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Fernofai

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A member registered Mar 01, 2021 · View creator page →

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Oh my god, the artowrk is so epic but I couldn't find any eldritch god who wants me :/

It's so cool to see how many awesome ways exist, to fit into this theme!

I love the idea and style of this game. Also a great idea to use the text as score to finish the level. It's also great that you can't instantly loose by catching too many bombs but instead only lengthen the playing time.

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Someone seems to be tired of MMORPGs. I enjoyed that alot!

It's still very player-focused despite the fact that you control him via the minimap. Maybe there would have been another solution - for example that the player does everyhing himself, but you need to follow him with scrolling the map so he doesn't leave the minimap radius and gets lost?

I really like the style, especially the sound design, and the overall game feel emerging from it. I think some levels can be solved in unintended ways. In the very small spaces I could still kill the player without dying myself.

Theme-wise I think it could be communicated more cleary that you are not the player, but the white dudes are. Without reading the description text I wouldn't know it.

All in all, great job!

Really cool and very irritating since movement is basically reversed but then you also control everything else in the level but controlling the enemies is even weirder (yes, I read that you control the whole level, but this is how it felt to me).

Maybe it would feel more like moving the level if you decided to put the player in a fixed spot (e.g. center of the screen) and move everything else around it.

With everything considered it was still a very enjoyable experience - music and visuals also helped a lot :)

Great concept to build upon!

Maybe with more diverse and challenging mini games, not only connecting some inputs and outputs but maybe math and logical tasks with their right anwers - since calculating is what a computer basically does. New tasks could appear when you solved one, instead of the shrinking wires.

The overall difficulty also was a bit too heavy for me :*)

The pop-up errors and cooling task were nice, to distract from the "main" tasks. And the PC even has water-cooling ;D

I didn't really understand the user ping for a score, since it's not a good thing to have higher ping probably? If it was a score, why wasn't it shown in the game over screen?

I saw you also participated in this jam - hello :D I think you can't make anything wrong with games about dogs or cats. It simple has this "omg so cute" bonus which everyone can relate to. For this jam I also think, it's a very great and unique adaption of the theme.

I loved how the music opened up during zoomie time and how my master was animated when I took the lead.

At the end it took a bit for me to find the remaining bones and I was a bit lost when finally achieving freedom. These are just little things though.

And also one question: Where does my master try to walk towards? Does he have some path to follow? Or just random directions?

Playing as the timer is so great! It makes a nice puzzle mechanic. It took a bit for me to understand how it works, but after that I had much fun trying different placements and how they affect the character's actions.

I'd liked to have an option to start the game without having placed all bars before to then iteratively see where I have to slow down or speed up. Now it was more like I mess up everything first and then have an even harder time to figure out how it's done right.

I think this idea is worth to be explored further. I can imagine this being build upon with many more levels and mechanics, maybe collectables which can be collected if you place your stuff especially smart or multiple characters to be controlled.

A nice idea and simple, but very well fitting music. It was a bit difficult - but maybe this is also part of the roles reversed thing ;)

I tried a lot of different combinations of troops but couldn't find a way past the towers. It would be cool to be able to send troops while the wave is already running, so they can be send out with a little distance between each other and counter AoE.

Cool idea and at least what you get to finish looks very cool. With a bit more time I could imagine this to become a nice little game.

Theme-wise also a good take, but in the end it seems to make a not that big difference for the gameplay.

Our time also tackled the idea of making a boss vs. hero game (instead of hero vs. boss) but didn't do it in the end because we couldn't imagine how to implement a player-like AI. What you did worked very well and you even implemented different hero classes with different behavior. Great job on that!

What I missed the most was a bit more feedback on when I actually hit an enemy. Especially for the basic attack it was very difficult to know wether it's a hit or miss.

I didn't really understand how to play the game. There where some things (mine and fields) which couldn't be placed for some reason and so I ended up building alot of spikes only to get a game over screen after an enemy died from them in wave 2?

The music was really enjoyable - it reminded me of Age of Empires II.

Unfortunately I also had some kind of bug where I would click not where my cursor was, but somewhere up right from it. Maybe this is because I'm playing on a higher resolution than 1080p.

With a little tutorial or at least an explaining text on the project's page it could be very fun.

Very nice game and cool 3D art (did you actually model that houses in one week?). Music is also very fitting. The UI was a bit small but I guess it's because of my 4K monitor.  Also I think it was a bit too easy. If I didn't run into the zombies on purpose I could maybe went on for ever ^^ maybe the game could have been won after collecting a certain amount of candy or so. The giant zombie made my heart skip a beat btw xD

I like that MS Paint art style ^^ it was a bit difficult first to figure out what to do, where to go and what I could interact with (I always tried pressing mouse buttons, space or e to pick stuff up or so) but after that it was fun to find all that stuff which you already saw when running by but didn't really remember where (thats a good thing). I also want to mention that a snowman is definitely heavy but when you think of something heavy I will more likely think of one of that tables standing around. Maybe something cold? :)

Help! When I open the game (AMD64 on Windows) I just get a black window (plus console window). Music is running but I can't do anything. What am I doing wrong?

The idea is interesting and it's fun to play around. But it was a bit too easy. I could just turn into a torch and instakill all enemies. The art is simple but works out fine and the theme of sacrificing is also there although I didn't really know what it is good for.

That game had a good difficulty curve. The dark environment with some glowing crystals and candles was very atmospheric. Sound-wise you could've added a bit more but the background atmosphere was a good start. I also liked the mechanic to sacrifice your abilities and at last yourself.

It's a nice game and the game over pictures are reaally... let's say "efficient" but I couldn't figure out what to do. There was this door for which I think you need to get 3 whatever (because there are 3 holes in it). Then there was this moving tree which killed me if I came to close to it. And I could shoot little nightmare blobs?

Oh, that's tricky ^^ thx for the hint.

First I thought diet could be an interesting take on the sacrifice theme, but the game itself doesn't do anything about that. So I would say, this has nothing to do with neither Halloween or the theme. Gameplay itself is basic but it works. A score and some things to avoid instead of catching everything or a possibility to lose is the minimum this game needs. Otherwise it doesn't make any difference to catch these fruit or to just do nothing (and still catch fruit). Graphics are nice though.

OMG! This game is tragic! This is deep! This made me feel bad. The stories of that people are so personal. And you only hear them because you are pointing a gun at them. And then you shoot them (or not) and... this music and... how this white guy reacts (this white text on black background when you shoot them - plus the pistol sound). Idk somehow this game got me. Art is simple but it works out great. So does the music. Wow.

I got this error when opening the .exe file. I guess you need to include the surrounding files too.

Oh yeah, thx! I'll try it again then :)

WOoow! You did all that in one week?! The art is great, music and sound effects appropriate, so much story and then even multiple endings?! There is not much to do though but that's the thing with visual novel games I guess. At home you the things you could interact with were highlighted but in the basement not. So I did not really know what to click on.

The fact that there are multiple endings surprised me. The game seemed to be very linear. Is it about how you decide (what to click first or so) or are there different random events triggered in every run?

For a jam game this is amazing.

I got the bad ending pumpking btw :)

The graphics are cute, the idea is really great and unique and yeah. I didn't understand some questions but maybe it's just my bad english ^^ I thougth you would sacrifice like 3 or 4 people and then get your result and your hellish friend maybe being fired or advanced if you did very well, but unfortunately there was no such thing and I never knew if I did well or not (after reading your comment - yeah okay, unlucky). But if you would fix that, it would be really really fun I guess :D

I didn't find more than one task to do - is this due to not having finished the game or was I too dumb? ^^ unfortunately there was some weird stuff happening when I die. The other characters didn't disappear and when I found them on the map I could control them too. But (maybe because they already were at 0 HP) I instantly lost the game when this bug touched them. The idea itself is cool but there was too less things which were worth using your flashlight or glowstick for. Theme-wise you could have maybe explained why exactly the flashlight uses your life instead a battery to work ^^ but I mean it was your first jam (if I read correctly) and you didn't get finished so I guess most of that would have been done anyway if you had more time. Hope you'll do more jams to apply what you learned from this one :)

That was stressful -  in a positive sense. I liked the 3D art, the intro and the music. I first thought it would be boring to just run from lantern to lantern but at some points it was really difficult (but not too difficult) to find the right way. So very good level design I guess :D it was a bit unclear when I could run and when not because sometimes it automatically stopped and I didn't know if I had run out of some energy or if got stuck on something very little which caused this. Audio-wise the fading music to how near the enemy sheep boss is was very cool. It could have been much more intense maybe by adding walking or fast breathing noises or some atmospheric background sounds. But overall very good job! :)

I liked that game very much! It's a great idea not to build up your village but to start with it and sacrifice it house by house to save yourself. I feel like there is a lot of potential for building up strategies on when to use which card or your pumpkins and when to sacrifice or not sacrifice your buildings. One of many possible things you could add to this game (that's a good thing) is to exchange maybe one of your cards if your hand is full - in the end I lost because I only had cards for 60+ blood and couldn't get new ones. My highscore was 247 with 30 waves survived :D

This game looks great, the sounds and music are fantastic and it's super polished! The only thing which could stop me from playing is its the difficulty. I tried at least 20 times to beat this three golden blocks obstacle with spikes underneath it (3rd one in level 1) and then quit frustrated. Maybe it would have been easier if the controls were more precise or the first challenge shouldn't be something with disappearing blocks already. Or maybe I just suck at Jump'n'Runs ^^

Don't game this game late at night! Don't game late at night in general! I'll never game late at night again! I like how the very simple models and no really textures don't matter because you made it pixelish. It looks great. Just a little thing: it would be more authentic, if you had something like a games pause screen on the computer screen at the beginning.

Whoops, I'm sorry! Didn't test this again after fixing some other problems. I will update the game today so you can play it. Thanks for the feedback!

Thanks for this great textures! It helped me to build a little Doom-ish game without spending to much time painting all that stuff myself.

It would be an honor to see you trying the finished game:

https://fernofai.itch.io/perdition

Yes, there is a red health bar above the blue water bar and the green food bar. I didn't try how it works on ultra-wide. It's "optimized" for standard 16:9 monitors.

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I could spend hours in this! I loved the HOMM series and this is just an awesome game - especially for being done in less than 7 days! Because I would really love to see this game being developed further (I'd even spent some dollars on it) here are some things I would like to see being added/changed:

- Music and sound effects (important!)

- Equipping items doesn't closes inventory

- Treasures and similar stuff like campfires disappear or are clearly marked as being looted (after being looted)

- Some tooltips (or similar - maybe in the bottom right corner?), which explain what the different buildings can do (I think it's more motivating to the player to know, what he could do by building that)

- Mouse support (not that important - but could make interactions with the UI much easier)

- If really being developed further: main and pause menus (of course)

Maybe I'll add some things under this post, while I am not finished playing this game but just wanted to get these points out of my head :)

And please please please don't get this wrong: by pointing out all these suggestions I don't want to tell you how bad that game is. This game is super cool and I want to play the best version of it!

EDIT:

Some more things :D

- Direct compare equipped item with the select (if same type)

- Possibility to see the heros stats (not just the modifiers from the item tooltips)

- Can I sell items?

- A minimap

- End menu (or restarting the game automatically after dying for now)

Oh, sorry if the game doesn't run on your system. I built it as "PC, Linux, Mac Standalone" but if it doesn't work for Linux and Mac, I'll declare it as only Windows. Thanks for the hint! :)

Thank you, for the tips :D didn't realise the other files would be important for the player. Trying it again now... :)

Super cool and fun to play! I really like the aesthetics and the music. Sound and maybe some particle effects for the elemental attacks would have been a nice thing though. And (I think this is a problem of 90% of all jam games) it's really hard :)

The game is fun and looks cool, but I had to figure out the controls by myself (g to grab, d to drop, are there more?). A little hint on your game page would be helpful. After my bag was full I didn't knew what to do (maybe a hint on your game page aswell?). Also it didn't felt like I could really hide (when the character is greyed out?). The vikings catched me nevertheless.

Very cool game which reminded me of the first (or second?) Zelda. The movement was a bit unresponsive and there are no sounds or music - I think that would have made it even better. But everything else is super cool!