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FatWednesday

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A member registered Aug 19, 2017 · View creator page →

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I love the idea, but my brain it seems is lacking the skill necessary to get very far and keeps mixing up my left and right hand controls XD.

But not gonna hold my shortcomings against the game, it’s a super fun idea and I’m sure very enjoyable to play for more skilled players.

Nice work.

I dare not admit how long I spent looking at what I now recognize as the cover image, and wondering why it wasn’t responding.

Once I remembered about scrolling on pages though, found the game and gave it a go. Simple controls, played well, audio settings were a nice touch, and it was easy enough to understand.

The binary choices were nice, but didn’t feel like they had a huge impact. It would be really cool to see each choice come with a downside, like “You move faster, but enemies have more health” or things like that. Just to give more reason to pick one over another. But It’s a jam and we don’t always get time to implement these things.

Overall nice game, fun to play, good job.

The idea of not being able to move backwards is actually interesting and would be curious to see the game developed further to see in what ways that could help/hinder the player.

However the lack of movement on the background when moving made it really weird in my brain to track my movement properly.

But it’s a game jam, and as you’ve said you didn’t have a lot of time, so with that in mind, things like this are understandable, nice work.

I have been informed that I should have made it clearer that there is a double jump. So if you fancy another try, take with you the idea of jumping again at the top of the first jump.

My apologies for overlooking making it obvious.

But appreciate the playing and the feedback.

Super fun game. Art was nice and simple but communicated well. The music was nice, and there were a bunch of really fun mechanics powering the puzzles.

Overall just a really solid job, great work.

Really enjoyed the mood and vibe from this one, the music was nice, the ship rotation was a cool idea. I did find some areas felt a bit hard in that there wasn’t a lot of space to address enemies in. But all the same a really fun game to play.

Great work.

The controls were a bit floaty for my liking, found it quite hard to have any precision in the platforming. That said, I otherwise really liked the idea, the vocal sounds were great to hear, reminded me of some much older projects.

Some more feedback on getting hit or taking damage in fire would be nice, and I’m not sure if you could destroy the yellow turrets or not, but so help me god I tried for a while XD

Thanks for playing, and for the kind words.

Thanks a lot, the combination of 1-bit and the smaller tiles was a real challenge for me. Glad you enjoyed the game.

Thanks for playing and commenting.

Thanks for playing and commenting.

Glad you liked it, turned out to be one of the most annoying things to dial in in regards to timings with the lava rising, which is why it doesn’t get used in a lot of chunk layouts.

Yeah I struggled with the binary part. Had I a bit more time and been able to implement some of the ideas for powerups, a binary A/B selection at certain intervals might have met it better, but alas.

Thanks for playing and commenting though.

Yeah it seem I had overlooked the double-jump, clearly too used to it being there myself and not thinking to inform the player, whoops.

Definitely agree on the floaty side, I could up the gravity, but would likely in future just swap from my own physics to an off the shelf platformer package instead.

Thanks for playing and providing feedback.

Hey, thanks for playing.

Definitely some issues with my platformer code, I think in future I’d likely throw my own away and use an off the shelf system instead, as ladders are far from the only edge case and issue it can exhibit.

Thanks again for the playing and commenting.

Definitely felt like some resolution issues playing in web. feel like I was missing some stuff at the top/bottom.

But the gameplay was fun, the choices were nice. And I really liked the pixel art.

Definitely got some resolution issues, on the downloaded version the window was too big for me to exit without alt+f4.

That aside, a fun enough game, controls were nice and responsive, art was nice, and was not too difficult which is nice for people as bad at games as I am XD

Had some bugs, but what Jam game doesn’t I think the only significant bug is the spawning locations. But given enough time the enemies seemed to give me enough room to get in below them for some shoosting.

I found it fun to play on full screen and see a few assets all laid out at the side :D always nice to peak behind a curtain.

Nice work.

Always love a little lights-out style game. The two things I enjoyed here that I’ve not seen in others (no idea if they’re common in the space or not), were the fact that lights could be on or off for a win state, and the lack of it being a full grid. This was enough to get my brain having to think a little differently about the puzzles which was refreshing.

I didn’t mind the music, as simple as it was, complex music might not feel right with simple mechanics. Also I know that music can be a huge challenge if you’re not a musician.

Felt like it didn’t really do anything along the vertical part of the jam. But perhaps later levels extend more in that direction, I didn’t make it far enough if that’s the case.

In any case, nice work. I am always curious with these sorts of games though. Did you hand-craft/validate the puzzles? or did you have some automated system in place for that?

Fun little game, certainly wouldn’t have expected this game type had I not seen some discord progress. My only real gripe is that it seems to be a viable strategy to just spam 0’s and 1’s and hit space, doing it enough tends to smash through the oncoming values without having to be all that precise.

That said, when not using this strategy and playing in what I imagine is the intended way, it was enjoyable, great job.

Yeah I think knowing the game was the cause of me not realizing just how harsh the sanity drop was :D Ya live, ya learn :D.

Anyways, thanks for playing, and for commenting. Glad you managed to complete the game.

Nice entry, movement itself was nice, but felt weird having smooth movement combined with snapping rotation. Would be nice to have those be consistent one way or the other.

Gameplay was simple enough, combat was easy to understand, although when you have higher damage weapons there doesn’t seem to be any reason to use anything but your biggest damage item.

would be cool to see this developed further post-jam.

Thanks for playing and commenting.

I realized after releasing the game that there’s no real obvious instruction to ‘use’ from the inventory… or even get into the inventory. Hopefully I’ve made that a little easier for a post-jam update.

Thanks again.

Thanks for playing and commenting. Regarding the sanity, whilst In hindsight I agree it drains too fast, there are 2 ways to combat that. The torch when located will decrease the drain speed, and you can use potions that you find to restore sanity as well. However I somehow missed any indication of the inventory in the game so I think many people don’t know it’s a thing, my bad :D

Anyways, thanks again for playing, and for providing feedback.

Hey there, thanks for playing and for the feedback.

The issues you raised have been a common theme across feedback, clearly there were I few things I didn’t pay enough care to or consideration during the Jam.

A post Jam release will try to address some of the issues at least, and maybe in the future if I expand it some more I’ll get some cultist combat in there too.

As for the out of bounds, I wasn’t aware of any from indoor spaces, so that’s a new one. I’ll have to go back and patch that now :D thanks for pointing it out.

Glad you enjoyed it though, thanks again for playing.

Hey there, thanks for playing, and for the feedback. Several points raised I think have been addressed now in a build that will make it to itch once all the voting is over, such as sanity drain speed, holding keys.

As for the lack of combat, that was unfortunately by design, I didn’t allow enough time to really put a combat system together, so the shadowy figures you see are purely mood and serve no other purpose.

Hopefully I’ll find time to add a combat system in the future so you can go toe to toe with some crazed cultists.

Thanks again.

Ayee, glad to hear from someone that decided to give that second ending a try :D

Thanks for the feedback, regarding the movement, I’ve already upgraded to a holding key support, and added strafing as well. That will show up in a post-jam update once the voting is all sorted. On the difficulty front, I think I’ll have to revisit it anyway as I’d like to add in some sort of combat events and add more exploration eventually.

Anyways, thanks again for playing, for finding the secret ending, and for the feedback.

Having the 0 sanity do something other than loosing is an interesting idea. Maybe I can rework the Cthulhu sanity battle to be something fun that occurs as a last chance when you hit 0.

As for the rest of the feedback, appreciated as always, I think there’s a few points that have come up enough to be obvious areas of improvement that I’ll look to address for post-jam updates(s).

Thanks for playing and providing feedback.

Appreciate the kind words.

As for the feedback, I think you’ve nailed it. Some of these points I’m addressing for post-jam update, others like the floor I’ll try to play around with if I can squeeze out some more spare time somewhere.

Thanks again.

I fell into a blue area and outside of a rest area and a snake battle, none of the other doors opened so I was trapped.

Otherwise, it clearly had a lot of effort put in, voice overs, battles, lots of different characters about, clearly a lot of content here. And I like the art style.

Great job.

Unfortunately I found myself (or the stairs) being about half a space off-grid which ended up with my being clipped into the ground a lot, and subsequently falling into the void.

That said, the movement is snappy and responsive, felt really nice to move around, and having ramps is something I don’t think I’ve seen in other entries yet. Felt like there was a lot of effort put into the story via the notes, I would perhaps have gone for a smaller environment so it didn’t take so long to get back after a void-fall.

Anyway, nice work, would like to see this patched up and maybe developed further.

Appreciate the kind words. Thanks for the feedback and for playing. I’ve got a ‘backpack’ button ready to go for an upload once the voting period ends, as it’s been mentioned a few times in feedback, and in hindsight seems a silly oversight on my part.

Thanks again for playing.

Three days is not a lot of time, so congrats on getting a submission in. Movement was snappy, but had the same issue my entry had which meant a lot of tapping to move.

The concept was interesting, although one suggestion I would make is to make the enemies shorter. I found it very easy to shoot them from miles away over walls in perfect safety.

Eventually read the itch page and worked out how to leave the first room :D My bad. Nice atmosphere, very mysterious and dark.

The aiming felt very unintuitive but the goal of shooting things to power the doors was easy enough to pick up with the first room explaining it.

Died to the boss, but still had a good play.

Took me a hot minute to work out what was what and notice the ore display on the right. So whilst I am partial to monotone colour styles, the UI could be clearer.

That all said, once I did work it out, it was fun to play, and an interesting combination of tower defence and dungeon crawling.

Would be really cool to see this polished up and taken further post-jam.

Nice work.

Really nice work, the visual style here is real cool to see. Movement was crisp, simple enough gameplay. Generally fun.

The one gripe I had was that the game seemed to be really possessive of my mouse, even when trying to tab out to other windows. This might be a me issue though, can never rule it out.

Love the idea, and walking into a kitchen with what felt like giant tile-size appliances was awesome.

Also generally just an interesting idea of gameplay styles to combine. That said I did really struggle keeping ol’ wifey topped up on energy. Good chance I was just bad at it though, or was missing a trick, so can’t hold that against the game.

Nice job.

Yeah I think that’s fair, I got caught up on the art bits and missed some more expected elements like combat.

Definitely got a few ideas to implement that sort of thing post jam though, so maybe if I can find the time I can brush it up into more of what folks might expect from a crawler.

Tha ks for the feedback and for playing.

Thanks for the kind words, yeah I think I underestimated how much wandering around non-me players may do.

There will be an update post jam to address that among other things.

Rough around the edges sure, but enjoyable all the same. The half turn was kind of nice in some cases, and a jigsaw backpack thing was cool, not seen that in any of the others I’ve played yet.

Good job.

Enjoyed this, the exploration was straight forward enough, and the card game based combat was very simple to understand and get into. Nice work.

Appreciate the feedback. The punishment and clipping issue are ready to go post-jam. As for not knowing what to do, That’s fair enough, I’m no designer so always room to improve communication in game.

Thanks for playing.