedback. Please check the update I just released :)


Cheers!

Thanks for Playing and the nice video :)

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Thanks for playing and that feedback. I heard about those kind of issues a couple of times now. I will have a look and fix that in the future.

At least you managed to escape the Moloch in another way ;)

thanks for playing and thanks for your video. Was funny to watch. Cool you immediately recognized my both sources of inspiration: Layers of Fear and Naissance

I cannot deny that those Bloober-Team Games had an impact on me ;)

Hey man! Thank you for playing. I'm glad you liked the game :)

Hey! Thanks for playing. It's always cool to see others play the game. So the issue with the pathfinding finding is really a thing :D
I will continue work on this.

Original idea, cool puzzles and nice graphics :) 

The font was a bit hard to read sometimes and the background music was a bit repetitive for my taste. but this is a solid game you made here. Good work

very original idea, nice art style :)

It wasn't very obvious that these cactusses are dangerous. Didn't figured it out for a while. I liked the overall atmosphere and the especially sound.

very cool puzzle mechanic. clever level design. not much to complain here :D

Pretty clear feel of the controls, nice aural and visual feedback. I liked the grab color coding. Well designed and polished. I like it :)

Very good core idea playing with the time and have multiple iterations of you running and standing on buttons. The movement felt a bit clumsy, so did the camera. But this really has potential to become a clever puzzle game. :)

Funny take on the theme. I think I won, ähh "one". Also good look & feel :)

I love this concept. This has potential to become something really cool. The whole thing was abit short and lacked of more complicated puzzles this mechanic offers. But Nontheless: Keep on working on this. I'm looking forward how this might develop :) The core concept is genius

clever concept and cute graphics. Would be cool to at least finish the level with the other characters and then get less points instead of instant fail :)

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Impressive Graphics and very stylish menu. The gameplay felt a bit unfair though, the timing was quiet difficult. Also it would be cool to restart directly in the game scene. I always had to restart in the menu and then again choose a side. But besides that: very polished and impressive considering this was made during 48 hours :)

Cool game with the potantial to become a full game. 

For me it was a bit unclear that I the green slime is bouncy. At first I thought I have to avoid it. Also I would suggest to add a small Icon that orbits around the player and indicates where the force of the oxygen is being applied.

But nontheless: great game :)

Nice vicuals, cool core idea. The view radius should be increased so you can see something in the periphery. It was most of the time just guessing at what spots I die. Although I knew where I would die, the real small view radius didn't allow me to stop right on time :)

In the hard mode the detection radius of the light orb is basically larger and the maximum path length of the fairies is shorter. Balancing those values was quiet difficult. So it's cool to have so much feedback now :) Thanks for playing

Hey everyone! We are playing your games on https://www.twitch.tv/farry1 until 00:00 European Time. Please post your games in the Twitch Chat. See you there :)

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I checked the ratings from last year. There is a median being calculated, something like average number of ratings but with weird stochatisc math. Last year it was 8 rates in median. This year it might be a bit more.
But in the top 100 were games with only eight to ten votes. All of them were 5 stars though. But so the total amount doesn't really matter. I think the amount of ratings just have to be higher than this median. 

In other words 10 five star votings might be better than 30 - 50 votes with an average of 3.5. 

Correct me of I'm wrong.

Thank you for playing and your feedback. You're right, some levels might be too easy. But I wanted to slowly increase difficulty and then polishing took me so much time that I rather went for 3 polished levels than 6 which might feel bad designed. 

But thanks for playing and thanks for watching our stream yesterday. I might come back to your game again later and see how the resting place developed :D

Hey! Thank you for playing. I will will put more work into proper pathfinding and better raycasting :)

Thanks for playing. I'm happy you liked :)

I will! thanks for playing and thanks for watching our stream :)

Thanks for playing and your feedback. I'm already aware of this. I'm thinking about a sort of timer mechanic so you have to end a stage in for example 5 turn or something.