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First Impact Studio

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A member registered Aug 18, 2023 · View creator page →

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I totally understand your point, it was kind of the same for us. We discovered the jam a week and a half after it started… but we gave it a shot anyway!

You did a great job, seriously. Don’t dwell on what you could have done, just remember that you built a whole game from scratch in a very short time, and that’s already an achievement!

I just wanted to share my experience to let you know how I felt during my playthrough, and hopefully give you a few ideas based on my background as a developer because you can definetly do a banger!

Definitely the perfect soundtrack to fight Jenny and John!

Thanks so much for the kind words, there’s still a lot to work on but this is just the starting point.

And I completely agree: not reading the dialogue makes the fight extremely hard to manage!

We hope future updates will match your personal taste!

Hey AmethystBow, we’re glad to hear that!

We’ll be sharing updates and info about the project’s future once the jam has ended right here, on Instagram, and on Discord. Don’t miss out!

Hey! I’m Thomas, programmer, writer, and game designer.

Thanks so much for the compliments! We’re really happy with what we managed to achieve in just about two weeks.

I know there are some typos, I’m so sorry about that! I also hope the intentional mistakes in Bub’s dialogue give a non-native speaker vibe (like me, lmao).

As for the autosave… yeah, that was a dumb mistake on my part. Should I say it was intentional, to let people jump straight to the credits? Or for insane speedruns, maybe? 😂

And about the save system, you’re totally right. We (well, mostly me) didn’t think it through too deeply, since the entry was planned to last around 40 minutes to an hour of gameplay.

Thanks again for playing and sharing your thoughts! We’ll be sharing more about the game once the jam has ended.

Hey! Thomas here: programmer, writer, and game designer.

This is an incredible job, there’s not much to criticize. The art style is really strong, the core loop is solid, the feedback is great, and the rush moments are genuinely fun. Even the difficulty is well balanced. I assume you’re planning to continue development beyond this demo, and honestly, the level of polish already here is insane. Really impressive work, good job!!

Now, just a few personal observations from my experience playing:

It felt a bit strange when some enemies (like the chicken one) hit me while moving near me, but not actually in my direction. I got hit several times without understanding how or why. A bit more visual clarity on their attack behavior would go a long way.

As for the ingredients, the color design is clever, and I liked how the visual state of each item communicated information. It’s smart that the colors aren’t tied to how you should cook the ingredient, since that ties into the core conflict. However, I found myself misclicking quite often, not because of the mechanic itself, but because the names were really similar and the icons weren’t always distinct enough. Personally, I would have adjusted the naming slightly to help distinguish each ingredient more clearly.

Also, for the final stage of the game, you might consider removing the ingredient names altogether and just using clear icons. That would shift the difficulty away from recognizing the right label, and instead toward memorizing the recipes and cook the right thing in the right moment, which feels more in line with the escalating chaos of the game.

That said, this is a fantastic project. Can’t wait to see how it evolves!

Hey there! Thomas here.

As a programmer myself, I found the concept of the game really interesting and honestly, very brave to try and realize. As a designer too, I noticed some issues that I think are worth mentioning.

The core-mechanic is cool, but they felt a bit underused in this prototype. In the end, it plays more like a puzzle game focused on movement and avoiding monsters, rather than one that truly leans into creative eventing and scripting. The level design could definitely be improved, there’s often no clear direction on where to go, and I’d suggest replacing the current monster chases with platforms or obstacles that require event-based puzzle.

The orc puzzle was decent, but having enemies detect you even when they’re off-screen was a bit frustrating. Personally, I’d look to something like ‘Baba Is You’ as a reference, full-screen maps where you can see all the pieces and plan ahead.

In my playthrough, I set all my commands at the start, never changed them, and was still able to finish the game even without using the portal event.

That said, the idea is really cool, don’t get me wrong! I hope you keep developing this incredibly original concept. There’s a lot of potential here, but I think it needs tighter tuning especially in the maps and puzzle design to really let the eventing mechanics shine, rather than relying on fleeing from monsters.

The theme was surprisingly well executed. I wasn’t expecting what happened at all, and that unpredictability worked in your favor. In a final version, I’d love to see a small but coherent narrative to support the gameplay contextually. I wasn’t too into the villain shenanigans but hey, it’s a jam, and those things are less critical at this stage.

I don’t know if this is one of your first projects or if you’re already experienced, but either way, trying something original with a well-known engine is something I truly admire. Keep at it, this could evolve into a truly unique indie puzzle game!

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Oh my, I completely forgot to mention Antonio Amendolea and the amazing work he did on the sound and music! Don’t underestimate how much his contributions added to the game’s atmosphere, the dialogues truly came to life thanks to his work as well! - Thomas

Hi Julian (I guessed your name from the email, sorry if I got it wrong!), Thomas here!

We’re so happy to hear your kind words! ❤️

You’re totally right, there’s almost no animation at the moment, and that’s definitely one of the most critical aspects of the project. We have a clear vision of how we want the game to look (animation included!), and our talented artists (including Antonio Amendolea!!) are currently exploring the best way to bring that to life.

We’re putting our hearts into this project because we really believe it can become not only a fun game to play, but also a meaningful one, something that reflects our thoughts and feelings on certain themes (you’ll see more of that in the full version!).

I’m responsible for the technical side, and yeah… I should’ve added things like squash-and-stretch on the text, and some more dynamic effects. Just like the party-heal after battle, a few things unfortunately slipped my mind due to the massive workload. I’m really sorry for forgetting those (and for not being efficient enough to squeeze them in on time). But don’t worry, they’ll definitely be there in the next version!

Thank you so much for your support, we’re really glad you enjoyed what you saw!

Hey Berry, Thomas here! (Programmer, Writer, and Game Designer)

Denny Minonne and Serena Capezzuoli are incredibly talented and professional artists! Serena worked on the concepts for John & Jenny, Smith, the Hub, and other high-concept stuff during the early stages of development. Denny handled the other “talk” backgrounds (we did those super quickly lol), the remaining characters, and also polished everything for the Jam.

I’m really sorry that the party doesn’t heal after battles… It was supposed to, but I totally forgot to include it in the build. The workload was MASSIVE and that detail just slipped my mind. I’m genuinely sad about it.

As a writer, I’m really happy to hear that the characters gave off a good vibe! I try my best to do justice to the amazing visual designs.

Stefano also did a ton of work on the battle and UI side. Even if the mechanics aren’t fully fleshed out in this prototype, we’ve studied a lot of systems to make the battles feel as vibrant and engaging as the visual novel sections.

We’re definitely continuing development on this project, that was the plan all along. This Jam was a spontaneous opportunity we decided to grab. Before the Jam, we only had documents and high-concept ideas. Now, we’ve got a slightly playable version of our vision, and that’s awesome.

So, thank you so much for your support, we’re really happy you enjoyed it!

Thank you very much Amendoleaa, we worked so hard to make everything look at best 🙏

Thank you Giammi, we will as well!

Thanks for your feedback, yeah, we put all ourself in our projects to make them feel autentic, real and memorable. We are so happy that you like it!

And we can’t wait to bring you more of this memorable experience! Just stay tuned!

Oh, you could only imagine what we had designed for the future… challenges won’t be easy at all, but you can win the Azeramus game, we know!

Thanks! We had worked hard to create an original twist to classical card game, glad you like it!

Cassandra’s life isn’t easy at all… but she will rise up as a little big adventurer she is! You’ll help her, for sure!

Yeah, our artists have really worked so hard! Thanks for the feedback!

Glad you enjoyed the game!

Thanks for your feedback! We will work hard to bring you the best possible experience!

We are First Impact Studio, an emerging game studio that want to make memorable game experiences.

Azeramus, our first demo-game, is a narrative card-game about the story of the 10 Dreamers, summoned to deal with a threat for all Paramight: the ever-rising imbalance between dreams and reality. Through the cards, called Effigies, the Dreamers will face their deepest desires. Will they choose to live in an ugly, naked reality or a tailored dream?

Link to the game: Azeramus

We work hard to develop a nice game, and we are so happy when the players enjoy our product, thank you for playing Azeramus!

We appreciate your kind words! We are committed to creating even more nice experiences for our players, stay tuned!

Thanks a lot for you support! We hope so to bring more intresting content to Azeramus as soon as we can!

Thank you! We’re so happy that you had fun with Azeramus!

We’re glad you appreciate the game! Thank you for playing!